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@ -10,20 +10,94 @@ type door struct {
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*blammo.Log
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to string
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exit int
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arrived int
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}
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func (d *door) update(time.Duration) {}
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func (d *door) exec(w *world, r *room, p *player, seq int) result {
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p.Info("executing door to %q for player %s", d.to, p.name)
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dest, ok := w.rooms[d.to]
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if !ok {
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p.Error("door destination %q does not exist", d.to)
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return result{}
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}
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p.Info("found destination room %q", d.to)
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exit := dest.findEntity(d.exit)
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if exit == nil {
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p.Error("door exit %d does not exist", d.exit)
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return result{}
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}
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exitDoor, ok := exit.behavior.(*door)
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if !ok {
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p.Error("exit entity %d is not a door", d.exit)
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return result{}
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}
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p.Info("found exit door %v", exitDoor)
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t := dest.getTile(exit.Position)
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p.Info("exit tile: %v", t)
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if t.isOccupied() {
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p.Error("destination tile %v is occupied", t)
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return result{}
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}
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p.Info("removing player from room %s", r.name)
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r.removePlayer(p.name)
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p.Info("adding player to room %s", dest.name)
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if t.addEntity(p.avatar) {
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p.Info("added player avatar to tile %v", t)
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exitDoor.arrived = p.avatar.ID
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p.avatar.Position = exit.Position
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} else {
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p.Error("failed to add player avatar to tile %v", t)
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}
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dest.addPlayer(p)
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return result{}
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}
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func (d *door) onStartOverlap(e *entity) {
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d.Info("start overlap: %v", e)
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if e.ID == d.arrived {
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return
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}
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if p, ok := e.behavior.(*player); ok {
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d.Info("player %s start overlap on door to %s", p.name, d.to)
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if p.pending != nil {
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d.Info("player %s starting overlap on door to %s has a pending request", p.name, d.to)
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} else {
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d.Info("player %s starting overlap on door to %s has NO pending request", p.name, d.to)
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p.pending = &Request{Wants: d}
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}
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}
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}
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func (d *door) onOverlap(e *entity) {
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d.Info("overlap: %v", e)
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if e.ID == d.arrived {
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return
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}
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// d.Info("overlap: %v", e)
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if p, ok := e.behavior.(*player); ok {
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d.Info("player %s is continuing overlap on door to %s", p.name, d.to)
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if p.pending != nil {
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d.Info("player %s continuing to overlap door to %s has a pending request", p.name, d.to)
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} else {
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d.Info("player %s continuing to overlap door to %s has NO pending request", p.name, d.to)
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p.pending = &Request{Wants: d}
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}
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}
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}
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func (d *door) onStopOverlap(e *entity) {
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d.Info("stop overlap: %v", e)
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if e.ID == d.arrived {
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d.arrived = 0
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}
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// d.Info("stop overlap: %v", e)
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if p, ok := e.behavior.(*player); ok {
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d.Info("player %s stepped off of door to %s", p.name, d.to)
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}
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}
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/*
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