LastMUD/internal/game/data/world.go

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package data
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import (
"code.haedhutner.dev/mvv/LastMUD/internal/ecs"
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)
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const (
ResourceDefaultRoom ecs.Resource = "world:room:default"
)
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type GameWorld struct {
*ecs.World
}
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func CreateGameWorld() (gw *GameWorld) {
gw = &GameWorld{
World: ecs.CreateWorld(),
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}
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forest := CreateRoom(
gw.World,
"Forest",
"A dense, misty forest stretches endlessly, its towering trees whispering secrets through rustling leaves. Sunbeams filter through the canopy, dappling the mossy ground with golden light.",
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
)
ecs.SetResource(gw.World, ResourceDefaultRoom, forest)
cabin := CreateRoom(
gw.World,
"Wooden Cabin",
"The cabins interior is cozy and rustic, with wooden beams overhead and a stone fireplace crackling warmly. A wool rug lies on creaky floorboards, and shelves brim with books, mugs, and old lanterns.",
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
)
lake := CreateRoom(
gw.World,
"Ethermere Lake",
"Ethermire Lake lies shrouded in mist, its dark, still waters reflecting a sky perpetually overcast. Whispers ride the wind, and strange lights flicker beneath the surface, never breaking it.",
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
)
graveyard := CreateRoom(
gw.World,
"Graveyard",
"An overgrown graveyard shrouded in fog, with cracked headstones and leaning statues. The wind sighs through dead trees, and unseen footsteps echo faintly among the mossy graves.",
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
)
chapel := CreateRoom(
gw.World,
"Chapel of the Hollow Light",
"This ruined chapel leans under ivy and age. Faint light filters through shattered stained glass, casting broken rainbows across dust-choked pews and a long-silent altar.",
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
ecs.NilEntity(),
)
ecs.SetComponent(gw.World, forest, NeighborsComponent{
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North: cabin,
South: graveyard,
East: lake,
West: chapel,
})
ecs.SetComponent(gw.World, cabin, NeighborsComponent{
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South: graveyard,
West: chapel,
East: lake,
})
ecs.SetComponent(gw.World, chapel, NeighborsComponent{
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North: cabin,
South: graveyard,
East: forest,
})
ecs.SetComponent(gw.World, lake, NeighborsComponent{
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West: forest,
North: cabin,
South: graveyard,
})
ecs.SetComponent(gw.World, graveyard, NeighborsComponent{
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North: forest,
West: chapel,
East: lake,
})
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return
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}
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// type World struct {
// // rooms []*Room
// // players map[uuid.UUID]*Player
// // defaultRoom *Room
// entities []Entity
// systems []*System
// components map[ComponentType]any
// }
// func CreateWorld() (world *World) {
// world = &World{
// entities: []Entity{},
// systems: []*System{},
// components: map[ComponentType]any{},
// }
// // world = &World{
// // players: map[uuid.UUID]*Player{},
// // }
// // forest := CreateRoom(world, "Forest", "A dense, misty forest stretches endlessly, its towering trees whispering secrets through rustling leaves. Sunbeams filter through the canopy, dappling the mossy ground with golden light.")
// // cabin := CreateRoom(world, "Wooden Cabin", "The cabins interior is cozy and rustic, with wooden beams overhead and a stone fireplace crackling warmly. A wool rug lies on creaky floorboards, and shelves brim with books, mugs, and old lanterns.")
// // lake := CreateRoom(world, "Ethermere Lake", "Ethermire Lake lies shrouded in mist, its dark, still waters reflecting a sky perpetually overcast. Whispers ride the wind, and strange lights flicker beneath the surface, never breaking it.")
// // graveyard := CreateRoom(world, "Graveyard", "An overgrown graveyard shrouded in fog, with cracked headstones and leaning statues. The wind sighs through dead trees, and unseen footsteps echo faintly among the mossy graves.")
// // chapel := CreateRoom(world, "Chapel of the Hollow Light", "This ruined chapel leans under ivy and age. Faint light filters through shattered stained glass, casting broken rainbows across dust-choked pews and a long-silent altar.")
// // forest.North = cabin
// // forest.South = graveyard
// // forest.East = lake
// // forest.West = chapel
// // cabin.South = forest
// // cabin.West = chapel
// // cabin.East = lake
// // chapel.North = cabin
// // chapel.South = graveyard
// // chapel.East = forest
// // lake.West = forest
// // lake.North = cabin
// // lake.South = graveyard
// // graveyard.North = forest
// // graveyard.West = chapel
// // graveyard.East = lake
// // world.rooms = []*Room{
// // forest,
// // cabin,
// // lake,
// // graveyard,
// // chapel,
// // }
// // world.defaultRoom = forest
// return
// }
// func RegisterComponentType[T any](world *World, compType ComponentType) {
// world.components[compType] = CreateComponentStorage[any](compType)
// }
// func SetComponent[T](compType ComponentType, ent Entity, component any) {
// world.components[compType]
// }
// func (w *World) AddPlayerToDefaultRoom(p *Player) {
// w.players[p.Identity()] = p
// w.defaultRoom.PlayerJoinRoom(p)
// p.SetRoom(w.defaultRoom)
// }
// func (w *World) RemovePlayerById(id uuid.UUID) {
// p, ok := w.players[id]
// if ok {
// p.currentRoom.PlayerLeaveRoom(p)
// delete(w.players, id)
// return
// }
// }
// func (w *World) FindPlayerById(id uuid.UUID) *Player {
// p, ok := w.players[id]
// if ok {
// return p
// } else {
// return nil
// }
// }