revives fix

master
Denis Ranneft 1 month ago
parent ab9486cb83
commit 7588995c83

@ -0,0 +1,20 @@
package game
import "fmt"
// Prefixes embed grouping hints for the client adventure log (no DB migration).
// Stripped for human-readable display outside structured UIs.
const (
AdventureLogEncounterPrefix = "__AH_ENC__"
AdventureLogBattlePrefix = "__AH_BAT__"
)
// FormatEncounterLogLine is logged once when combat starts (before battle detail lines).
func FormatEncounterLogLine(enemyName string) string {
return AdventureLogEncounterPrefix + fmt.Sprintf("You encounter %s.", enemyName)
}
// FormatBattleLogLine wraps a single combat narration line (hit, dodge, block, stun, debuff).
func FormatBattleLogLine(msg string) string {
return AdventureLogBattlePrefix + msg
}

@ -0,0 +1,61 @@
package game
import (
"io"
"log/slog"
"testing"
"time"
"github.com/denisovdennis/autohero/internal/model"
)
func TestResolveCombat_MatchesEngineOutcome(t *testing.T) {
baseHero := &model.Hero{
ID: 1,
Level: 5,
MaxHP: 320,
HP: 320,
Attack: 25,
Defense: 8,
Speed: 1.0,
Strength: 10,
Constitution: 12,
Agility: 8,
Luck: 5,
Potions: 0,
State: model.StateWalking,
}
tmpl := model.EnemyTemplates[model.EnemyWolf]
enemy := ScaleEnemyTemplate(tmpl, baseHero.Level)
logger := slog.New(slog.NewTextHandler(io.Discard, nil))
eventCh := make(chan model.CombatEvent, 8)
engine := NewEngine(100*time.Millisecond, eventCh, logger)
heroEngine := *baseHero
enemyEngine := enemy
engine.StartCombat(&heroEngine, &enemyEngine)
now := time.Now()
for i := 0; i < 20000; i++ {
now = now.Add(100 * time.Millisecond)
engine.processCombatTick(now)
if _, ok := engine.GetCombat(heroEngine.ID); !ok {
break
}
}
heroResolve := *baseHero
enemyResolve := enemy
survived := ResolveCombatToEnd(&heroResolve, &enemyResolve, time.Now(), CombatSimOptions{
TickRate: 100 * time.Millisecond,
})
engineSurvived := heroEngine.HP > 0
if survived != engineSurvived {
t.Fatalf("survival mismatch: resolve=%v engine=%v", survived, engineSurvived)
}
// Final HP can differ: engine applies debuff ticks for all combats before the attack queue each tick,
// while ResolveCombatToEnd interleaves tick vs attacks on one timeline. Survival is the parity signal.
}

@ -0,0 +1,121 @@
package game
import (
"math/rand"
"time"
"github.com/denisovdennis/autohero/internal/model"
"github.com/denisovdennis/autohero/internal/tuning"
)
const (
offlineAutoPotionChance = 0.02
offlineAutoPotionHPThresh = 0.40
)
// CombatSimOptions configures the shared combat resolution loop.
type CombatSimOptions struct {
// TickRate matches the engine combat tick cadence (used for periodic effects).
TickRate time.Duration
// AutoUsePotion decides whether to consume a potion after damage ticks/attacks.
// It should return true when a potion was used.
AutoUsePotion func(hero *model.Hero, now time.Time) bool
}
// ResolveCombatToEnd runs a combat loop using the same mechanics as the online engine.
// It mutates hero and enemy until one side dies, returning whether the hero survived.
func ResolveCombatToEnd(hero *model.Hero, enemy *model.Enemy, start time.Time, opts CombatSimOptions) bool {
if hero == nil || enemy == nil {
return false
}
tickRate := opts.TickRate
if tickRate <= 0 {
tickRate = 100 * time.Millisecond
}
now := start
heroNext := now.Add(attackInterval(hero.EffectiveSpeed()))
enemyNext := now.Add(attackInterval(enemy.Speed))
nextTick := now.Add(tickRate)
lastTickAt := now
var regenRemainder float64
step := 0
const maxSteps = 200000
for step < maxSteps {
step++
next := heroNext
if enemyNext.Before(next) {
next = enemyNext
}
if nextTick.Before(next) {
next = nextTick
}
now = next
if now.Equal(nextTick) {
tickDur := now.Sub(lastTickAt)
if tickDur > 0 {
ProcessDebuffDamage(hero, tickDur, now)
ProcessEnemyRegen(enemy, tickDur, &regenRemainder)
ProcessSummonDamage(hero, enemy, start, lastTickAt, now)
lastTickAt = now
if CheckDeath(hero, now) {
hero.HP = 0
return false
}
}
nextTick = nextTick.Add(tickRate)
continue
}
if !heroNext.After(enemyNext) && now.Equal(heroNext) {
ProcessAttack(hero, enemy, now)
if !enemy.IsAlive() {
return true
}
heroNext = now.Add(attackInterval(hero.EffectiveSpeed()))
continue
}
if now.Equal(enemyNext) {
ProcessEnemyAttack(hero, enemy, now)
if CheckDeath(hero, now) {
hero.HP = 0
return false
}
if opts.AutoUsePotion != nil {
_ = opts.AutoUsePotion(hero, now)
}
enemyNext = now.Add(attackInterval(enemy.Speed))
}
}
return hero.HP > 0 && enemy.IsAlive() == false
}
// OfflineAutoPotionHook is a low-probability offline-only potion usage policy.
func OfflineAutoPotionHook(hero *model.Hero, now time.Time) bool {
if hero == nil || hero.Potions <= 0 || hero.HP <= 0 {
return false
}
hpThresh := int(float64(hero.MaxHP) * offlineAutoPotionHPThresh)
if hero.HP >= hpThresh {
return false
}
if rand.Float64() >= offlineAutoPotionChance {
return false
}
hero.Potions--
healAmount := int(float64(hero.MaxHP) * tuning.Get().PotionHealPercent)
if healAmount < 1 {
healAmount = 1
}
hero.HP += healAmount
if hero.HP > hero.MaxHP {
hero.HP = hero.MaxHP
}
return true
}

@ -0,0 +1,290 @@
package game
import (
"context"
"errors"
"fmt"
"log/slog"
"time"
"github.com/denisovdennis/autohero/internal/model"
"github.com/denisovdennis/autohero/internal/storage"
)
type GearStore interface {
CreateItem(ctx context.Context, item *model.GearItem) error
DeleteGearItem(ctx context.Context, itemID int64) error
AddToInventory(ctx context.Context, heroID int64, itemID int64) error
EquipItem(ctx context.Context, heroID int64, slot model.EquipmentSlot, itemID int64) error
}
type QuestProgressor interface {
IncrementQuestProgress(ctx context.Context, heroID int64, questType string, enemyType string, amount int) error
IncrementCollectItemProgress(ctx context.Context, heroID int64, enemyType string) error
}
type AchievementChecker interface {
CheckAndUnlock(ctx context.Context, hero *model.Hero) ([]model.Achievement, error)
}
type TaskProgressor interface {
EnsureHeroTasks(ctx context.Context, heroID int64, now time.Time) error
IncrementTaskProgress(ctx context.Context, heroID int64, taskType string, amount int) error
}
// VictoryRewardDeps provides optional services for applying rewards.
type VictoryRewardDeps struct {
GearStore GearStore
QuestProgressor QuestProgressor
AchievementCheck AchievementChecker
TaskProgressor TaskProgressor
LogWriter func(heroID int64, msg string)
LootRecorder func(entry model.LootHistory)
InTown func(ctx context.Context, posX, posY float64) bool
Logger *slog.Logger
}
// ApplyVictoryRewards is the single source of truth for post-kill rewards.
// It awards XP, generates loot (gold guaranteed via GenerateLoot), processes equipment drops,
// runs the level-up loop, updates stats, and triggers optional meta-progress hooks.
func ApplyVictoryRewards(hero *model.Hero, enemy *model.Enemy, now time.Time, deps VictoryRewardDeps) []model.LootDrop {
if hero == nil || enemy == nil {
return nil
}
oldLevel := hero.Level
hero.XP += enemy.XPReward
levelsGained := 0
for hero.LevelUp() {
levelsGained++
}
hero.State = model.StateWalking
luckMult := LuckMultiplier(hero, now)
drops := model.GenerateLoot(enemy.Type, luckMult)
inTown := false
if deps.InTown != nil {
ctxTown, cancel := context.WithTimeout(context.Background(), 2*time.Second)
inTown = deps.InTown(ctxTown, hero.PositionX, hero.PositionY)
cancel()
}
var goldGained int64
for i := range drops {
drop := &drops[i]
switch drop.ItemType {
case "gold":
hero.Gold += drop.GoldAmount
goldGained += drop.GoldAmount
case "potion":
hero.Potions++
default:
slot := model.EquipmentSlot(drop.ItemType)
family := model.PickGearFamily(slot)
if family != nil {
ilvl := model.RollIlvl(enemy.MinLevel, enemy.IsElite)
item := model.NewGearItem(family, ilvl, drop.Rarity)
if deps.GearStore != nil {
ctx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
if err := deps.GearStore.CreateItem(ctx, item); err != nil {
cancel()
if deps.Logger != nil {
deps.Logger.Warn("failed to create gear item", "slot", slot, "error", err)
}
if inTown {
sellPrice := model.AutoSellPrice(drop.Rarity)
hero.Gold += sellPrice
goldGained += sellPrice
drop.GoldAmount = sellPrice
} else {
drop.GoldAmount = 0
}
goto recordLoot
}
cancel()
}
drop.ItemID = item.ID
drop.ItemName = item.Name
hero.EnsureGearMap()
prev := hero.Gear[item.Slot]
if TryAutoEquipInMemory(hero, item, now) {
if deps.GearStore != nil && item.ID != 0 {
ctx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
err := deps.GearStore.EquipItem(ctx, hero.ID, item.Slot, item.ID)
cancel()
if err != nil {
if prev == nil {
delete(hero.Gear, item.Slot)
} else {
hero.Gear[item.Slot] = prev
}
hero.RefreshDerivedCombatStats(now)
if deps.Logger != nil {
if errors.Is(err, storage.ErrInventoryFull) {
deps.Logger.Warn("persist gear equip skipped: inventory full (free a slot to swap)",
"hero_id", hero.ID, "slot", item.Slot)
} else {
deps.Logger.Warn("failed to persist gear equip",
"hero_id", hero.ID, "slot", item.Slot, "error", err)
}
}
goto recordLoot
}
}
if deps.LogWriter != nil {
deps.LogWriter(hero.ID, fmt.Sprintf("Equipped new %s: %s", slot, item.Name))
}
if prev != nil && prev.ID != item.ID {
hero.EnsureInventorySlice()
hero.Inventory = append(hero.Inventory, prev)
}
goto recordLoot
}
hero.EnsureInventorySlice()
if len(hero.Inventory) >= model.MaxInventorySlots {
if deps.GearStore != nil && item.ID != 0 {
ctxDel, cancelDel := context.WithTimeout(context.Background(), 2*time.Second)
if err := deps.GearStore.DeleteGearItem(ctxDel, item.ID); err != nil && deps.Logger != nil {
deps.Logger.Warn("failed to delete gear (inventory full)", "gear_id", item.ID, "error", err)
}
cancelDel()
}
drop.ItemID = 0
drop.ItemName = ""
drop.GoldAmount = 0
if deps.LogWriter != nil {
deps.LogWriter(hero.ID, fmt.Sprintf("Inventory full — dropped %s (%s)", item.Name, item.Rarity))
}
} else {
if deps.GearStore != nil {
ctxInv, cancelInv := context.WithTimeout(context.Background(), 2*time.Second)
err := deps.GearStore.AddToInventory(ctxInv, hero.ID, item.ID)
cancelInv()
if err != nil {
if deps.Logger != nil {
deps.Logger.Warn("failed to stash gear", "hero_id", hero.ID, "gear_id", item.ID, "error", err)
}
ctxDel, cancelDel := context.WithTimeout(context.Background(), 2*time.Second)
if deps.GearStore != nil && item.ID != 0 {
_ = deps.GearStore.DeleteGearItem(ctxDel, item.ID)
}
cancelDel()
drop.ItemID = 0
drop.ItemName = ""
drop.GoldAmount = 0
} else {
hero.Inventory = append(hero.Inventory, item)
drop.GoldAmount = 0
}
} else {
hero.Inventory = append(hero.Inventory, item)
drop.GoldAmount = 0
}
}
} else if inTown {
sellPrice := model.AutoSellPrice(drop.Rarity)
hero.Gold += sellPrice
goldGained += sellPrice
drop.GoldAmount = sellPrice
}
}
recordLoot:
if deps.LootRecorder != nil {
entry := model.LootHistory{
HeroID: hero.ID,
EnemyType: string(enemy.Type),
ItemType: drop.ItemType,
ItemID: drop.ItemID,
Rarity: drop.Rarity,
GoldAmount: drop.GoldAmount,
CreatedAt: now,
}
deps.LootRecorder(entry)
}
}
if deps.LogWriter != nil {
deps.LogWriter(hero.ID, fmt.Sprintf("Defeated %s, gained %d XP and %d gold", enemy.Name, enemy.XPReward, goldGained))
for l := oldLevel + 1; l <= oldLevel+levelsGained; l++ {
deps.LogWriter(hero.ID, fmt.Sprintf("Leveled up to %d!", l))
}
}
hero.TotalKills++
hero.KillsSinceDeath++
if enemy.IsElite {
hero.EliteKills++
}
for _, drop := range drops {
if drop.Rarity == model.RarityLegendary && drop.ItemType != "gold" {
hero.LegendaryDrops++
}
}
if deps.QuestProgressor != nil {
ctx, cancel := context.WithTimeout(context.Background(), 3*time.Second)
if err := deps.QuestProgressor.IncrementQuestProgress(ctx, hero.ID, "kill_count", string(enemy.Type), 1); err != nil && deps.Logger != nil {
deps.Logger.Warn("quest kill_count progress failed", "hero_id", hero.ID, "error", err)
}
if err := deps.QuestProgressor.IncrementCollectItemProgress(ctx, hero.ID, string(enemy.Type)); err != nil && deps.Logger != nil {
deps.Logger.Warn("quest collect_item progress failed", "hero_id", hero.ID, "error", err)
}
cancel()
}
if deps.AchievementCheck != nil {
ctx, cancel := context.WithTimeout(context.Background(), 3*time.Second)
newlyUnlocked, err := deps.AchievementCheck.CheckAndUnlock(ctx, hero)
cancel()
if err != nil {
if deps.Logger != nil {
deps.Logger.Warn("achievement check failed", "hero_id", hero.ID, "error", err)
}
} else if deps.LogWriter != nil {
for _, a := range newlyUnlocked {
switch a.RewardType {
case "gold":
hero.Gold += int64(a.RewardAmount)
case "potion":
hero.Potions += a.RewardAmount
}
deps.LogWriter(hero.ID, fmt.Sprintf("Achievement unlocked: %s! (+%d %s)", a.Title, a.RewardAmount, a.RewardType))
}
}
}
if deps.TaskProgressor != nil {
ctx, cancel := context.WithTimeout(context.Background(), 3*time.Second)
if err := deps.TaskProgressor.EnsureHeroTasks(ctx, hero.ID, time.Now()); err != nil {
if deps.Logger != nil {
deps.Logger.Warn("task ensure failed", "hero_id", hero.ID, "error", err)
}
cancel()
return drops
}
if err := deps.TaskProgressor.IncrementTaskProgress(ctx, hero.ID, "kill_count", 1); err != nil && deps.Logger != nil {
deps.Logger.Warn("task kill_count progress failed", "hero_id", hero.ID, "error", err)
}
if enemy.IsElite {
if err := deps.TaskProgressor.IncrementTaskProgress(ctx, hero.ID, "elite_kill", 1); err != nil && deps.Logger != nil {
deps.Logger.Warn("task elite_kill progress failed", "hero_id", hero.ID, "error", err)
}
}
if goldGained > 0 {
if err := deps.TaskProgressor.IncrementTaskProgress(ctx, hero.ID, "collect_gold", int(goldGained)); err != nil && deps.Logger != nil {
deps.Logger.Warn("task collect_gold progress failed", "hero_id", hero.ID, "error", err)
}
}
cancel()
}
return drops
}

@ -0,0 +1,17 @@
package tuning
// Defaults for enemy→hero damage (runtime_config JSON keys: enemyCombatDamageScale, enemyCombatDamageRollMin, enemyCombatDamageRollMax).
const (
DefaultEnemyCombatDamageScale = 1.0
DefaultEnemyCombatDamageRollMin = 0.8
DefaultEnemyCombatDamageRollMax = 1.0
)
// Enemy HP regen: fraction of MaxHP healed per second (runtime_config JSON keys below).
// Loaded from DB via tuning.ReloadNow; use EffectiveEnemyRegen* when a positive DB value is required.
const (
DefaultEnemyRegenDefault = 0.02 // enemyRegenDefault
DefaultEnemyRegenSkeletonKing = 0.04 // enemyRegenSkeletonKing
DefaultEnemyRegenForestWarden = 0.05 // enemyRegenForestWarden
DefaultEnemyRegenBattleLizard = 0.01 // enemyRegenBattleLizard
)

@ -0,0 +1,28 @@
-- Seed buff_debuff_config.payload from model seedBuffMap / seedDebuffMap (backend/internal/model/buff_catalog.go).
-- Durations are stored in milliseconds per BuffJSON / DebuffJSON.
UPDATE buff_debuff_config
SET
payload = '{
"buffs": {
"rush": {"name": "Rush", "durationMs": 300000, "magnitude": 0.5, "cooldownMs": 900000},
"rage": {"name": "Rage", "durationMs": 180000, "magnitude": 1.0, "cooldownMs": 600000},
"shield": {"name": "Shield", "durationMs": 300000, "magnitude": 0.5, "cooldownMs": 720000},
"luck": {"name": "Luck", "durationMs": 1800000, "magnitude": 1.0, "cooldownMs": 7200000},
"resurrection": {"name": "Resurrection", "durationMs": 600000, "magnitude": 0.5, "cooldownMs": 1800000},
"heal": {"name": "Heal", "durationMs": 1000, "magnitude": 0.5, "cooldownMs": 300000},
"power_potion": {"name": "Power Potion", "durationMs": 300000, "magnitude": 1.5, "cooldownMs": 1200000},
"war_cry": {"name": "War Cry", "durationMs": 180000, "magnitude": 1.0, "cooldownMs": 600000}
},
"debuffs": {
"poison": {"name": "Poison", "durationMs": 50000, "magnitude": 0.02},
"freeze": {"name": "Freeze", "durationMs": 30000, "magnitude": 0.5},
"burn": {"name": "Burn", "durationMs": 40000, "magnitude": 0.03},
"stun": {"name": "Stun", "durationMs": 5000, "magnitude": 1.0},
"slow": {"name": "Slow", "durationMs": 40000, "magnitude": 0.4},
"weaken": {"name": "Weaken", "durationMs": 50000, "magnitude": 0.3},
"ice_slow": {"name": "Ice Slow", "durationMs": 40000, "magnitude": 0.2}
}
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -0,0 +1,10 @@
-- Enemy→hero damage: full scale (not hero 0.35) and tighter roll band 0.81.0.
UPDATE runtime_config
SET
payload = payload || '{
"enemyCombatDamageScale": 1.0,
"enemyCombatDamageRollMin": 0.8,
"enemyCombatDamageRollMax": 1.0
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -0,0 +1,8 @@
-- Skeleton King regen: seed runtime_config so production DB overrides legacy 0.10; in-code default is tuning.DefaultEnemyRegenSkeletonKing.
UPDATE runtime_config
SET
payload = payload || '{
"enemyRegenSkeletonKing": 0.04
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -0,0 +1,22 @@
/** Must match backend `internal/game/adventure_log_markers.go` */
export const AH_ENC_PREFIX = '__AH_ENC__';
export const AH_BAT_PREFIX = '__AH_BAT__';
export type ParsedAdventureLine =
| { type: 'encounter'; title: string }
| { type: 'battle'; text: string }
| { type: 'plain'; text: string };
export function parseAdventureLogLine(raw: string): ParsedAdventureLine {
if (raw.startsWith(AH_ENC_PREFIX)) {
return { type: 'encounter', title: raw.slice(AH_ENC_PREFIX.length) };
}
if (raw.startsWith(AH_BAT_PREFIX)) {
return { type: 'battle', text: raw.slice(AH_BAT_PREFIX.length) };
}
return { type: 'plain', text: raw };
}
export function shouldSuppressThoughtBubble(raw: string): boolean {
return raw.startsWith(AH_ENC_PREFIX) || raw.startsWith(AH_BAT_PREFIX);
}

@ -0,0 +1,82 @@
import { useEffect, useRef, type CSSProperties } from 'react';
import { useT } from '../i18n';
const MAX_VISIBLE_LINES = 5;
const panelBase: CSSProperties = {
position: 'absolute',
top: '26%',
zIndex: 50,
maxWidth: 200,
padding: '8px 10px',
borderRadius: 8,
backgroundColor: 'rgba(8, 10, 18, 0.82)',
border: '1px solid rgba(255, 255, 255, 0.1)',
boxShadow: '0 4px 16px rgba(0,0,0,0.45)',
pointerEvents: 'none',
};
const titleStyle: CSSProperties = {
fontSize: 10,
fontWeight: 700,
letterSpacing: 0.6,
textTransform: 'uppercase',
color: 'rgba(180, 195, 220, 0.85)',
marginBottom: 4,
};
const scrollStyle: CSSProperties = {
maxHeight: `${MAX_VISIBLE_LINES * 18}px`,
overflowY: 'auto',
fontSize: 11,
lineHeight: 1.45,
color: '#c8c8d0',
scrollbarWidth: 'thin',
};
const lineStyle: CSSProperties = {
margin: 0,
padding: 0,
wordBreak: 'break-word',
};
interface CombatLogPanelProps {
lines: string[];
/** Dock panel on this side; floating damage stays near center / opposite side. */
anchor: 'left' | 'right';
visible: boolean;
}
export function CombatLogPanel({ lines, anchor, visible }: CombatLogPanelProps) {
const tr = useT();
const scrollRef = useRef<HTMLDivElement>(null);
useEffect(() => {
const el = scrollRef.current;
if (el) {
el.scrollTop = el.scrollHeight;
}
}, [lines]);
if (!visible || lines.length === 0) {
return null;
}
const pos: CSSProperties =
anchor === 'left'
? { left: 10, right: 'auto' }
: { right: 10, left: 'auto' };
return (
<div style={{ ...panelBase, ...pos }}>
<div style={titleStyle}>{tr.combatLogTitle}</div>
<div ref={scrollRef} style={scrollStyle}>
{lines.map((line, i) => (
<p key={`${i}-${line.slice(0, 24)}`} style={lineStyle}>
{line}
</p>
))}
</div>
</div>
);
}
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