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7 Commits
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42e3a9b19e
| Author | SHA1 | Date |
|---|---|---|
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42e3a9b19e | 1 month ago |
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56b873153d | 1 month ago |
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0ed54b458b | 1 month ago |
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a5b5e8ba71 | 1 month ago |
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a93e9a2520 | 1 month ago |
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006bee5a5e | 1 month ago |
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f0f610eb36 | 1 month ago |
Binary file not shown.
@ -0,0 +1,48 @@
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package changelog
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import (
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_ "embed"
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"encoding/json"
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"sync"
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)
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//go:embed data/changelog.json
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var embedded []byte
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// Release is one curated release note block keyed by Version (must match internal/version.Version when you want it shown).
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type Release struct {
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Version string `json:"version"`
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Title string `json:"title"`
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Items []string `json:"items"`
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}
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type fileShape struct {
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Releases []Release `json:"releases"`
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}
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var (
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loadOnce sync.Once
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parsed fileShape
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loadErr error
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)
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func load() {
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loadOnce.Do(func() {
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loadErr = json.Unmarshal(embedded, &parsed)
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})
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}
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||||||
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||||||
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// ForVersion returns the release entry for the given server version, or nil if none (no modal).
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func ForVersion(serverVersion string) *Release {
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load()
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if loadErr != nil || serverVersion == "" {
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return nil
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}
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|
for i := range parsed.Releases {
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if parsed.Releases[i].Version == serverVersion {
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r := parsed.Releases[i]
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|
return &r
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}
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}
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|
return nil
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}
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@ -0,0 +1,24 @@
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{
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"releases": [
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{
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"version": "0.1.1-dev",
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"title": "AutoHero — 0.1.1",
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"items": [
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"Changelog added",
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"Combat UI updated",
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"Dead screen no longer blocks the hero stats button",
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"Fixed floating damage numbers and evade / blocked / crit indicators",
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"Buff buttons: info is greyed out when the buff is not active",
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"Some other minor UI improvements",
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"Something else"
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]
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},
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{
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"version": "0.1.0-dev",
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"title": "AutoHero",
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"items": [
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"Добавлен экран «Что нового» после обновления сервера (наполняется вручную в changelog.json)."
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]
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}
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]
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}
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@ -0,0 +1,48 @@
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package game
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import (
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"testing"
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"time"
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"github.com/denisovdennis/autohero/internal/model"
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"github.com/denisovdennis/autohero/internal/tuning"
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)
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// ApplyVictoryRewards + GenerateLoot: gold only if gold roll succeeds; force chance 1.0 so the test is deterministic.
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func TestApplyVictoryRewards_awardsGoldFromLoot(t *testing.T) {
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v := tuning.DefaultValues()
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v.GoldDropChance = 1.0
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tuning.Set(v)
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t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
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hero := &model.Hero{
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ID: 1, Level: 1, Gold: 0, XP: 0,
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State: model.StateFighting,
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}
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enemy := &model.Enemy{
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Type: model.EnemyWolf, Name: "Wolf",
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MinLevel: 1, MaxLevel: 5,
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XPReward: 10,
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}
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beforeGold := hero.Gold
|
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drops := ApplyVictoryRewards(hero, enemy, time.Now(), VictoryRewardDeps{})
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if len(drops) < 1 {
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t.Fatal("expected at least one loot drop")
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}
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var hasGold bool
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for _, d := range drops {
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if d.ItemType == "gold" && d.GoldAmount > 0 {
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hasGold = true
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break
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}
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}
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if !hasGold {
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t.Fatalf("expected a gold entry in drops: %#v", drops)
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}
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if hero.Gold <= beforeGold {
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t.Fatalf("hero gold should increase (loot gold); before=%d after=%d", beforeGold, hero.Gold)
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}
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if model.SumGoldFromLootDrops(drops) <= 0 {
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t.Fatal("SumGoldFromLootDrops should be positive for victory drops")
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}
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}
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@ -0,0 +1,108 @@
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package model
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import (
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"math"
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"math/rand"
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"testing"
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"github.com/denisovdennis/autohero/internal/tuning"
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)
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// equipmentLootSlots must give every slot a positive share so that, with EquipmentDropBase > 0,
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// P(drop slot s | luck=1) = EquipmentDropBase * weight[s] > 0.
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func TestEquipmentLootSlotWeights_positiveAndSumToOne(t *testing.T) {
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var sum float64
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for _, row := range equipmentLootSlots {
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if row.weight <= 0 {
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t.Fatalf("slot %q: weight must be > 0", row.itemType)
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}
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sum += row.weight
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}
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if math.Abs(sum-1.0) > 1e-9 {
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t.Fatalf("equipmentLootSlots weights sum to %g, want 1.0", sum)
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}
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}
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// User-facing slots: weapon, armor, necklace, ring, boots, pants, bracers, gloves
|
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// map to main_hand, chest, neck, finger, feet, legs, wrist, hands — all must appear with positive weight.
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func TestEquipmentLootSlotWeights_coversCoreSlots(t *testing.T) {
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want := []EquipmentSlot{
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SlotMainHand, SlotChest, SlotNeck, SlotFinger, SlotFeet, SlotLegs, SlotWrist, SlotHands,
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}
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seen := make(map[string]bool, len(equipmentLootSlots))
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for _, row := range equipmentLootSlots {
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seen[row.itemType] = true
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}
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for _, s := range want {
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if !seen[string(s)] {
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t.Fatalf("missing slot %q in equipmentLootSlots", s)
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}
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}
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}
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// With default tuning and luck 1.0, marginal probability of rolling a specific equipment slot
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// (equip roll succeeds, then slot roll) is EquipmentDropBase * weight > 0.
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func TestMarginalEquipmentDropChancePerSlot_nonZeroWithDefaults(t *testing.T) {
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cfg := tuning.DefaultValues()
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if cfg.EquipmentDropBase <= 0 {
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t.Fatal("default EquipmentDropBase must be > 0")
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}
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for _, row := range equipmentLootSlots {
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marginal := cfg.EquipmentDropBase * row.weight
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if marginal <= 0 {
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t.Fatalf("marginal chance for %q is %g", row.itemType, marginal)
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}
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}
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}
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func TestGenerateLoot_goldLineWhenChanceSucceeds(t *testing.T) {
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v := tuning.DefaultValues()
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v.GoldDropChance = 1.0
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tuning.Set(v)
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t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
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drops := GenerateLootWithRNG(EnemyWolf, 1.0, nil)
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var gold *LootDrop
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for i := range drops {
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if drops[i].ItemType == "gold" {
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gold = &drops[i]
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|
break
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||||||
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}
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|
}
|
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if gold == nil {
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t.Fatal("expected a gold LootDrop line when GoldDropChance is 1")
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}
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if gold.GoldAmount < 1 {
|
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t.Fatalf("gold amount should be >= 1, got %d", gold.GoldAmount)
|
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|
}
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}
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|
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func TestGenerateLoot_noGoldWhenChanceZero(t *testing.T) {
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|
v := tuning.DefaultValues()
|
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|
v.GoldDropChance = 0
|
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|
tuning.Set(v)
|
||||||
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t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
|
||||||
|
|
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|
drops := GenerateLootWithRNG(EnemyWolf, 1.0, nil)
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for _, d := range drops {
|
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|
if d.ItemType == "gold" {
|
||||||
|
t.Fatalf("unexpected gold line: %#v", drops)
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||||||
|
}
|
||||||
|
}
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}
|
||||||
|
|
||||||
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func TestGenerateLoot_goldOmittedWhenFirstRollFails(t *testing.T) {
|
||||||
|
v := tuning.DefaultValues()
|
||||||
|
v.GoldDropChance = 0.5
|
||||||
|
tuning.Set(v)
|
||||||
|
t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
|
||||||
|
|
||||||
|
// rng returns 0.99, 0.1, ... — first roll fails gold (< 0.5), second is potion check, etc.
|
||||||
|
r := rand.New(rand.NewSource(1))
|
||||||
|
drops := GenerateLootWithRNG(EnemyWolf, 1.0, r)
|
||||||
|
for _, d := range drops {
|
||||||
|
if d.ItemType == "gold" {
|
||||||
|
t.Fatal("expected no gold when first float is high and chance is 0.5")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,30 @@
|
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|
package model
|
||||||
|
|
||||||
|
import "testing"
|
||||||
|
|
||||||
|
func TestSumGoldFromLootDrops(t *testing.T) {
|
||||||
|
drops := []LootDrop{
|
||||||
|
{ItemType: "gold", GoldAmount: 30, Rarity: RarityCommon},
|
||||||
|
{ItemType: "gold", GoldAmount: 12, Rarity: RarityCommon},
|
||||||
|
{ItemType: "main_hand", ItemName: "Blade", Rarity: RarityRare},
|
||||||
|
}
|
||||||
|
if g := SumGoldFromLootDrops(drops); g != 42 {
|
||||||
|
t.Fatalf("SumGoldFromLootDrops: want 42, got %d", g)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestLootDropsToLootItems_skipsGold_includesGearAndPotion(t *testing.T) {
|
||||||
|
drops := []LootDrop{
|
||||||
|
{ItemType: "gold", GoldAmount: 99, Rarity: RarityCommon},
|
||||||
|
{ItemType: "potion", Rarity: RarityCommon},
|
||||||
|
{ItemType: "chest", ItemName: "Chainmail", Rarity: RarityUncommon},
|
||||||
|
{ItemType: "head", ItemName: "", Rarity: RarityCommon}, // no name → omitted
|
||||||
|
}
|
||||||
|
items := LootDropsToLootItems(drops)
|
||||||
|
if len(items) != 2 {
|
||||||
|
t.Fatalf("want 2 loot lines (potion + chest), got %d: %+v", len(items), items)
|
||||||
|
}
|
||||||
|
if items[0].ItemType != "potion" || items[1].ItemType != "chest" || items[1].Name != "Chainmail" {
|
||||||
|
t.Fatalf("unexpected items: %+v", items)
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,6 @@
|
|||||||
|
// Package version holds the server release string exposed to clients and admin.
|
||||||
|
// Bump this when you deploy a release that should drive the changelog gate.
|
||||||
|
package version
|
||||||
|
|
||||||
|
// Version is the active server build id (shown in /hero/init and admin /info).
|
||||||
|
const Version = "0.1.1-dev"
|
||||||
@ -0,0 +1,3 @@
|
|||||||
|
-- Track which server version the player last acknowledged in the changelog UI.
|
||||||
|
ALTER TABLE heroes
|
||||||
|
ADD COLUMN IF NOT EXISTS changelog_ack_version TEXT NOT NULL DEFAULT '';
|
||||||
@ -0,0 +1,9 @@
|
|||||||
|
-- Lower wandering merchant encounter weights (relative to monster weight).
|
||||||
|
UPDATE runtime_config
|
||||||
|
SET
|
||||||
|
payload = payload || '{
|
||||||
|
"merchantEncounterWeightBase": 0.02,
|
||||||
|
"merchantEncounterWeightRoadBonus": 0.05
|
||||||
|
}'::jsonb,
|
||||||
|
updated_at = now()
|
||||||
|
WHERE id = TRUE;
|
||||||
@ -0,0 +1,103 @@
|
|||||||
|
import type { CSSProperties } from 'react';
|
||||||
|
import { useT, t } from '../i18n';
|
||||||
|
|
||||||
|
export interface ChangelogModalProps {
|
||||||
|
title: string;
|
||||||
|
items: string[];
|
||||||
|
serverVersion?: string;
|
||||||
|
onDismiss: () => void;
|
||||||
|
}
|
||||||
|
|
||||||
|
const overlayStyle: CSSProperties = {
|
||||||
|
position: 'absolute',
|
||||||
|
top: 0,
|
||||||
|
left: 0,
|
||||||
|
right: 0,
|
||||||
|
bottom: 0,
|
||||||
|
display: 'flex',
|
||||||
|
alignItems: 'center',
|
||||||
|
justifyContent: 'center',
|
||||||
|
backgroundColor: 'rgba(0, 0, 0, 0.72)',
|
||||||
|
zIndex: 450,
|
||||||
|
cursor: 'pointer',
|
||||||
|
pointerEvents: 'auto',
|
||||||
|
};
|
||||||
|
|
||||||
|
const cardStyle: CSSProperties = {
|
||||||
|
backgroundColor: 'rgba(15, 15, 30, 0.97)',
|
||||||
|
border: '1px solid rgba(120, 200, 255, 0.35)',
|
||||||
|
borderRadius: 12,
|
||||||
|
padding: '20px 22px',
|
||||||
|
maxWidth: 340,
|
||||||
|
width: 'calc(100vw - 40px)',
|
||||||
|
maxHeight: 'min(70vh, 420px)',
|
||||||
|
overflowY: 'auto',
|
||||||
|
boxShadow: '0 0 32px rgba(60, 120, 220, 0.25)',
|
||||||
|
cursor: 'default',
|
||||||
|
};
|
||||||
|
|
||||||
|
const titleStyle: CSSProperties = {
|
||||||
|
fontSize: 17,
|
||||||
|
fontWeight: 700,
|
||||||
|
color: '#e8f0ff',
|
||||||
|
marginBottom: 6,
|
||||||
|
textAlign: 'center',
|
||||||
|
};
|
||||||
|
|
||||||
|
const versionStyle: CSSProperties = {
|
||||||
|
fontSize: 11,
|
||||||
|
color: 'rgba(180, 200, 230, 0.75)',
|
||||||
|
textAlign: 'center',
|
||||||
|
marginBottom: 14,
|
||||||
|
};
|
||||||
|
|
||||||
|
const listStyle: CSSProperties = {
|
||||||
|
margin: '0 0 16px 0',
|
||||||
|
paddingLeft: 18,
|
||||||
|
color: '#c8d8f0',
|
||||||
|
fontSize: 13,
|
||||||
|
lineHeight: 1.45,
|
||||||
|
};
|
||||||
|
|
||||||
|
const buttonStyle: CSSProperties = {
|
||||||
|
display: 'block',
|
||||||
|
width: '100%',
|
||||||
|
padding: '10px 16px',
|
||||||
|
borderRadius: 8,
|
||||||
|
border: 'none',
|
||||||
|
background: 'linear-gradient(180deg, #4a8cff 0%, #2d5eb8 100%)',
|
||||||
|
color: '#fff',
|
||||||
|
fontSize: 14,
|
||||||
|
fontWeight: 600,
|
||||||
|
cursor: 'pointer',
|
||||||
|
};
|
||||||
|
|
||||||
|
export function ChangelogModal({ title, items, serverVersion, onDismiss }: ChangelogModalProps) {
|
||||||
|
const tr = useT();
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
style={overlayStyle}
|
||||||
|
role="dialog"
|
||||||
|
aria-modal
|
||||||
|
aria-labelledby="changelog-title"
|
||||||
|
onClick={onDismiss}
|
||||||
|
>
|
||||||
|
<div style={cardStyle} onClick={(e) => e.stopPropagation()}>
|
||||||
|
<div id="changelog-title" style={titleStyle}>
|
||||||
|
{title}
|
||||||
|
</div>
|
||||||
|
{serverVersion ? (
|
||||||
|
<div style={versionStyle}>{t(tr.changelogVersion, { version: serverVersion })}</div>
|
||||||
|
) : null}
|
||||||
|
<ul style={listStyle}>
|
||||||
|
{items.map((line, i) => (
|
||||||
|
<li key={i}>{line}</li>
|
||||||
|
))}
|
||||||
|
</ul>
|
||||||
|
<button type="button" style={buttonStyle} onClick={onDismiss}>
|
||||||
|
{tr.changelogOk}
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue