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