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830 lines
24 KiB
Go
830 lines
24 KiB
Go
package game
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import (
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"math"
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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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)
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const (
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// BaseMoveSpeed is the hero's base movement speed in world-units per second.
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BaseMoveSpeed = 2.0
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// MovementTickRate is how often the movement system updates (2 Hz).
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MovementTickRate = 500 * time.Millisecond
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// PositionSyncRate is how often the server sends a full position_sync (drift correction).
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PositionSyncRate = 10 * time.Second
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// EncounterCooldownBase is the minimum gap between road encounters (monster or merchant).
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EncounterCooldownBase = 12 * time.Second
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// EncounterActivityBase scales per-tick chance to roll an encounter after cooldown.
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// Effective activity is higher deep off-road (see rollRoadEncounter).
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EncounterActivityBase = 0.035
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// StartAdventurePerTick is the chance per movement tick to leave the road for a timed excursion.
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StartAdventurePerTick = 0.0004
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// AdventureDurationMin/Max bound how long an off-road excursion lasts.
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AdventureDurationMin = 15 * time.Minute
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AdventureDurationMax = 20 * time.Minute
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// AdventureMaxLateral is max perpendicular offset from the road spine (world units) at peak wilderness.
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AdventureMaxLateral = 3.5
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// TownRestMin is the minimum rest duration when arriving at a town.
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TownRestMin = 5 * 60 * time.Second
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// TownRestMax is the maximum rest duration when arriving at a town.
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TownRestMax = 20 * 60 * time.Second
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// TownArrivalRadius is how close the hero must be to the final waypoint
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// to be considered "arrived" at the town.
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TownArrivalRadius = 0.5
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// Town NPC visits: high chance each attempt to approach the next NPC; queue clears on LeaveTown.
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townNPCVisitChance = 0.78
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townNPCRollMin = 800 * time.Millisecond
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townNPCRollMax = 2600 * time.Millisecond
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townNPCRetryAfterMiss = 450 * time.Millisecond
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)
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// HeroMovement holds the live movement state for a single online hero.
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type HeroMovement struct {
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HeroID int64
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Hero *model.Hero // live reference, owned by the engine
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CurrentX float64
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CurrentY float64
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Speed float64 // effective world-units/sec
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State model.GameState
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DestinationTownID int64
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CurrentTownID int64
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Road *Road
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WaypointIndex int // index of the waypoint we are heading toward
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WaypointFraction float64 // 0..1 within the current segment
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LastEncounterAt time.Time
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RestUntil time.Time
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LastMoveTick time.Time
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Direction int // +1 forward along TownOrder, -1 backward
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// TownNPCQueue: NPC ids still to visit this stay (nil = not on NPC tour). Cleared in LeaveTown.
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TownNPCQueue []int64
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NextTownNPCRollAt time.Time
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// Off-road excursion ("looking for trouble"): not persisted; cleared on town enter and when it ends.
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AdventureStartAt time.Time
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AdventureEndAt time.Time
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AdventureSide int // +1 or -1 perpendicular direction while adventuring; 0 = not adventuring
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}
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// NewHeroMovement creates a HeroMovement for a hero that just connected.
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// It initializes position, state, and picks the first destination if needed.
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func NewHeroMovement(hero *model.Hero, graph *RoadGraph, now time.Time) *HeroMovement {
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// Randomize direction per hero so they don't all walk the same way.
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dir := 1
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if hero.ID%2 == 0 {
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dir = -1
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}
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// Persisted (x,y) already include any in-world offset from prior sessions; do not add
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// lateral jitter again on reconnect (that doubled the shift every reload). Only spread
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// new heroes that still sit at the default origin.
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var curX, curY float64
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if hero.PositionX == 0 && hero.PositionY == 0 {
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lateralOffset := (float64(hero.ID%7) - 3.0) * 0.5
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curX = lateralOffset * 0.3
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curY = lateralOffset * 0.7
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} else {
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curX = hero.PositionX
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curY = hero.PositionY
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}
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hm := &HeroMovement{
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HeroID: hero.ID,
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Hero: hero,
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CurrentX: curX,
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CurrentY: curY,
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State: hero.State,
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LastMoveTick: now,
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Direction: dir,
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}
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// Restore persisted movement state.
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if hero.CurrentTownID != nil {
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hm.CurrentTownID = *hero.CurrentTownID
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}
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if hero.DestinationTownID != nil {
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hm.DestinationTownID = *hero.DestinationTownID
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}
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hm.refreshSpeed(now)
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// If the hero is dead, keep them dead.
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if hero.State == model.StateDead || hero.HP <= 0 {
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hm.State = model.StateDead
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return hm
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}
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// If fighting, leave as-is (engine combat system manages it).
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if hero.State == model.StateFighting {
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return hm
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}
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// If resting/in_town, set a short rest timer so they leave soon.
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if hero.State == model.StateResting || hero.State == model.StateInTown {
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hm.State = model.StateResting
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hm.RestUntil = now.Add(randomRestDuration())
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return hm
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}
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// Walking state: assign a road if we don't have a destination.
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if hm.DestinationTownID == 0 {
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hm.pickDestination(graph)
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}
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hm.assignRoad(graph)
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if hm.Road == nil {
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hm.pickDestination(graph)
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hm.assignRoad(graph)
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}
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hm.State = model.StateWalking
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return hm
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}
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// firstReachableOnRing returns the first town along TownOrder (stepping by Direction)
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// that has a direct road from CurrentTownID, or 0 if none.
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func (hm *HeroMovement) firstReachableOnRing(graph *RoadGraph, fromIdx int) int64 {
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n := len(graph.TownOrder)
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if n < 2 || fromIdx < 0 {
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return 0
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}
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for step := 1; step < n; step++ {
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raw := fromIdx + hm.Direction*step
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nextIdx := ((raw % n) + n) % n
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candidate := graph.TownOrder[nextIdx]
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if candidate == hm.CurrentTownID {
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continue
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}
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if graph.FindRoad(hm.CurrentTownID, candidate) != nil {
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return candidate
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}
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}
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return 0
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}
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func (hm *HeroMovement) firstOutgoingDestination(graph *RoadGraph) int64 {
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for _, r := range graph.TownRoads[hm.CurrentTownID] {
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if r != nil && r.ToTownID != hm.CurrentTownID {
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return r.ToTownID
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}
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}
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return 0
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}
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func (hm *HeroMovement) firstReachableAny(graph *RoadGraph) int64 {
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for _, tid := range graph.TownOrder {
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if tid == hm.CurrentTownID {
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continue
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}
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if graph.FindRoad(hm.CurrentTownID, tid) != nil {
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return tid
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}
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}
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return 0
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}
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// pickDestination selects the next town the hero should walk toward.
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// Only towns connected by a roads row are chosen — TownOrder alone is not enough.
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func (hm *HeroMovement) pickDestination(graph *RoadGraph) {
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if hm.CurrentTownID == 0 {
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hm.CurrentTownID = graph.NearestTown(hm.CurrentX, hm.CurrentY)
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}
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n := len(graph.TownOrder)
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if n == 0 {
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hm.DestinationTownID = 0
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return
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}
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if n == 1 {
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hm.DestinationTownID = hm.CurrentTownID
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return
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}
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idx := graph.TownOrderIndex(hm.CurrentTownID)
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if idx < 0 {
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if d := hm.firstOutgoingDestination(graph); d != 0 {
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hm.DestinationTownID = d
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return
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}
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if d := hm.firstReachableAny(graph); d != 0 {
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hm.DestinationTownID = d
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return
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}
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if len(graph.TownOrder) > 0 {
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hm.DestinationTownID = graph.TownOrder[0]
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}
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return
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}
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if dest := hm.firstReachableOnRing(graph, idx); dest != 0 {
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hm.DestinationTownID = dest
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return
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}
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if d := hm.firstOutgoingDestination(graph); d != 0 {
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hm.DestinationTownID = d
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return
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}
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if d := hm.firstReachableAny(graph); d != 0 {
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hm.DestinationTownID = d
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return
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}
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hm.DestinationTownID = hm.CurrentTownID
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}
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// assignRoad finds and configures the road from CurrentTownID to DestinationTownID.
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// If no road exists (hero is mid-road), it finds the nearest town and routes from there.
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func (hm *HeroMovement) assignRoad(graph *RoadGraph) {
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road := graph.FindRoad(hm.CurrentTownID, hm.DestinationTownID)
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if road == nil {
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// Try finding a road from any nearby town.
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nearest := graph.NearestTown(hm.CurrentX, hm.CurrentY)
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hm.CurrentTownID = nearest
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road = graph.FindRoad(nearest, hm.DestinationTownID)
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}
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if road == nil {
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// No road available, will retry next tick.
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return
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}
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// Create a per-hero jittered copy of waypoints so heroes don't overlap on the same road.
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jitteredWaypoints := make([]Point, len(road.Waypoints))
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copy(jitteredWaypoints, road.Waypoints)
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heroSeed := float64(hm.HeroID)
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lateralJitter := (math.Sin(heroSeed*1.7) * 1.5) // ±1.5 tiles lateral offset
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for i := 1; i < len(jitteredWaypoints)-1; i++ {
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// Apply perpendicular offset (don't jitter start/end = town centers)
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dx := jitteredWaypoints[i].X - jitteredWaypoints[max(0, i-1)].X
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dy := jitteredWaypoints[i].Y - jitteredWaypoints[max(0, i-1)].Y
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segLen := math.Hypot(dx, dy)
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if segLen > 0.1 {
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perpX := -dy / segLen
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perpY := dx / segLen
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jitter := lateralJitter * (0.7 + 0.3*math.Sin(heroSeed*0.3+float64(i)*0.5))
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jitteredWaypoints[i].X += perpX * jitter
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jitteredWaypoints[i].Y += perpY * jitter
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}
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}
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jitteredRoad := &Road{
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ID: road.ID,
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FromTownID: road.FromTownID,
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ToTownID: road.ToTownID,
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Distance: road.Distance,
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Waypoints: jitteredWaypoints,
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}
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hm.Road = jitteredRoad
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// Restore progress along this hero's jittered polyline from saved world position.
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// Otherwise WaypointIndex stays 0 and the next AdvanceTick snaps (x,y) to waypoint[0]
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// (departure town), which looks like "teleport back to the city" on reload.
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hm.snapProgressToNearestPointOnRoad()
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}
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// snapProgressToNearestPointOnRoad sets WaypointIndex, WaypointFraction, and CurrentX/Y
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// to the closest point on the current road polyline to the incoming position.
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func (hm *HeroMovement) snapProgressToNearestPointOnRoad() {
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if hm.Road == nil || len(hm.Road.Waypoints) < 2 {
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hm.WaypointIndex = 0
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hm.WaypointFraction = 0
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return
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}
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hx, hy := hm.CurrentX, hm.CurrentY
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bestIdx := 0
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bestT := 0.0
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bestDistSq := math.MaxFloat64
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bestX, bestY := hx, hy
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for i := 0; i < len(hm.Road.Waypoints)-1; i++ {
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ax, ay := hm.Road.Waypoints[i].X, hm.Road.Waypoints[i].Y
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bx, by := hm.Road.Waypoints[i+1].X, hm.Road.Waypoints[i+1].Y
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dx, dy := bx-ax, by-ay
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segLenSq := dx*dx + dy*dy
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var t float64
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if segLenSq < 1e-12 {
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t = 0
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} else {
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t = ((hx-ax)*dx + (hy-ay)*dy) / segLenSq
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if t < 0 {
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t = 0
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}
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if t > 1 {
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t = 1
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}
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}
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px := ax + t*dx
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py := ay + t*dy
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dSq := (hx-px)*(hx-px) + (hy-py)*(hy-py)
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if dSq < bestDistSq {
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bestDistSq = dSq
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bestIdx = i
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bestT = t
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bestX, bestY = px, py
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}
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}
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hm.WaypointIndex = bestIdx
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hm.WaypointFraction = bestT
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hm.CurrentX = bestX
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hm.CurrentY = bestY
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}
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// refreshSpeed recalculates the effective movement speed using hero buffs/debuffs.
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func (hm *HeroMovement) refreshSpeed(now time.Time) {
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// Per-hero speed variation: ±10% based on hero ID for natural spread.
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heroSpeedJitter := 0.90 + float64(hm.HeroID%21)*0.01 // 0.90 to 1.10
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hm.Speed = BaseMoveSpeed * hm.Hero.MovementSpeedMultiplier(now) * heroSpeedJitter
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}
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// AdvanceTick moves the hero along the road for one movement tick.
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// Returns true if the hero reached the destination town this tick.
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func (hm *HeroMovement) AdvanceTick(now time.Time, graph *RoadGraph) (reachedTown bool) {
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if hm.Road == nil || len(hm.Road.Waypoints) < 2 {
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return false
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}
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dt := now.Sub(hm.LastMoveTick).Seconds()
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if dt <= 0 {
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dt = MovementTickRate.Seconds()
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}
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hm.LastMoveTick = now
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hm.refreshSpeed(now)
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distThisTick := hm.Speed * dt
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for distThisTick > 0 && hm.WaypointIndex < len(hm.Road.Waypoints)-1 {
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from := hm.Road.Waypoints[hm.WaypointIndex]
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to := hm.Road.Waypoints[hm.WaypointIndex+1]
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segLen := math.Hypot(to.X-from.X, to.Y-from.Y)
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if segLen < 0.001 {
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hm.WaypointIndex++
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hm.WaypointFraction = 0
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continue
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}
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// How far along this segment we already are.
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currentDist := hm.WaypointFraction * segLen
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remaining := segLen - currentDist
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if distThisTick >= remaining {
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// Move to next waypoint.
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distThisTick -= remaining
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hm.WaypointIndex++
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hm.WaypointFraction = 0
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if hm.WaypointIndex >= len(hm.Road.Waypoints)-1 {
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// Reached final waypoint = destination town.
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last := hm.Road.Waypoints[len(hm.Road.Waypoints)-1]
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hm.CurrentX = last.X
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hm.CurrentY = last.Y
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return true
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}
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} else {
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// Partial advance within this segment.
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hm.WaypointFraction = (currentDist + distThisTick) / segLen
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hm.CurrentX = from.X + (to.X-from.X)*hm.WaypointFraction
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hm.CurrentY = from.Y + (to.Y-from.Y)*hm.WaypointFraction
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distThisTick = 0
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}
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}
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// Update position to the current waypoint position.
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if hm.WaypointIndex < len(hm.Road.Waypoints) {
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wp := hm.Road.Waypoints[hm.WaypointIndex]
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if hm.WaypointFraction == 0 {
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hm.CurrentX = wp.X
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hm.CurrentY = wp.Y
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}
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}
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return false
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}
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// Heading returns the angle (radians) the hero is currently facing.
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func (hm *HeroMovement) Heading() float64 {
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if hm.Road == nil || hm.WaypointIndex >= len(hm.Road.Waypoints)-1 {
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return 0
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}
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to := hm.Road.Waypoints[hm.WaypointIndex+1]
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return math.Atan2(to.Y-hm.CurrentY, to.X-hm.CurrentX)
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}
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// TargetPoint returns the next waypoint the hero is heading toward.
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func (hm *HeroMovement) TargetPoint() (float64, float64) {
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if hm.Road == nil || hm.WaypointIndex >= len(hm.Road.Waypoints)-1 {
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return hm.CurrentX, hm.CurrentY
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}
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wp := hm.Road.Waypoints[hm.WaypointIndex+1]
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return wp.X, wp.Y
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}
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func (hm *HeroMovement) adventureActive(now time.Time) bool {
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return !hm.AdventureStartAt.IsZero() && now.Before(hm.AdventureEndAt)
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}
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func (hm *HeroMovement) expireAdventureIfNeeded(now time.Time) {
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if hm.AdventureEndAt.IsZero() {
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return
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}
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if now.Before(hm.AdventureEndAt) {
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return
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}
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hm.AdventureStartAt = time.Time{}
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hm.AdventureEndAt = time.Time{}
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hm.AdventureSide = 0
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}
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// tryStartAdventure begins a timed off-road excursion with small probability.
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func (hm *HeroMovement) tryStartAdventure(now time.Time) {
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if hm.adventureActive(now) {
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return
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}
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if rand.Float64() >= StartAdventurePerTick {
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return
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}
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hm.AdventureStartAt = now
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spanNs := (AdventureDurationMax - AdventureDurationMin).Nanoseconds()
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if spanNs < 1 {
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spanNs = 1
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}
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hm.AdventureEndAt = now.Add(AdventureDurationMin + time.Duration(rand.Int63n(spanNs+1)))
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if rand.Float64() < 0.5 {
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hm.AdventureSide = 1
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} else {
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hm.AdventureSide = -1
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}
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}
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// wildernessFactor is 0 on the road, then 0→1→0 over the excursion (triangle: out, then back).
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func (hm *HeroMovement) wildernessFactor(now time.Time) float64 {
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if !hm.adventureActive(now) {
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return 0
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}
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total := hm.AdventureEndAt.Sub(hm.AdventureStartAt).Seconds()
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if total <= 0 {
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return 0
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}
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elapsed := now.Sub(hm.AdventureStartAt).Seconds()
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p := elapsed / total
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if p < 0 {
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p = 0
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} else if p > 1 {
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p = 1
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}
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if p < 0.5 {
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return p * 2
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}
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return (1 - p) * 2
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}
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func (hm *HeroMovement) roadPerpendicularUnit() (float64, float64) {
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if hm.Road == nil || len(hm.Road.Waypoints) < 2 {
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return 0, 1
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}
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idx := hm.WaypointIndex
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if idx >= len(hm.Road.Waypoints)-1 {
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idx = len(hm.Road.Waypoints) - 2
|
|
}
|
|
if idx < 0 {
|
|
return 0, 1
|
|
}
|
|
from := hm.Road.Waypoints[idx]
|
|
to := hm.Road.Waypoints[idx+1]
|
|
dx := to.X - from.X
|
|
dy := to.Y - from.Y
|
|
L := math.Hypot(dx, dy)
|
|
if L < 1e-6 {
|
|
return 0, 1
|
|
}
|
|
return -dy / L, dx / L
|
|
}
|
|
|
|
func (hm *HeroMovement) displayOffset(now time.Time) (float64, float64) {
|
|
w := hm.wildernessFactor(now)
|
|
if w <= 0 || hm.AdventureSide == 0 {
|
|
return 0, 0
|
|
}
|
|
px, py := hm.roadPerpendicularUnit()
|
|
mag := float64(hm.AdventureSide) * AdventureMaxLateral * w
|
|
return px * mag, py * mag
|
|
}
|
|
|
|
// WanderingMerchantCost matches REST encounter / npc alms pricing.
|
|
func WanderingMerchantCost(level int) int64 {
|
|
return int64(20 + level*5)
|
|
}
|
|
|
|
// rollRoadEncounter returns whether to trigger an encounter; if so, monster true means combat.
|
|
func (hm *HeroMovement) rollRoadEncounter(now time.Time) (monster bool, enemy model.Enemy, hit bool) {
|
|
if hm.Road == nil || len(hm.Road.Waypoints) < 2 {
|
|
return false, model.Enemy{}, false
|
|
}
|
|
if now.Sub(hm.LastEncounterAt) < EncounterCooldownBase {
|
|
return false, model.Enemy{}, false
|
|
}
|
|
w := hm.wildernessFactor(now)
|
|
activity := EncounterActivityBase * (0.45 + 0.55*w)
|
|
if rand.Float64() >= activity {
|
|
return false, model.Enemy{}, false
|
|
}
|
|
monsterW := 0.08 + 0.92*w*w
|
|
merchantW := 0.08 + 0.92*(1-w)*(1-w)
|
|
total := monsterW + merchantW
|
|
r := rand.Float64() * total
|
|
if r < monsterW {
|
|
e := PickEnemyForLevel(hm.Hero.Level)
|
|
return true, e, true
|
|
}
|
|
return false, model.Enemy{}, true
|
|
}
|
|
|
|
// EnterTown transitions the hero into the destination town: NPC tour (StateInTown) when there
|
|
// are NPCs, otherwise a short resting state (StateResting).
|
|
func (hm *HeroMovement) EnterTown(now time.Time, graph *RoadGraph) {
|
|
destID := hm.DestinationTownID
|
|
hm.CurrentTownID = destID
|
|
hm.DestinationTownID = 0
|
|
hm.Road = nil
|
|
hm.TownNPCQueue = nil
|
|
hm.NextTownNPCRollAt = time.Time{}
|
|
hm.AdventureStartAt = time.Time{}
|
|
hm.AdventureEndAt = time.Time{}
|
|
hm.AdventureSide = 0
|
|
|
|
ids := graph.TownNPCIDs(destID)
|
|
if len(ids) == 0 {
|
|
hm.State = model.StateResting
|
|
hm.Hero.State = model.StateResting
|
|
hm.RestUntil = now.Add(randomRestDuration())
|
|
return
|
|
}
|
|
|
|
q := make([]int64, len(ids))
|
|
copy(q, ids)
|
|
rand.Shuffle(len(q), func(i, j int) { q[i], q[j] = q[j], q[i] })
|
|
hm.TownNPCQueue = q
|
|
hm.State = model.StateInTown
|
|
hm.Hero.State = model.StateInTown
|
|
hm.NextTownNPCRollAt = now.Add(randomTownNPCDelay())
|
|
}
|
|
|
|
// LeaveTown transitions the hero from town to walking, picking a new destination.
|
|
func (hm *HeroMovement) LeaveTown(graph *RoadGraph, now time.Time) {
|
|
hm.TownNPCQueue = nil
|
|
hm.NextTownNPCRollAt = time.Time{}
|
|
hm.State = model.StateWalking
|
|
hm.Hero.State = model.StateWalking
|
|
hm.pickDestination(graph)
|
|
hm.assignRoad(graph)
|
|
hm.refreshSpeed(now)
|
|
}
|
|
|
|
func randomTownNPCDelay() time.Duration {
|
|
rangeMs := (townNPCRollMax - townNPCRollMin).Milliseconds()
|
|
return townNPCRollMin + time.Duration(rand.Int63n(rangeMs+1))*time.Millisecond
|
|
}
|
|
|
|
// StartFighting pauses movement for combat.
|
|
func (hm *HeroMovement) StartFighting() {
|
|
hm.State = model.StateFighting
|
|
}
|
|
|
|
// ResumWalking resumes movement after combat.
|
|
func (hm *HeroMovement) ResumeWalking(now time.Time) {
|
|
hm.State = model.StateWalking
|
|
hm.LastMoveTick = now
|
|
hm.refreshSpeed(now)
|
|
}
|
|
|
|
// Die sets the movement state to dead.
|
|
func (hm *HeroMovement) Die() {
|
|
hm.State = model.StateDead
|
|
}
|
|
|
|
// SyncToHero writes movement state back to the hero model for persistence.
|
|
func (hm *HeroMovement) SyncToHero() {
|
|
hm.Hero.PositionX = hm.CurrentX
|
|
hm.Hero.PositionY = hm.CurrentY
|
|
hm.Hero.State = hm.State
|
|
if hm.CurrentTownID != 0 {
|
|
id := hm.CurrentTownID
|
|
hm.Hero.CurrentTownID = &id
|
|
} else {
|
|
hm.Hero.CurrentTownID = nil
|
|
}
|
|
if hm.DestinationTownID != 0 {
|
|
id := hm.DestinationTownID
|
|
hm.Hero.DestinationTownID = &id
|
|
} else {
|
|
hm.Hero.DestinationTownID = nil
|
|
}
|
|
hm.Hero.MoveState = string(hm.State)
|
|
}
|
|
|
|
// MovePayload builds the hero_move WS payload (includes off-road lateral offset for display).
|
|
func (hm *HeroMovement) MovePayload(now time.Time) model.HeroMovePayload {
|
|
tx, ty := hm.TargetPoint()
|
|
ox, oy := hm.displayOffset(now)
|
|
return model.HeroMovePayload{
|
|
X: hm.CurrentX + ox,
|
|
Y: hm.CurrentY + oy,
|
|
TargetX: tx + ox,
|
|
TargetY: ty + oy,
|
|
Speed: hm.Speed,
|
|
Heading: hm.Heading(),
|
|
}
|
|
}
|
|
|
|
// RoutePayload builds the route_assigned WS payload.
|
|
func (hm *HeroMovement) RoutePayload() *model.RouteAssignedPayload {
|
|
if hm.Road == nil {
|
|
return nil
|
|
}
|
|
waypoints := make([]model.PointXY, len(hm.Road.Waypoints))
|
|
for i, p := range hm.Road.Waypoints {
|
|
waypoints[i] = model.PointXY{X: p.X, Y: p.Y}
|
|
}
|
|
return &model.RouteAssignedPayload{
|
|
RoadID: hm.Road.ID,
|
|
Waypoints: waypoints,
|
|
DestinationTownID: hm.DestinationTownID,
|
|
Speed: hm.Speed,
|
|
}
|
|
}
|
|
|
|
// PositionSyncPayload builds the position_sync WS payload.
|
|
func (hm *HeroMovement) PositionSyncPayload(now time.Time) model.PositionSyncPayload {
|
|
ox, oy := hm.displayOffset(now)
|
|
return model.PositionSyncPayload{
|
|
X: hm.CurrentX + ox,
|
|
Y: hm.CurrentY + oy,
|
|
WaypointIndex: hm.WaypointIndex,
|
|
WaypointFraction: hm.WaypointFraction,
|
|
State: string(hm.State),
|
|
}
|
|
}
|
|
|
|
// randomRestDuration returns a random duration between TownRestMin and TownRestMax.
|
|
func randomRestDuration() time.Duration {
|
|
rangeMs := (TownRestMax - TownRestMin).Milliseconds()
|
|
return TownRestMin + time.Duration(rand.Int63n(rangeMs+1))*time.Millisecond
|
|
}
|
|
|
|
// EncounterStarter starts or resolves a random encounter while walking (engine: combat;
|
|
// offline: synchronous SimulateOneFight via callback).
|
|
type EncounterStarter func(hm *HeroMovement, enemy *model.Enemy, now time.Time)
|
|
|
|
// MerchantEncounterHook is called for wandering-merchant road events when there is no WS sender (offline).
|
|
type MerchantEncounterHook func(hm *HeroMovement, now time.Time, cost int64)
|
|
|
|
// ProcessSingleHeroMovementTick applies one movement-system step as of logical time now.
|
|
// It mirrors the online engine's 500ms cadence: callers should advance now in MovementTickRate
|
|
// steps (plus a final partial step to real time) for catch-up simulation.
|
|
//
|
|
// sender may be nil to suppress all WebSocket payloads (offline ticks).
|
|
// onEncounter is required for walking encounter rolls; if nil, encounters are not triggered.
|
|
func ProcessSingleHeroMovementTick(
|
|
heroID int64,
|
|
hm *HeroMovement,
|
|
graph *RoadGraph,
|
|
now time.Time,
|
|
sender MessageSender,
|
|
onEncounter EncounterStarter,
|
|
onMerchantEncounter MerchantEncounterHook,
|
|
) {
|
|
if graph == nil {
|
|
return
|
|
}
|
|
|
|
switch hm.State {
|
|
case model.StateFighting, model.StateDead:
|
|
return
|
|
|
|
case model.StateResting:
|
|
if now.After(hm.RestUntil) {
|
|
hm.LeaveTown(graph, now)
|
|
hm.SyncToHero()
|
|
if sender != nil {
|
|
sender.SendToHero(heroID, "town_exit", model.TownExitPayload{})
|
|
if route := hm.RoutePayload(); route != nil {
|
|
sender.SendToHero(heroID, "route_assigned", route)
|
|
}
|
|
}
|
|
}
|
|
|
|
case model.StateInTown:
|
|
if len(hm.TownNPCQueue) == 0 {
|
|
hm.LeaveTown(graph, now)
|
|
hm.SyncToHero()
|
|
if sender != nil {
|
|
sender.SendToHero(heroID, "town_exit", model.TownExitPayload{})
|
|
if route := hm.RoutePayload(); route != nil {
|
|
sender.SendToHero(heroID, "route_assigned", route)
|
|
}
|
|
}
|
|
return
|
|
}
|
|
if now.Before(hm.NextTownNPCRollAt) {
|
|
return
|
|
}
|
|
if rand.Float64() < townNPCVisitChance {
|
|
npcID := hm.TownNPCQueue[0]
|
|
hm.TownNPCQueue = hm.TownNPCQueue[1:]
|
|
if npc, ok := graph.NPCByID[npcID]; ok && sender != nil {
|
|
sender.SendToHero(heroID, "town_npc_visit", model.TownNPCVisitPayload{
|
|
NPCID: npc.ID, Name: npc.Name, Type: npc.Type, TownID: hm.CurrentTownID,
|
|
})
|
|
}
|
|
hm.NextTownNPCRollAt = now.Add(randomTownNPCDelay())
|
|
} else {
|
|
hm.NextTownNPCRollAt = now.Add(townNPCRetryAfterMiss)
|
|
}
|
|
|
|
case model.StateWalking:
|
|
hm.expireAdventureIfNeeded(now)
|
|
if hm.Road == nil || len(hm.Road.Waypoints) < 2 {
|
|
hm.Road = nil
|
|
hm.pickDestination(graph)
|
|
hm.assignRoad(graph)
|
|
}
|
|
hm.tryStartAdventure(now)
|
|
reachedTown := hm.AdvanceTick(now, graph)
|
|
|
|
if reachedTown {
|
|
hm.EnterTown(now, graph)
|
|
|
|
if sender != nil {
|
|
town := graph.Towns[hm.CurrentTownID]
|
|
if town != nil {
|
|
npcInfos := make([]model.TownNPCInfo, 0, len(graph.TownNPCs[hm.CurrentTownID]))
|
|
for _, n := range graph.TownNPCs[hm.CurrentTownID] {
|
|
npcInfos = append(npcInfos, model.TownNPCInfo{ID: n.ID, Name: n.Name, Type: n.Type})
|
|
}
|
|
var restMs int64
|
|
if hm.State == model.StateResting {
|
|
restMs = hm.RestUntil.Sub(now).Milliseconds()
|
|
}
|
|
sender.SendToHero(heroID, "town_enter", model.TownEnterPayload{
|
|
TownID: town.ID,
|
|
TownName: town.Name,
|
|
Biome: town.Biome,
|
|
NPCs: npcInfos,
|
|
RestDurationMs: restMs,
|
|
})
|
|
}
|
|
}
|
|
|
|
hm.SyncToHero()
|
|
return
|
|
}
|
|
|
|
canRollEncounter := hm.Road != nil && len(hm.Road.Waypoints) >= 2
|
|
if canRollEncounter && (onEncounter != nil || sender != nil || onMerchantEncounter != nil) {
|
|
monster, enemy, hit := hm.rollRoadEncounter(now)
|
|
if hit {
|
|
if monster {
|
|
if onEncounter != nil {
|
|
hm.LastEncounterAt = now
|
|
onEncounter(hm, &enemy, now)
|
|
return
|
|
}
|
|
// No monster handler — skip consuming the roll (extremely rare).
|
|
} else {
|
|
cost := WanderingMerchantCost(hm.Hero.Level)
|
|
if sender != nil || onMerchantEncounter != nil {
|
|
hm.LastEncounterAt = now
|
|
if sender != nil {
|
|
sender.SendToHero(heroID, "npc_encounter", model.NPCEncounterPayload{
|
|
NPCID: 0,
|
|
NPCName: "Wandering Merchant",
|
|
Role: "alms",
|
|
Cost: cost,
|
|
})
|
|
}
|
|
if onMerchantEncounter != nil {
|
|
onMerchantEncounter(hm, now, cost)
|
|
}
|
|
return
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if sender != nil {
|
|
sender.SendToHero(heroID, "hero_move", hm.MovePayload(now))
|
|
}
|
|
|
|
hm.Hero.PositionX = hm.CurrentX
|
|
hm.Hero.PositionY = hm.CurrentY
|
|
}
|
|
}
|