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493 lines
15 KiB
Go
493 lines
15 KiB
Go
package game
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import (
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"context"
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"fmt"
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"log/slog"
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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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"github.com/denisovdennis/autohero/internal/storage"
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"github.com/denisovdennis/autohero/internal/tuning"
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)
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// OfflineSimulator runs periodic background ticks for heroes that are offline,
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// advancing movement the same way as the online engine (without WebSocket payloads)
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// and resolving random encounters with SimulateOneFight.
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type OfflineSimulator struct {
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store *storage.HeroStore
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logStore *storage.LogStore
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questStore *storage.QuestStore
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graph *RoadGraph
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interval time.Duration
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logger *slog.Logger
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// isPaused, when set, skips simulation ticks while global server time is frozen.
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isPaused func() bool
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// skipIfLive, when set, skips heroes currently registered in the online engine (WebSocket session)
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// so the same hero is not simulated twice.
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skipIfLive func(heroID int64) bool
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}
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// NewOfflineSimulator creates a new OfflineSimulator that ticks every 30 seconds.
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// isPaused may be nil; if it returns true, offline catch-up is skipped (aligned with engine pause).
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// skipIfLive may be nil; if it returns true for a hero id, that hero is skipped this tick.
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func NewOfflineSimulator(store *storage.HeroStore, logStore *storage.LogStore, questStore *storage.QuestStore, graph *RoadGraph, logger *slog.Logger, isPaused func() bool, skipIfLive func(heroID int64) bool) *OfflineSimulator {
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return &OfflineSimulator{
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store: store,
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logStore: logStore,
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questStore: questStore,
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graph: graph,
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interval: 30 * time.Second,
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logger: logger,
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isPaused: isPaused,
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skipIfLive: skipIfLive,
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}
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}
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// Run starts the offline simulation loop. It blocks until the context is cancelled.
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func (s *OfflineSimulator) Run(ctx context.Context) error {
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ticker := time.NewTicker(s.interval)
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defer ticker.Stop()
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s.logger.Info("offline simulator started", "interval", s.interval)
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for {
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select {
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case <-ctx.Done():
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s.logger.Info("offline simulator shutting down")
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return ctx.Err()
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case <-ticker.C:
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s.processTick(ctx)
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}
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}
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}
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// processTick finds all offline heroes and simulates one fight for each.
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func (s *OfflineSimulator) processTick(ctx context.Context) {
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if s.isPaused != nil && s.isPaused() {
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return
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}
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heroes, err := s.store.ListOfflineHeroes(ctx, s.interval*2, 100)
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if err != nil {
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s.logger.Error("offline simulator: failed to list offline heroes", "error", err)
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return
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}
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if len(heroes) == 0 {
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return
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}
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s.logger.Debug("offline simulator tick", "offline_heroes", len(heroes))
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for _, hero := range heroes {
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if s.skipIfLive != nil && s.skipIfLive(hero.ID) {
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continue
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}
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if err := s.simulateHeroTick(ctx, hero); err != nil {
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s.logger.Error("offline simulator: hero tick failed",
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"hero_id", hero.ID,
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"error", err,
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)
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// Continue with other heroes — don't crash on one failure.
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}
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}
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}
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// simulateHeroTick catches up movement in configured movement-tick steps from hero.UpdatedAt to now,
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// then persists. Random encounters use the same rolls as online; combat is resolved
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// synchronously via SimulateOneFight (no WebSocket).
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func (s *OfflineSimulator) simulateHeroTick(ctx context.Context, hero *model.Hero) error {
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now := time.Now()
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// Auto-revive after configured downtime (autoReviveAfterMs).
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gap := time.Duration(tuning.Get().AutoReviveAfterMs) * time.Millisecond
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if (hero.State == model.StateDead || hero.HP <= 0) && time.Since(hero.UpdatedAt) > gap {
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hero.HP = int(float64(hero.MaxHP) * tuning.Get().ReviveHpPercent)
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if hero.HP < 1 {
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hero.HP = 1
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}
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hero.State = model.StateWalking
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hero.Debuffs = nil
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s.addLog(ctx, hero.ID, fmt.Sprintf("Auto-revived after %s", gap.Round(time.Second)))
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}
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// Dead heroes cannot move or fight.
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if hero.State == model.StateDead || hero.HP <= 0 {
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return nil
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}
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if s.graph == nil {
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s.logger.Warn("offline simulator: road graph nil, skipping movement tick", "hero_id", hero.ID)
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return nil
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}
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hm := NewHeroMovement(hero, s.graph, now)
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if hm.State == model.StateFighting {
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return nil
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}
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if hero.UpdatedAt.IsZero() {
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hm.LastMoveTick = now.Add(-movementTickRate())
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} else {
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hm.LastMoveTick = hero.UpdatedAt
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}
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encounter := func(hm *HeroMovement, enemy *model.Enemy, tickNow time.Time) {
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s.addLog(ctx, hm.Hero.ID, fmt.Sprintf("Encountered %s", enemy.Name))
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survived, en, xpGained, goldGained := SimulateOneFight(hm.Hero, tickNow, enemy, s.graph, func(msg string) {
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s.addLog(ctx, hm.Hero.ID, msg)
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})
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if survived {
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s.addLog(ctx, hm.Hero.ID, fmt.Sprintf("Defeated %s, gained %d XP and %d gold", en.Name, xpGained, goldGained))
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hm.ResumeWalking(tickNow)
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} else {
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s.addLog(ctx, hm.Hero.ID, fmt.Sprintf("Died fighting %s", en.Name))
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hm.Die()
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}
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}
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const maxOfflineMovementSteps = 200000
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step := 0
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offlineNPC := s.offlineTownNPCInteractHook(ctx)
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for hm.LastMoveTick.Before(now) && step < maxOfflineMovementSteps {
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step++
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next := hm.LastMoveTick.Add(movementTickRate())
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if next.After(now) {
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next = now
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}
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if !next.After(hm.LastMoveTick) {
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break
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}
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onMerchant := func(hm *HeroMovement, tickNow time.Time, cost int64) {
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_ = tickNow
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_ = cost
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s.addLog(ctx, hm.Hero.ID, "Encountered a Wandering Merchant on the road")
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}
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adventureLog := func(heroID int64, msg string) {
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s.addLog(ctx, heroID, msg)
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}
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ProcessSingleHeroMovementTick(hero.ID, hm, s.graph, next, nil, encounter, onMerchant, adventureLog, nil, offlineNPC)
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if hm.Hero.State == model.StateDead || hm.Hero.HP <= 0 {
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break
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}
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}
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if step >= maxOfflineMovementSteps && hm.LastMoveTick.Before(now) {
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s.logger.Warn("offline movement step cap reached", "hero_id", hero.ID)
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}
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hm.SyncToHero()
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hero.RefreshDerivedCombatStats(now)
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if err := s.store.Save(ctx, hero); err != nil {
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return fmt.Errorf("save hero after offline tick: %w", err)
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}
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return nil
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}
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func (s *OfflineSimulator) offlineTownNPCInteractHook(ctx context.Context) TownNPCOfflineInteractHook {
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return func(heroID int64, hm *HeroMovement, graph *RoadGraph, npc TownNPC, now time.Time, al AdventureLogWriter) bool {
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return s.applyOfflineTownNPCVisit(ctx, heroID, hm, graph, npc, now, al)
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}
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}
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// applyOfflineTownNPCVisit rolls TownNPCInteractChance; on success simulates merchant / healer / quest-giver actions (no UI).
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func (s *OfflineSimulator) applyOfflineTownNPCVisit(ctx context.Context, heroID int64, hm *HeroMovement, graph *RoadGraph, npc TownNPC, now time.Time, al AdventureLogWriter) bool {
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_ = graph
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_ = now
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cfg := tuning.Get()
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inter := cfg.TownNPCInteractChance
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if inter <= 0 {
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inter = tuning.DefaultValues().TownNPCInteractChance
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}
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if inter > 1 {
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inter = 1
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}
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if rand.Float64() >= inter {
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return false
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}
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h := hm.Hero
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if h == nil {
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return false
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}
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switch npc.Type {
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case "merchant":
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share := cfg.MerchantTownAutoSellShare
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if share <= 0 || share > 1 {
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share = tuning.DefaultValues().MerchantTownAutoSellShare
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}
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soldItems, soldGold := AutoSellRandomInventoryShare(h, share, nil)
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if soldItems > 0 && al != nil {
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al(heroID, fmt.Sprintf("Sold %d item(s) to %s for %d gold.", soldItems, npc.Name, soldGold))
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}
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potionCost, _ := tuning.EffectiveNPCShopCosts()
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if potionCost > 0 && h.Gold >= potionCost && rand.Float64() < 0.55 {
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h.Gold -= potionCost
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h.Potions++
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if al != nil {
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al(heroID, fmt.Sprintf("Purchased a Healing Potion from %s.", npc.Name))
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}
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}
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case "healer":
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_, healCost := tuning.EffectiveNPCShopCosts()
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if h.HP < h.MaxHP && healCost > 0 && h.Gold >= healCost {
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h.Gold -= healCost
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h.HP = h.MaxHP
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if al != nil {
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al(heroID, fmt.Sprintf("Paid %s to restore full health.", npc.Name))
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}
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}
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case "quest_giver":
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if s.questStore == nil {
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return true
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}
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hqs, err := s.questStore.ListHeroQuests(ctx, heroID)
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if err != nil {
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s.logger.Warn("offline town npc: list hero quests", "error", err)
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return true
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}
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taken := make(map[int64]struct{}, len(hqs))
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for _, hq := range hqs {
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taken[hq.QuestID] = struct{}{}
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}
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offered, err := s.questStore.ListQuestsByNPCForHeroLevel(ctx, npc.ID, h.Level)
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if err != nil {
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s.logger.Warn("offline town npc: list quests by npc", "error", err)
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return true
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}
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var candidates []model.Quest
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for _, q := range offered {
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if _, ok := taken[q.ID]; !ok {
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candidates = append(candidates, q)
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}
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}
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if len(candidates) == 0 {
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if al != nil {
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al(heroID, fmt.Sprintf("Checked in with %s — nothing new.", npc.Name))
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}
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return true
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}
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pick := candidates[rand.Intn(len(candidates))]
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ok, err := s.questStore.TryAcceptQuest(ctx, heroID, pick.ID)
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if err != nil {
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s.logger.Warn("offline town npc: try accept quest", "error", err)
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return true
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}
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if ok && al != nil {
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al(heroID, fmt.Sprintf("Accepted quest: %s", pick.Title))
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}
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default:
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// Other NPC types: treat as a social stop only.
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}
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return true
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}
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// addLog is a fire-and-forget helper that writes an adventure log entry.
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func (s *OfflineSimulator) addLog(ctx context.Context, heroID int64, message string) {
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logCtx, cancel := context.WithTimeout(ctx, 2*time.Second)
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defer cancel()
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if err := s.logStore.Add(logCtx, heroID, message); err != nil {
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s.logger.Warn("offline simulator: failed to write adventure log",
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"hero_id", heroID,
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"error", err,
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)
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}
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}
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// SimulateOneFight runs one combat encounter for an offline hero.
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// It mutates the hero (HP, XP, gold, potions, level, equipment, state).
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// If encounterEnemy is non-nil, that enemy is used (same as movement encounter roll);
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// otherwise a new enemy is picked for the hero's level.
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// onInventoryDiscard is called when a gear drop cannot be equipped and the backpack is full (may be nil).
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// Returns whether the hero survived, the enemy fought, XP gained, and gold gained.
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func SimulateOneFight(hero *model.Hero, now time.Time, encounterEnemy *model.Enemy, g *RoadGraph, onInventoryDiscard func(string)) (survived bool, enemy model.Enemy, xpGained int64, goldGained int64) {
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if encounterEnemy != nil {
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enemy = *encounterEnemy
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} else {
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enemy = PickEnemyForLevel(hero.Level)
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}
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allowSell := g != nil && g.HeroInTownAt(hero.PositionX, hero.PositionY)
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combatStart := now
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lastTick := now
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var regenRemainder float64
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heroNext := now.Add(attackInterval(hero.EffectiveSpeedAt(now)))
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enemyNext := now.Add(attackInterval(enemy.Speed))
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const maxCombatSteps = 100000
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for step := 0; step < maxCombatSteps && hero.IsAlive() && enemy.IsAlive(); step++ {
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nextTime := heroNext
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isHero := true
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if enemyNext.Before(heroNext) {
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nextTime = enemyNext
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isHero = false
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}
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if !nextTime.After(lastTick) {
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nextTime = lastTick.Add(time.Millisecond)
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}
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tickDur := nextTime.Sub(lastTick)
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if tickDur > 0 {
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ProcessDebuffDamage(hero, tickDur, nextTime)
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ProcessEnemyRegen(&enemy, tickDur, ®enRemainder)
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ProcessSummonDamage(hero, &enemy, combatStart, lastTick, nextTime)
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}
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lastTick = nextTime
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if CheckDeath(hero, nextTime) {
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break
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}
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if isHero {
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ProcessAttack(hero, &enemy, nextTime)
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if !enemy.IsAlive() {
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break
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}
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heroNext = nextTime.Add(attackInterval(hero.EffectiveSpeedAt(nextTime)))
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} else {
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ProcessEnemyAttack(hero, &enemy, nextTime)
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if CheckDeath(hero, nextTime) {
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break
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}
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enemyNext = nextTime.Add(attackInterval(enemy.Speed))
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}
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}
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// Use potion if HP drops below 30% and hero has potions.
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if hero.HP > 0 && hero.HP < int(float64(hero.MaxHP)*tuning.Get().PotionAutoUseThreshold) && hero.Potions > 0 {
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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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hero.Potions--
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}
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if hero.HP <= 0 {
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hero.HP = 0
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hero.State = model.StateDead
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hero.TotalDeaths++
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hero.KillsSinceDeath = 0
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return false, enemy, 0, 0
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}
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// Hero survived — apply rewards and stat tracking.
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hero.TotalKills++
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hero.KillsSinceDeath++
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if enemy.IsElite {
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hero.EliteKills++
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}
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xpGained = enemy.XPReward
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hero.XP += xpGained
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// Loot generation.
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luckMult := LuckMultiplier(hero, now)
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drops := model.GenerateLoot(enemy.Type, luckMult)
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for _, drop := range drops {
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// Track legendary equipment drops for achievements.
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if drop.Rarity == model.RarityLegendary && drop.ItemType != "gold" {
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hero.LegendaryDrops++
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}
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switch drop.ItemType {
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case "gold":
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hero.Gold += drop.GoldAmount
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goldGained += drop.GoldAmount
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case "potion":
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hero.Potions++
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default:
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// All equipment drops go through the unified gear system.
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slot := model.EquipmentSlot(drop.ItemType)
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family := model.PickGearFamily(slot)
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if family != nil {
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ilvl := model.RollIlvl(enemy.MinLevel, enemy.IsElite)
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item := model.NewGearItem(family, ilvl, drop.Rarity)
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TryEquipOrStashOffline(hero, item, now, onInventoryDiscard)
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} else if allowSell {
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price := model.AutoSellPrice(drop.Rarity)
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hero.Gold += price
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goldGained += price
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}
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}
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}
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// Also add the base gold reward from the enemy.
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hero.Gold += enemy.GoldReward
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goldGained += enemy.GoldReward
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// Level-up loop.
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for hero.LevelUp() {
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}
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hero.RefreshDerivedCombatStats(now)
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return true, enemy, xpGained, goldGained
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}
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// PickEnemyForLevel selects a random enemy appropriate for the hero's level
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// and scales its stats. Exported for use by both the offline simulator and handler.
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func PickEnemyForLevel(level int) model.Enemy {
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candidates := make([]model.Enemy, 0, len(model.EnemyTemplates))
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for _, t := range model.EnemyTemplates {
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if level >= t.MinLevel && level <= t.MaxLevel {
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candidates = append(candidates, t)
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}
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}
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if len(candidates) == 0 {
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// Hero exceeds all level bands — pick enemies from the highest band.
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highestMin := 0
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for _, t := range model.EnemyTemplates {
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if t.MinLevel > highestMin {
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highestMin = t.MinLevel
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}
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}
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for _, t := range model.EnemyTemplates {
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if t.MinLevel >= highestMin {
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candidates = append(candidates, t)
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}
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}
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}
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picked := candidates[rand.Intn(len(candidates))]
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return ScaleEnemyTemplate(picked, level)
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}
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// ScaleEnemyTemplate applies band-based level scaling to stats and rewards.
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// Exported for reuse across handler and offline simulation.
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func ScaleEnemyTemplate(tmpl model.Enemy, heroLevel int) model.Enemy {
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picked := tmpl
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bandLevel := heroLevel
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if bandLevel < tmpl.MinLevel {
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bandLevel = tmpl.MinLevel
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}
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if bandLevel > tmpl.MaxLevel {
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bandLevel = tmpl.MaxLevel
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}
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bandDelta := float64(bandLevel - tmpl.MinLevel)
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overcapDelta := float64(heroLevel - tmpl.MaxLevel)
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if overcapDelta < 0 {
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overcapDelta = 0
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}
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cfg := tuning.Get()
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hpMul := 1.0 + bandDelta*cfg.EnemyScaleBandHP + overcapDelta*cfg.EnemyScaleOvercapHP
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atkMul := 1.0 + bandDelta*cfg.EnemyScaleBandATK + overcapDelta*cfg.EnemyScaleOvercapATK
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defMul := 1.0 + bandDelta*cfg.EnemyScaleBandDEF + overcapDelta*cfg.EnemyScaleOvercapDEF
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picked.MaxHP = max(1, int(float64(picked.MaxHP)*hpMul))
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|
picked.HP = picked.MaxHP
|
|
picked.Attack = max(1, int(float64(picked.Attack)*atkMul))
|
|
picked.Defense = max(0, int(float64(picked.Defense)*defMul))
|
|
|
|
xpMul := 1.0 + bandDelta*cfg.EnemyScaleBandXP + overcapDelta*cfg.EnemyScaleOvercapXP
|
|
goldMul := 1.0 + bandDelta*cfg.EnemyScaleBandGold + overcapDelta*cfg.EnemyScaleOvercapGold
|
|
picked.XPReward = int64(math.Round(float64(picked.XPReward) * xpMul))
|
|
picked.GoldReward = int64(math.Round(float64(picked.GoldReward) * goldMul))
|
|
|
|
return picked
|
|
}
|
|
|