You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
617 lines
18 KiB
Go
617 lines
18 KiB
Go
package game
|
|
|
|
import (
|
|
"encoding/json"
|
|
"math"
|
|
"math/rand"
|
|
"os"
|
|
"path/filepath"
|
|
"time"
|
|
|
|
"github.com/denisovdennis/autohero/internal/model"
|
|
)
|
|
|
|
// #region agent log
|
|
func agentDebugLog(hypothesisID, location, message string, data map[string]any) {
|
|
wd, err := os.Getwd()
|
|
if err != nil {
|
|
return
|
|
}
|
|
logPath := filepath.Join(wd, "debug-cbb64d.log")
|
|
if filepath.Base(wd) == "backend" {
|
|
logPath = filepath.Join(wd, "..", "debug-cbb64d.log")
|
|
}
|
|
payload := map[string]any{
|
|
"sessionId": "cbb64d",
|
|
"hypothesisId": hypothesisID,
|
|
"location": location,
|
|
"message": message,
|
|
"data": data,
|
|
"timestamp": time.Now().UnixMilli(),
|
|
}
|
|
b, err := json.Marshal(payload)
|
|
if err != nil {
|
|
return
|
|
}
|
|
f, err := os.OpenFile(logPath, os.O_APPEND|os.O_CREATE|os.O_WRONLY, 0644)
|
|
if err != nil {
|
|
return
|
|
}
|
|
_, _ = f.Write(append(b, '\n'))
|
|
_ = f.Close()
|
|
}
|
|
|
|
// #endregion
|
|
|
|
const (
|
|
// BaseMoveSpeed is the hero's base movement speed in world-units per second.
|
|
BaseMoveSpeed = 2.0
|
|
|
|
// MovementTickRate is how often the movement system updates (2 Hz).
|
|
MovementTickRate = 500 * time.Millisecond
|
|
|
|
// PositionSyncRate is how often the server sends a full position_sync (drift correction).
|
|
PositionSyncRate = 10 * time.Second
|
|
|
|
// EncounterCooldownBase is the minimum gap between random encounters.
|
|
EncounterCooldownBase = 15 * time.Second
|
|
|
|
// EncounterChancePerTick is the probability of an encounter on each movement tick.
|
|
EncounterChancePerTick = 0.04
|
|
|
|
// TownRestMin is the minimum rest duration when arriving at a town.
|
|
TownRestMin = 5 * 60 * time.Second
|
|
|
|
// TownRestMax is the maximum rest duration when arriving at a town.
|
|
TownRestMax = 20 * 60 * time.Second
|
|
|
|
// TownArrivalRadius is how close the hero must be to the final waypoint
|
|
// to be considered "arrived" at the town.
|
|
TownArrivalRadius = 0.5
|
|
|
|
// Town NPC visits: high chance each attempt to approach the next NPC; queue clears on LeaveTown.
|
|
townNPCVisitChance = 0.78
|
|
townNPCRollMin = 800 * time.Millisecond
|
|
townNPCRollMax = 2600 * time.Millisecond
|
|
townNPCRetryAfterMiss = 450 * time.Millisecond
|
|
)
|
|
|
|
// HeroMovement holds the live movement state for a single online hero.
|
|
type HeroMovement struct {
|
|
HeroID int64
|
|
Hero *model.Hero // live reference, owned by the engine
|
|
CurrentX float64
|
|
CurrentY float64
|
|
Speed float64 // effective world-units/sec
|
|
State model.GameState
|
|
DestinationTownID int64
|
|
CurrentTownID int64
|
|
Road *Road
|
|
WaypointIndex int // index of the waypoint we are heading toward
|
|
WaypointFraction float64 // 0..1 within the current segment
|
|
LastEncounterAt time.Time
|
|
RestUntil time.Time
|
|
LastMoveTick time.Time
|
|
Direction int // +1 forward along TownOrder, -1 backward
|
|
|
|
// TownNPCQueue: NPC ids still to visit this stay (nil = not on NPC tour). Cleared in LeaveTown.
|
|
TownNPCQueue []int64
|
|
NextTownNPCRollAt time.Time
|
|
}
|
|
|
|
// NewHeroMovement creates a HeroMovement for a hero that just connected.
|
|
// It initializes position, state, and picks the first destination if needed.
|
|
func NewHeroMovement(hero *model.Hero, graph *RoadGraph, now time.Time) *HeroMovement {
|
|
// Randomize direction per hero so they don't all walk the same way.
|
|
dir := 1
|
|
if hero.ID%2 == 0 {
|
|
dir = -1
|
|
}
|
|
|
|
// Add per-hero position offset so heroes on the same road don't overlap.
|
|
// Use hero ID to create a stable lateral offset of ±1.5 tiles.
|
|
lateralOffset := (float64(hero.ID%7) - 3.0) * 0.5
|
|
|
|
hm := &HeroMovement{
|
|
HeroID: hero.ID,
|
|
Hero: hero,
|
|
CurrentX: hero.PositionX + lateralOffset*0.3,
|
|
CurrentY: hero.PositionY + lateralOffset*0.7,
|
|
State: hero.State,
|
|
LastMoveTick: now,
|
|
Direction: dir,
|
|
}
|
|
|
|
// Restore persisted movement state.
|
|
if hero.CurrentTownID != nil {
|
|
hm.CurrentTownID = *hero.CurrentTownID
|
|
}
|
|
if hero.DestinationTownID != nil {
|
|
hm.DestinationTownID = *hero.DestinationTownID
|
|
}
|
|
|
|
hm.refreshSpeed(now)
|
|
|
|
// If the hero is dead, keep them dead.
|
|
if hero.State == model.StateDead || hero.HP <= 0 {
|
|
hm.State = model.StateDead
|
|
return hm
|
|
}
|
|
|
|
// If fighting, leave as-is (engine combat system manages it).
|
|
if hero.State == model.StateFighting {
|
|
return hm
|
|
}
|
|
|
|
// If resting/in_town, set a short rest timer so they leave soon.
|
|
if hero.State == model.StateResting || hero.State == model.StateInTown {
|
|
hm.State = model.StateResting
|
|
hm.RestUntil = now.Add(randomRestDuration())
|
|
return hm
|
|
}
|
|
|
|
// Walking state: assign a road if we don't have a destination.
|
|
if hm.DestinationTownID == 0 {
|
|
hm.pickDestination(graph)
|
|
}
|
|
hm.assignRoad(graph)
|
|
hm.State = model.StateWalking
|
|
|
|
return hm
|
|
}
|
|
|
|
// pickDestination selects the next town the hero should walk toward.
|
|
func (hm *HeroMovement) pickDestination(graph *RoadGraph) {
|
|
if hm.CurrentTownID == 0 {
|
|
// Hero is not associated with any town yet, pick nearest.
|
|
hm.CurrentTownID = graph.NearestTown(hm.CurrentX, hm.CurrentY)
|
|
}
|
|
|
|
idx := graph.TownOrderIndex(hm.CurrentTownID)
|
|
if idx < 0 {
|
|
// Fallback.
|
|
if len(graph.TownOrder) > 0 {
|
|
hm.DestinationTownID = graph.TownOrder[0]
|
|
}
|
|
return
|
|
}
|
|
|
|
n := len(graph.TownOrder)
|
|
if n <= 1 {
|
|
hm.DestinationTownID = hm.CurrentTownID
|
|
return
|
|
}
|
|
|
|
nextIdx := idx + hm.Direction
|
|
if nextIdx >= n {
|
|
nextIdx = 0
|
|
}
|
|
if nextIdx < 0 {
|
|
nextIdx = n - 1
|
|
}
|
|
|
|
hm.DestinationTownID = graph.TownOrder[nextIdx]
|
|
}
|
|
|
|
// assignRoad finds and configures the road from CurrentTownID to DestinationTownID.
|
|
// If no road exists (hero is mid-road), it finds the nearest town and routes from there.
|
|
func (hm *HeroMovement) assignRoad(graph *RoadGraph) {
|
|
road := graph.FindRoad(hm.CurrentTownID, hm.DestinationTownID)
|
|
if road == nil {
|
|
// Try finding a road from any nearby town.
|
|
nearest := graph.NearestTown(hm.CurrentX, hm.CurrentY)
|
|
hm.CurrentTownID = nearest
|
|
road = graph.FindRoad(nearest, hm.DestinationTownID)
|
|
}
|
|
if road == nil {
|
|
// #region agent log
|
|
agentDebugLog("H5", "movement.go:assignRoad", "no road after nearest retry", map[string]any{
|
|
"currentTownID": hm.CurrentTownID, "destinationTownID": hm.DestinationTownID,
|
|
"x": hm.CurrentX, "y": hm.CurrentY,
|
|
})
|
|
// #endregion
|
|
// No road available, will retry next tick.
|
|
return
|
|
}
|
|
|
|
// Create a per-hero jittered copy of waypoints so heroes don't overlap on the same road.
|
|
jitteredWaypoints := make([]Point, len(road.Waypoints))
|
|
copy(jitteredWaypoints, road.Waypoints)
|
|
heroSeed := float64(hm.HeroID)
|
|
lateralJitter := (math.Sin(heroSeed*1.7) * 1.5) // ±1.5 tiles lateral offset
|
|
for i := 1; i < len(jitteredWaypoints)-1; i++ {
|
|
// Apply perpendicular offset (don't jitter start/end = town centers)
|
|
dx := jitteredWaypoints[i].X - jitteredWaypoints[max(0, i-1)].X
|
|
dy := jitteredWaypoints[i].Y - jitteredWaypoints[max(0, i-1)].Y
|
|
segLen := math.Hypot(dx, dy)
|
|
if segLen > 0.1 {
|
|
perpX := -dy / segLen
|
|
perpY := dx / segLen
|
|
jitter := lateralJitter * (0.7 + 0.3*math.Sin(heroSeed*0.3+float64(i)*0.5))
|
|
jitteredWaypoints[i].X += perpX * jitter
|
|
jitteredWaypoints[i].Y += perpY * jitter
|
|
}
|
|
}
|
|
|
|
jitteredRoad := &Road{
|
|
ID: road.ID,
|
|
FromTownID: road.FromTownID,
|
|
ToTownID: road.ToTownID,
|
|
Distance: road.Distance,
|
|
Waypoints: jitteredWaypoints,
|
|
}
|
|
|
|
hm.Road = jitteredRoad
|
|
hm.WaypointIndex = 0
|
|
hm.WaypointFraction = 0
|
|
|
|
// Position the hero at the start of the road if they're very close to the origin town.
|
|
if len(jitteredWaypoints) > 0 {
|
|
start := jitteredWaypoints[0]
|
|
dist := math.Hypot(hm.CurrentX-start.X, hm.CurrentY-start.Y)
|
|
if dist < 5.0 {
|
|
hm.CurrentX = start.X
|
|
hm.CurrentY = start.Y
|
|
}
|
|
}
|
|
}
|
|
|
|
// refreshSpeed recalculates the effective movement speed using hero buffs/debuffs.
|
|
func (hm *HeroMovement) refreshSpeed(now time.Time) {
|
|
// Per-hero speed variation: ±10% based on hero ID for natural spread.
|
|
heroSpeedJitter := 0.90 + float64(hm.HeroID%21)*0.01 // 0.90 to 1.10
|
|
hm.Speed = BaseMoveSpeed * hm.Hero.MovementSpeedMultiplier(now) * heroSpeedJitter
|
|
}
|
|
|
|
// AdvanceTick moves the hero along the road for one movement tick.
|
|
// Returns true if the hero reached the destination town this tick.
|
|
func (hm *HeroMovement) AdvanceTick(now time.Time, graph *RoadGraph) (reachedTown bool) {
|
|
if hm.Road == nil || len(hm.Road.Waypoints) < 2 {
|
|
return false
|
|
}
|
|
|
|
dt := now.Sub(hm.LastMoveTick).Seconds()
|
|
if dt <= 0 {
|
|
dt = MovementTickRate.Seconds()
|
|
}
|
|
hm.LastMoveTick = now
|
|
|
|
hm.refreshSpeed(now)
|
|
distThisTick := hm.Speed * dt
|
|
|
|
for distThisTick > 0 && hm.WaypointIndex < len(hm.Road.Waypoints)-1 {
|
|
from := hm.Road.Waypoints[hm.WaypointIndex]
|
|
to := hm.Road.Waypoints[hm.WaypointIndex+1]
|
|
segLen := math.Hypot(to.X-from.X, to.Y-from.Y)
|
|
if segLen < 0.001 {
|
|
hm.WaypointIndex++
|
|
hm.WaypointFraction = 0
|
|
continue
|
|
}
|
|
|
|
// How far along this segment we already are.
|
|
currentDist := hm.WaypointFraction * segLen
|
|
remaining := segLen - currentDist
|
|
|
|
if distThisTick >= remaining {
|
|
// Move to next waypoint.
|
|
distThisTick -= remaining
|
|
hm.WaypointIndex++
|
|
hm.WaypointFraction = 0
|
|
if hm.WaypointIndex >= len(hm.Road.Waypoints)-1 {
|
|
// Reached final waypoint = destination town.
|
|
last := hm.Road.Waypoints[len(hm.Road.Waypoints)-1]
|
|
hm.CurrentX = last.X
|
|
hm.CurrentY = last.Y
|
|
return true
|
|
}
|
|
} else {
|
|
// Partial advance within this segment.
|
|
hm.WaypointFraction = (currentDist + distThisTick) / segLen
|
|
hm.CurrentX = from.X + (to.X-from.X)*hm.WaypointFraction
|
|
hm.CurrentY = from.Y + (to.Y-from.Y)*hm.WaypointFraction
|
|
distThisTick = 0
|
|
}
|
|
}
|
|
|
|
// Update position to the current waypoint position.
|
|
if hm.WaypointIndex < len(hm.Road.Waypoints) {
|
|
wp := hm.Road.Waypoints[hm.WaypointIndex]
|
|
if hm.WaypointFraction == 0 {
|
|
hm.CurrentX = wp.X
|
|
hm.CurrentY = wp.Y
|
|
}
|
|
}
|
|
|
|
return false
|
|
}
|
|
|
|
// Heading returns the angle (radians) the hero is currently facing.
|
|
func (hm *HeroMovement) Heading() float64 {
|
|
if hm.Road == nil || hm.WaypointIndex >= len(hm.Road.Waypoints)-1 {
|
|
return 0
|
|
}
|
|
to := hm.Road.Waypoints[hm.WaypointIndex+1]
|
|
return math.Atan2(to.Y-hm.CurrentY, to.X-hm.CurrentX)
|
|
}
|
|
|
|
// TargetPoint returns the next waypoint the hero is heading toward.
|
|
func (hm *HeroMovement) TargetPoint() (float64, float64) {
|
|
if hm.Road == nil || hm.WaypointIndex >= len(hm.Road.Waypoints)-1 {
|
|
return hm.CurrentX, hm.CurrentY
|
|
}
|
|
wp := hm.Road.Waypoints[hm.WaypointIndex+1]
|
|
return wp.X, wp.Y
|
|
}
|
|
|
|
// ShouldEncounter rolls for a random encounter, respecting the cooldown.
|
|
func (hm *HeroMovement) ShouldEncounter(now time.Time) bool {
|
|
if now.Sub(hm.LastEncounterAt) < EncounterCooldownBase {
|
|
return false
|
|
}
|
|
return rand.Float64() < EncounterChancePerTick
|
|
}
|
|
|
|
// 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{}
|
|
|
|
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.
|
|
func (hm *HeroMovement) MovePayload() model.HeroMovePayload {
|
|
tx, ty := hm.TargetPoint()
|
|
return model.HeroMovePayload{
|
|
X: hm.CurrentX,
|
|
Y: hm.CurrentY,
|
|
TargetX: tx,
|
|
TargetY: ty,
|
|
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() model.PositionSyncPayload {
|
|
return model.PositionSyncPayload{
|
|
X: hm.CurrentX,
|
|
Y: hm.CurrentY,
|
|
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)
|
|
|
|
// 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,
|
|
) {
|
|
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:
|
|
// #region agent log
|
|
if hm.Road == nil {
|
|
agentDebugLog("H1", "movement.go:StateWalking", "walking with nil Road", map[string]any{
|
|
"heroID": heroID, "currentTownID": hm.CurrentTownID, "destinationTownID": hm.DestinationTownID,
|
|
"x": hm.CurrentX, "y": hm.CurrentY,
|
|
})
|
|
} else if len(hm.Road.Waypoints) < 2 {
|
|
agentDebugLog("H2", "movement.go:StateWalking", "road has fewer than 2 waypoints", map[string]any{
|
|
"heroID": heroID, "roadID": hm.Road.ID, "waypointCount": len(hm.Road.Waypoints),
|
|
})
|
|
}
|
|
// #endregion
|
|
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
|
|
}
|
|
|
|
if onEncounter != nil && hm.ShouldEncounter(now) {
|
|
// #region agent log
|
|
agentDebugLog("H3", "movement.go:encounter", "encounter starting", map[string]any{
|
|
"heroID": heroID, "roadNil": hm.Road == nil, "waypointCount": func() int {
|
|
if hm.Road == nil {
|
|
return -1
|
|
}
|
|
return len(hm.Road.Waypoints)
|
|
}(),
|
|
"x": hm.CurrentX, "y": hm.CurrentY, "currentTownID": hm.CurrentTownID,
|
|
})
|
|
// #endregion
|
|
enemy := PickEnemyForLevel(hm.Hero.Level)
|
|
hm.LastEncounterAt = now
|
|
onEncounter(hm, &enemy, now)
|
|
return
|
|
}
|
|
|
|
if sender != nil {
|
|
sender.SendToHero(heroID, "hero_move", hm.MovePayload())
|
|
}
|
|
|
|
hm.Hero.PositionX = hm.CurrentX
|
|
hm.Hero.PositionY = hm.CurrentY
|
|
}
|
|
}
|