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555 lines
17 KiB
Go

package game
import (
"context"
"fmt"
"log/slog"
"math"
"math/rand"
"time"
"github.com/denisovdennis/autohero/internal/model"
"github.com/denisovdennis/autohero/internal/storage"
"github.com/denisovdennis/autohero/internal/tuning"
)
// OfflineSimulator runs periodic background ticks for heroes that are offline,
// advancing movement the same way as the online engine (without WebSocket payloads)
// and resolving random encounters with SimulateOneFight.
type OfflineSimulator struct {
store *storage.HeroStore
logStore *storage.LogStore
questStore *storage.QuestStore
gearStore *storage.GearStore
taskStore *storage.DailyTaskStore
achStore *storage.AchievementStore
graph *RoadGraph
interval time.Duration
logger *slog.Logger
combatTickRate time.Duration
// isPaused, when set, skips simulation ticks while global server time is frozen.
isPaused func() bool
// skipIfLive, when set, skips heroes currently registered in the online engine (WebSocket session)
// so the same hero is not simulated twice.
skipIfLive func(heroID int64) bool
}
// NewOfflineSimulator creates a new OfflineSimulator that ticks every 30 seconds.
// isPaused may be nil; if it returns true, offline catch-up is skipped (aligned with engine pause).
// skipIfLive may be nil; if it returns true for a hero id, that hero is skipped this tick.
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 {
return &OfflineSimulator{
store: store,
logStore: logStore,
questStore: questStore,
graph: graph,
interval: 30 * time.Second,
logger: logger,
combatTickRate: 100 * time.Millisecond,
isPaused: isPaused,
skipIfLive: skipIfLive,
}
}
// WithCombatTickRate overrides the combat tick rate used in offline simulations.
func (s *OfflineSimulator) WithCombatTickRate(tick time.Duration) *OfflineSimulator {
if tick > 0 {
s.combatTickRate = tick
}
return s
}
// WithRewardStores wires optional stores for offline reward hooks.
func (s *OfflineSimulator) WithRewardStores(gear *storage.GearStore, achievements *storage.AchievementStore, tasks *storage.DailyTaskStore) *OfflineSimulator {
s.gearStore = gear
s.achStore = achievements
s.taskStore = tasks
return s
}
// Run starts the offline simulation loop. It blocks until the context is cancelled.
func (s *OfflineSimulator) Run(ctx context.Context) error {
ticker := time.NewTicker(s.interval)
defer ticker.Stop()
s.logger.Info("offline simulator started", "interval", s.interval)
for {
select {
case <-ctx.Done():
s.logger.Info("offline simulator shutting down")
return ctx.Err()
case <-ticker.C:
s.processTick(ctx)
}
}
}
// processTick finds all offline heroes and simulates one fight for each.
func (s *OfflineSimulator) processTick(ctx context.Context) {
if s.isPaused != nil && s.isPaused() {
return
}
heroes, err := s.store.ListOfflineHeroes(ctx, s.interval*2, 100)
if err != nil {
s.logger.Error("offline simulator: failed to list offline heroes", "error", err)
return
}
if len(heroes) == 0 {
return
}
s.logger.Debug("offline simulator tick", "offline_heroes", len(heroes))
for _, hero := range heroes {
if s.skipIfLive != nil && s.skipIfLive(hero.ID) {
continue
}
if err := s.simulateHeroTick(ctx, hero, time.Now(), true); err != nil {
s.logger.Error("offline simulator: hero tick failed",
"hero_id", hero.ID,
"error", err,
)
// Continue with other heroes — don't crash on one failure.
}
}
}
// simulateHeroTick catches up movement in configured movement-tick steps from hero.UpdatedAt to now,
// then persists. Random encounters use the same rolls as online; combat is resolved
// synchronously via SimulateOneFight (no WebSocket).
func (s *OfflineSimulator) simulateHeroTick(ctx context.Context, hero *model.Hero, now time.Time, persist bool) error {
// Auto-revive after configured downtime (autoReviveAfterMs).
gap := time.Duration(tuning.Get().AutoReviveAfterMs) * time.Millisecond
if (hero.State == model.StateDead || hero.HP <= 0) && now.Sub(hero.UpdatedAt) > gap {
hero.HP = int(float64(hero.MaxHP) * tuning.Get().ReviveHpPercent)
if hero.HP < 1 {
hero.HP = 1
}
hero.State = model.StateWalking
hero.Debuffs = nil
s.addLog(ctx, hero.ID, fmt.Sprintf("Auto-revived after %s", gap.Round(time.Second)))
}
// Dead heroes cannot move or fight.
if hero.State == model.StateDead || hero.HP <= 0 {
return nil
}
if s.graph == nil {
s.logger.Warn("offline simulator: road graph nil, skipping movement tick", "hero_id", hero.ID)
return nil
}
hm := NewHeroMovement(hero, s.graph, now)
if hm.State == model.StateFighting {
return nil
}
if hero.UpdatedAt.IsZero() {
hm.LastMoveTick = now.Add(-movementTickRate())
} else {
hm.LastMoveTick = hero.UpdatedAt
}
encounter := func(hm *HeroMovement, enemy *model.Enemy, tickNow time.Time) {
s.addLog(ctx, hm.Hero.ID, FormatEncounterLogLine(enemy.Name))
rewardDeps := s.rewardDeps(tickNow)
survived, en, xpGained, goldGained := SimulateOneFight(hm.Hero, tickNow, enemy, s.graph, s.combatTickRate, rewardDeps)
if survived {
s.addLog(ctx, hm.Hero.ID, fmt.Sprintf("Defeated %s, gained %d XP and %d gold", en.Name, xpGained, goldGained))
hm.ResumeWalking(tickNow)
} else {
s.addLog(ctx, hm.Hero.ID, fmt.Sprintf("Died fighting %s", en.Name))
hm.Die()
}
}
const maxOfflineMovementSteps = 200000
step := 0
offlineNPC := s.offlineTownNPCInteractHook(ctx)
for hm.LastMoveTick.Before(now) && step < maxOfflineMovementSteps {
step++
next := hm.LastMoveTick.Add(movementTickRate())
if next.After(now) {
next = now
}
if !next.After(hm.LastMoveTick) {
break
}
onMerchant := func(hm *HeroMovement, tickNow time.Time, cost int64) {
_ = tickNow
_ = cost
s.addLog(ctx, hm.Hero.ID, "Encountered a Wandering Merchant on the road")
}
adventureLog := func(heroID int64, msg string) {
s.addLog(ctx, heroID, msg)
}
ProcessSingleHeroMovementTick(hero.ID, hm, s.graph, next, nil, encounter, onMerchant, adventureLog, nil, offlineNPC)
if hm.Hero.State == model.StateDead || hm.Hero.HP <= 0 {
break
}
}
if step >= maxOfflineMovementSteps && hm.LastMoveTick.Before(now) {
s.logger.Warn("offline movement step cap reached", "hero_id", hero.ID)
}
hm.SyncToHero()
hero.RefreshDerivedCombatStats(now)
if persist && s.store != nil {
if err := s.store.Save(ctx, hero); err != nil {
return fmt.Errorf("save hero after offline tick: %w", err)
}
}
return nil
}
// SimulateHeroAt runs a single offline catch-up tick up to the given time.
func (s *OfflineSimulator) SimulateHeroAt(ctx context.Context, hero *model.Hero, now time.Time, persist bool) error {
return s.simulateHeroTick(ctx, hero, now, persist)
}
func (s *OfflineSimulator) offlineTownNPCInteractHook(ctx context.Context) TownNPCOfflineInteractHook {
return func(heroID int64, hm *HeroMovement, graph *RoadGraph, npc TownNPC, now time.Time, al AdventureLogWriter) bool {
return s.applyOfflineTownNPCVisit(ctx, heroID, hm, graph, npc, now, al)
}
}
func (s *OfflineSimulator) rewardDeps(now time.Time) VictoryRewardDeps {
return VictoryRewardDeps{
GearStore: s.gearStore,
QuestProgressor: s.questStore,
AchievementCheck: s.achStore,
TaskProgressor: s.taskStore,
LogWriter: func(heroID int64, msg string) {
logCtx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
defer cancel()
if err := s.logStore.Add(logCtx, heroID, msg); err != nil && s.logger != nil {
s.logger.Warn("offline simulator: failed to write adventure log", "hero_id", heroID, "error", err)
}
},
InTown: func(ctx context.Context, posX, posY float64) bool {
if s.graph == nil {
return false
}
return s.graph.HeroInTownAt(posX, posY)
},
Logger: s.logger,
}
}
// applyOfflineTownNPCVisit rolls TownNPCInteractChance; on success simulates merchant / healer / quest-giver actions (no UI).
func (s *OfflineSimulator) applyOfflineTownNPCVisit(ctx context.Context, heroID int64, hm *HeroMovement, graph *RoadGraph, npc TownNPC, now time.Time, al AdventureLogWriter) bool {
_ = graph
_ = now
cfg := tuning.Get()
inter := cfg.TownNPCInteractChance
if inter <= 0 {
inter = tuning.DefaultValues().TownNPCInteractChance
}
if inter > 1 {
inter = 1
}
if rand.Float64() >= inter {
return false
}
h := hm.Hero
if h == nil {
return false
}
switch npc.Type {
case "merchant":
share := cfg.MerchantTownAutoSellShare
if share <= 0 || share > 1 {
share = tuning.DefaultValues().MerchantTownAutoSellShare
}
soldItems, soldGold := AutoSellRandomInventoryShare(h, share, nil)
if soldItems > 0 && al != nil {
al(heroID, fmt.Sprintf("Sold %d item(s) to %s for %d gold.", soldItems, npc.Name, soldGold))
}
potionCost, _ := tuning.EffectiveNPCShopCosts()
if potionCost > 0 && h.Gold >= potionCost && rand.Float64() < 0.55 {
h.Gold -= potionCost
h.Potions++
if al != nil {
al(heroID, fmt.Sprintf("Purchased a Healing Potion from %s.", npc.Name))
}
}
case "healer":
_, healCost := tuning.EffectiveNPCShopCosts()
if h.HP < h.MaxHP && healCost > 0 && h.Gold >= healCost {
h.Gold -= healCost
h.HP = h.MaxHP
if al != nil {
al(heroID, fmt.Sprintf("Paid %s to restore full health.", npc.Name))
}
}
case "quest_giver":
if s.questStore == nil {
return true
}
hqs, err := s.questStore.ListHeroQuests(ctx, heroID)
if err != nil {
s.logger.Warn("offline town npc: list hero quests", "error", err)
return true
}
taken := make(map[int64]struct{}, len(hqs))
for _, hq := range hqs {
taken[hq.QuestID] = struct{}{}
}
offered, err := s.questStore.ListQuestsByNPCForHeroLevel(ctx, npc.ID, h.Level)
if err != nil {
s.logger.Warn("offline town npc: list quests by npc", "error", err)
return true
}
var candidates []model.Quest
for _, q := range offered {
if _, ok := taken[q.ID]; !ok {
candidates = append(candidates, q)
}
}
if len(candidates) == 0 {
if al != nil {
al(heroID, fmt.Sprintf("Checked in with %s — nothing new.", npc.Name))
}
return true
}
pick := candidates[rand.Intn(len(candidates))]
ok, err := s.questStore.TryAcceptQuest(ctx, heroID, pick.ID)
if err != nil {
s.logger.Warn("offline town npc: try accept quest", "error", err)
return true
}
if ok && al != nil {
al(heroID, fmt.Sprintf("Accepted quest: %s", pick.Title))
}
default:
// Other NPC types: treat as a social stop only.
}
return true
}
// addLog is a fire-and-forget helper that writes an adventure log entry.
func (s *OfflineSimulator) addLog(ctx context.Context, heroID int64, message string) {
logCtx, cancel := context.WithTimeout(ctx, 2*time.Second)
defer cancel()
if err := s.logStore.Add(logCtx, heroID, message); err != nil {
s.logger.Warn("offline simulator: failed to write adventure log",
"hero_id", heroID,
"error", err,
)
}
}
// SimulateOneFight runs one combat encounter using the shared combat loop and reward logic.
// Returns whether the hero survived, the enemy fought, XP gained, and gold gained.
func SimulateOneFight(hero *model.Hero, now time.Time, encounterEnemy *model.Enemy, g *RoadGraph, tickRate time.Duration, rewardDeps VictoryRewardDeps) (survived bool, enemy model.Enemy, xpGained int64, goldGained int64) {
if encounterEnemy != nil {
enemy = *encounterEnemy
} else {
enemy = PickEnemyForLevel(hero.Level)
}
if rewardDeps.InTown == nil && g != nil {
rewardDeps.InTown = func(ctx context.Context, posX, posY float64) bool {
return g.HeroInTownAt(posX, posY)
}
}
survived = ResolveCombatToEnd(hero, &enemy, now, CombatSimOptions{
TickRate: tickRate,
AutoUsePotion: OfflineAutoPotionHook,
})
if !survived || hero.HP <= 0 {
hero.HP = 0
hero.State = model.StateDead
hero.TotalDeaths++
hero.KillsSinceDeath = 0
return false, enemy, 0, 0
}
xpGained = enemy.XPReward
drops := ApplyVictoryRewards(hero, &enemy, now, rewardDeps)
goldGained = sumGoldFromDrops(drops)
hero.RefreshDerivedCombatStats(now)
return true, enemy, xpGained, goldGained
}
func sumGoldFromDrops(drops []model.LootDrop) int64 {
var total int64
for _, drop := range drops {
if drop.ItemType == "gold" || drop.GoldAmount > 0 {
total += drop.GoldAmount
}
}
return total
}
// PickEnemyForLevel selects a random DB-loaded archetype and builds a runtime instance.
func PickEnemyForLevel(level int) model.Enemy {
candidates := enemyCandidatesForHeroLevel(level)
if len(candidates) == 0 {
return model.Enemy{}
}
picked := candidates[rand.Intn(len(candidates))]
return buildEnemyInstance(picked, level, nil)
}
// PickEnemyForLevelWithRNG is like PickEnemyForLevel but uses rng for template selection (deterministic sims).
func PickEnemyForLevelWithRNG(level int, rng *rand.Rand) model.Enemy {
if rng == nil {
return PickEnemyForLevel(level)
}
candidates := enemyCandidatesForHeroLevel(level)
if len(candidates) == 0 {
return model.Enemy{}
}
picked := candidates[rng.Intn(len(candidates))]
return buildEnemyInstance(picked, level, rng)
}
func enemyCandidatesForHeroLevel(level int) []model.Enemy {
candidates := make([]model.Enemy, 0, len(model.EnemyTemplates))
for _, t := range model.EnemyTemplates {
if t.MinLevel > 0 && t.MaxLevel >= t.MinLevel {
if level >= t.MinLevel && level <= t.MaxLevel {
candidates = append(candidates, t)
}
continue
}
base := t.BaseLevel
if base <= 0 {
base = 1
}
if absInt(level-base) <= max(1, t.MaxHeroLevelDiff) {
candidates = append(candidates, t)
}
}
if len(candidates) > 0 {
return candidates
}
nearestDelta := math.MaxInt
for _, t := range model.EnemyTemplates {
base := t.BaseLevel
if base <= 0 {
base = max(1, t.MinLevel)
}
d := absInt(level - base)
if d < nearestDelta {
nearestDelta = d
candidates = candidates[:0]
candidates = append(candidates, t)
} else if d == nearestDelta {
candidates = append(candidates, t)
}
}
return candidates
}
func enemyInstanceLevel(baseLevel, heroLevel int, variance float64, maxHeroDiff int, rng *rand.Rand) int {
if baseLevel <= 0 {
baseLevel = 1
}
if variance <= 0 {
variance = 0.30
}
if variance > 0.95 {
variance = 0.95
}
if maxHeroDiff <= 0 {
maxHeroDiff = 5
}
minL := int(math.Floor(float64(baseLevel) * (1 - variance)))
maxL := int(math.Ceil(float64(baseLevel) * (1 + variance)))
if minL < 1 {
minL = 1
}
if heroLevel > 0 {
minL = max(minL, heroLevel-maxHeroDiff)
maxL = min(maxL, heroLevel+maxHeroDiff)
}
if maxL < minL {
fallback := baseLevel
if heroLevel > 0 {
fallback = min(max(fallback, heroLevel-maxHeroDiff), heroLevel+maxHeroDiff)
}
if fallback < 1 {
fallback = 1
}
return fallback
}
if rng != nil {
return minL + rng.Intn(maxL-minL+1)
}
return minL + rand.Intn(maxL-minL+1)
}
func buildEnemyInstance(tmpl model.Enemy, heroLevel int, rng *rand.Rand) model.Enemy {
picked := tmpl
baseLevel := picked.BaseLevel
if baseLevel <= 0 {
if picked.MinLevel > 0 {
baseLevel = picked.MinLevel
} else {
baseLevel = 1
}
}
instanceLevel := enemyInstanceLevel(baseLevel, heroLevel, picked.LevelVariance, picked.MaxHeroLevelDiff, rng)
return BuildEnemyInstanceForLevel(picked, instanceLevel)
}
// BuildEnemyInstanceForEncounter builds a runtime enemy like world encounters: rolls instance level
// using the template base level, LevelVariance, and MaxHeroLevelDiff vs heroLevel (see enemyInstanceLevel).
// Pass rng for deterministic runs; nil uses the global math/rand source.
func BuildEnemyInstanceForEncounter(tmpl model.Enemy, heroLevel int, rng *rand.Rand) model.Enemy {
return buildEnemyInstance(tmpl, heroLevel, rng)
}
// ScaleEnemyTemplate is kept for backward compatibility with existing call sites.
// It now builds an instance using DB-driven per-archetype progression.
func ScaleEnemyTemplate(tmpl model.Enemy, heroLevel int) model.Enemy {
return BuildEnemyInstanceForLevel(tmpl, heroLevel)
}
// BuildEnemyInstanceForLevel creates a deterministic enemy instance at an explicit level.
func BuildEnemyInstanceForLevel(tmpl model.Enemy, level int) model.Enemy {
picked := tmpl
baseLevel := picked.BaseLevel
if baseLevel <= 0 {
if picked.MinLevel > 0 {
baseLevel = picked.MinLevel
} else {
baseLevel = 1
}
}
if level <= 0 {
level = baseLevel
}
levelDelta := float64(level - baseLevel)
picked.Level = level
picked.MaxHP = max(1, int(math.Round(float64(picked.MaxHP)+levelDelta*picked.HPPerLevel)))
picked.HP = picked.MaxHP
picked.Attack = max(1, int(math.Round(float64(picked.Attack)+levelDelta*picked.AttackPerLevel)))
picked.Defense = max(0, int(math.Round(float64(picked.Defense)+levelDelta*picked.DefensePerLevel)))
xpPerLevel := picked.XPPerLevel
// Keep early-game kill cadence predictable (~1 XP from template base for normal mobs);
// xp_per_level ramps from instance level 10+ (and always applies to elites).
if level < 10 && !picked.IsElite {
xpPerLevel = 0
}
picked.XPReward = max(1, int64(math.Round(float64(picked.XPReward)+levelDelta*xpPerLevel)))
picked.GoldReward = max(0, int64(math.Round(float64(picked.GoldReward)+levelDelta*picked.GoldPerLevel)))
return picked
}
func absInt(v int) int {
if v < 0 {
return -v
}
return v
}