From 9edc568e16741d443b67fbd23b0d91790085ced9 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Tue, 9 Jun 2026 17:15:13 -0400 Subject: combat, mobs, parsing, toggles, hard disconnect handling --- internal/game/game.go | 892 +++++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 804 insertions(+), 88 deletions(-) (limited to 'internal/game') diff --git a/internal/game/game.go b/internal/game/game.go index 67434d3..0e1b82d 100644 --- a/internal/game/game.go +++ b/internal/game/game.go @@ -2,8 +2,10 @@ package game import ( "fmt" + "math/rand" "os" "sort" + "strconv" "strings" "thirdcollapse/internal/combat" @@ -23,6 +25,9 @@ type Game struct { Hub *net.Hub Ticks *engine.Engine dataDir string + restTimers map[string]uint64 // player name -> tick subscription ID + loggedInChars map[string]*net.Session // character name -> session + combatPadWidth int } func New(dataDir string) *Game { @@ -34,11 +39,18 @@ func New(dataDir string) *Game { MobStore: world.NewMobStore(dataDir), Ticks: engine.New(), dataDir: dataDir, + restTimers: make(map[string]uint64), + loggedInChars: make(map[string]*net.Session), } } func (g *Game) SetHub(hub *net.Hub) { g.Hub = hub + hub.OnRemove(func(sess *net.Session) { + if p, ok := sess.Player.(*player.Player); ok { + delete(g.loggedInChars, p.Name) + } + }) } func (g *Game) HandleSession(sess *net.Session, input string) { @@ -67,6 +79,8 @@ func (g *Game) HandleSession(sess *net.Session, input string) { g.handlePurgeAccount(sess, input) case net.StateGame: g.handleGameCommand(sess, input) + case net.StateChangeDescription: + g.handleDescriptionChange(sess, input) } } @@ -536,6 +550,13 @@ func (g *Game) handleNewCharName(sess *net.Session, input string) { } func (g *Game) connectCharacter(sess *net.Session, name string) { + if existing := g.loggedInChars[name]; existing != nil { + sess.WriteLine("This character is logged in elsewhere.") + sess.State = net.StateMenu + g.showMenu(sess) + return + } + p, err := g.AccountStore.LoadCharacter(name) if err != nil { sess.WriteLine(fmt.Sprintf("Error loading character: %v", err)) @@ -546,6 +567,7 @@ func (g *Game) connectCharacter(sess *net.Session, name string) { sess.Player = p sess.State = net.StateGame + g.loggedInChars[name] = sess g.World.SeedGroundItems(p.RoomID) g.seedRoomMobs(p.RoomID) @@ -563,7 +585,11 @@ func (g *Game) handleGameCommand(sess *net.Session, input string) { sess.Write("> ") return } - + + if p, ok := sess.Player.(*player.Player); ok { + g.cancelRest(p.Name) + } + parts := strings.Fields(strings.ToLower(input)) cmd := parts[0] args := parts[1:] @@ -588,6 +614,7 @@ func (g *Game) handleGameCommand(sess *net.Session, input string) { sess.WriteLine("Attack what?") } else { g.doAttack(sess, strings.Join(args, " ")) + return } case "style": if len(args) == 0 { @@ -596,7 +623,11 @@ func (g *Game) handleGameCommand(sess *net.Session, input string) { g.doStyle(sess, args[0]) } case "look", "l": - g.doLook(sess) + if len(args) == 0 { + g.doLook(sess) + } else { + g.doLookTarget(sess, strings.Join(args, " ")) + } case "north", "n", "south", "s", "east", "e", "west", "w", "up", "u", "down", "d": g.doMove(sess, cmd) case "say": @@ -614,6 +645,12 @@ func (g *Game) handleGameCommand(sess *net.Session, input string) { case "quit": g.doQuit(sess) return + case "description", "desc": + g.doDescription(sess) + case "toggle": + g.doToggle(sess, strings.Join(args, " ")) + case "exits": + g.doExits(sess) case "ticktest": g.doTickTest(sess) case "help": @@ -629,6 +666,51 @@ func (g *Game) handleGameCommand(sess *net.Session, input string) { sess.Write("\r\n> ") } +var toggles = []struct { + Name string + Description string +}{ + {"description", "Long room descriptions"}, + {"tinymap", "Mini-map display"}, + {"xpdrops", "XP drop messages in combat"}, + {"exits", "Long exit display in look"}, + {"mobenter", "Messages when mobs enter the room"}, + {"mobleave", "Messages when mobs leave the room"}, + {"mobspawn", "Messages when mobs spawn in the area"}, + {"reserve", "Show full reserved item details"}, +} + +func (g *Game) doToggle(sess *net.Session, input string) { + p := sess.Player.(*player.Player) + + if input == "" { + sess.WriteLine("") + for _, t := range toggles { + status := "Off" + if p.Toggles[t.Name] { + status = "On" + } + sess.WriteLine(fmt.Sprintf(" %-12s %-3s %s", t.Name, status, t.Description)) + } + g.AccountStore.SaveCharacter(p) + return + } + + for _, t := range toggles { + if strings.ToLower(input) == t.Name { + p.Toggles[t.Name] = !p.Toggles[t.Name] + status := "Off" + if p.Toggles[t.Name] { + status = "On" + } + sess.WriteLine(fmt.Sprintf("\n%s %s.", t.Description, status)) + g.AccountStore.SaveCharacter(p) + return + } + } + sess.WriteLine(fmt.Sprintf("\nUnknown toggle: %s", input)) +} + func (g *Game) doMove(sess *net.Session, dir string) { p := sess.Player.(*player.Player) exitDir := g.World.ResolveExit(dir) @@ -655,6 +737,12 @@ func (g *Game) doMove(sess *net.Session, dir string) { return } + // Check combat lock + if cs := combat.GetCombat(p.Name); cs != nil && cs.LockedTicks > 0 { + sess.WriteLine(fmt.Sprintf("You are locked in combat for another %d tick%s!", cs.LockedTicks, plural(cs.LockedTicks))) + return + } + // Interrupt combat on move g.stopCombat(p.Name) @@ -682,9 +770,13 @@ func (g *Game) doMove(sess *net.Session, dir string) { } sess.WriteLine(fmt.Sprintf("\nYou walk %s.", exitDir)) - targetRoom, _ := g.World.LoadRoom(targetID) - if targetRoom != nil { - sess.WriteLine(targetRoom.Name) + if p.Toggles["description"] { + g.doLook(sess) + } else { + targetRoom, _ := g.World.LoadRoom(targetID) + if targetRoom != nil { + sess.WriteLine(targetRoom.Name) + } } } @@ -728,61 +820,102 @@ func (g *Game) doLook(sess *net.Session) { "", room.Name, room.Description, - "", ) - if len(room.Exits) > 0 { - sess.Write("Exits: ") - first := true - for _, dir := range world.ExitOrder { - if _, ok := room.Exits[dir]; ok { - if !first { - sess.Write(", ") - } - sess.Write(string(dir)) - first = false + // Mobs + mobs := g.MobStore.MobsInRoom(p.RoomID) + if len(mobs) > 0 { + sort.Slice(mobs, func(i, j int) bool { + iDamaged := mobs[i].HP < mobs[i].MaxHP + jDamaged := mobs[j].HP < mobs[j].MaxHP + if iDamaged != jDamaged { + return iDamaged } - } - sess.WriteLine("") - } - - if len(room.Objects) > 0 { + return mobs[i].InstanceID < mobs[j].InstanceID + }) sess.WriteLine("") - for _, objID := range room.Objects { - def, err := g.ObjectStore.Load(objID) - if err != nil { - sess.WriteLine(fmt.Sprintf(" - %s", objID)) - } else { - sess.WriteLine(fmt.Sprintf(" - %s", def.Name)) + for _, m := range mobs { + hp := "" + if m.HP < m.MaxHP { + hp = fmt.Sprintf(" [%d/%dhp]", m.HP, m.MaxHP) + } + var desc string + if combat.IsMobInCombat(m.InstanceID) { + def, err := g.MobStore.LoadDef(m.DefID) + if err == nil && len(def.CombatDescriptions) > 0 { + target := combat.GetMobTarget(m.InstanceID) + pattern := def.CombatDescriptions[rand.Intn(len(def.CombatDescriptions))] + desc = " " + fmt.Sprintf(pattern, target) + } + } else if m.IdleDescription != "" { + desc = fmt.Sprintf(" %s", m.IdleDescription) + } + displayName := m.Name + if !m.Unique { + displayName = "A " + m.Name } + sess.WriteLine(fmt.Sprintf(" %s (level %d)%s%s", displayName, mobCombatLevel(m), hp, desc)) } } // Ground items - ground := g.World.GroundItems(p.RoomID) + ground := g.World.GroundItemsDetailed(p.RoomID) if len(ground) > 0 { sess.WriteLine("") sess.WriteLine("On the ground:") - for itemID, qty := range ground { - def, err := g.ItemStore.Load(itemID) - name := itemID + for _, info := range ground { + def, err := g.ItemStore.Load(info.ItemID) + name := info.ItemID if err == nil { name = def.Name } - if qty > 1 { - sess.WriteLine(fmt.Sprintf(" %d x %s", qty, name)) + line := "" + if info.Quantity > 1 { + line = fmt.Sprintf(" %d x %s", info.Quantity, name) } else { - sess.WriteLine(fmt.Sprintf(" %s", name)) + line = fmt.Sprintf(" %s", name) } + if info.ReservedFor != "" { + if p.Toggles["reserve"] { + line += fmt.Sprintf(" (reserved for %s for %d ticks)", info.ReservedFor, info.ReserveTimer) + } else { + line += " (reserved)" + } + } + sess.WriteLine(line) } } - // Mobs - mobs := g.MobStore.MobsInRoom(p.RoomID) - if len(mobs) > 0 { + // Exits + if len(room.Exits) > 0 { sess.WriteLine("") - for _, m := range mobs { - sess.WriteLine(fmt.Sprintf(" %s (level %d)", m.Name, mobCombatLevel(m))) + if p.Toggles["exits"] { + sess.WriteLine("Exits:") + for _, dir := range world.ExitOrder { + targetID, ok := room.Exits[dir] + if !ok { + continue + } + targetRoom, err := g.World.LoadRoom(targetID) + targetName := fmt.Sprintf("#%d", targetID) + if err == nil { + targetName = targetRoom.Name + } + sess.WriteLine(fmt.Sprintf(" %-6s - %s", dir, targetName)) + } + } else { + sess.Write("Exits: ") + first := true + for _, dir := range world.ExitOrder { + if _, ok := room.Exits[dir]; ok { + if !first { + sess.Write(", ") + } + sess.Write(string(dir)) + first = false + } + } + sess.WriteLine("") } } @@ -791,7 +924,13 @@ func (g *Game) doLook(sess *net.Session) { for _, other := range others { if other != sess && other.Player != nil { op := other.Player.(*player.Player) - sess.WriteLine(fmt.Sprintf("\n%s is here.", op.Name)) + line := fmt.Sprintf("\n%s is here", op.Name) + if cs := combat.GetCombat(op.Name); cs != nil { + if mob := g.MobStore.GetInstance(cs.MobID); mob != nil && mob.HP > 0 { + line += fmt.Sprintf(" (fighting %s)", mobDisplayName(mob, false)) + } + } + sess.WriteLine(line + ".") } } } @@ -881,16 +1020,55 @@ func (g *Game) doEquipment(sess *net.Session) { } } +func (g *Game) cancelRest(playerName string) { + if id, ok := g.restTimers[playerName]; ok { + g.Ticks.Unsubscribe(id) + delete(g.restTimers, playerName) + } +} + func (g *Game) doQuit(sess *net.Session) { - p, ok := sess.Player.(*player.Player) - if ok { - g.AccountStore.SaveCharacter(p) - if g.Hub != nil { - g.Hub.LeaveRoom(sess) + p := sess.Player.(*player.Player) + + if combat.GetCombat(p.Name) != nil { + sess.WriteLine("You can't rest during combat!") + return + } + + g.cancelRest(p.Name) + + ticksLeft := 10 + id := g.Ticks.Subscribe(1, func() bool { + switch ticksLeft { + case 10: + sess.WriteLine("You sit down to rest...") + case 6: + sess.WriteLine("You catch your breath...") + case 3: + sess.WriteLine("You close your eyes...") + case 0: + g.cancelRest(p.Name) + g.AccountStore.SaveCharacter(p) + delete(g.loggedInChars, p.Name) + if g.Hub != nil { + g.Hub.LeaveRoom(sess) + } + sess.Player = nil + sess.State = net.StateMenu + g.showMenu(sess) + return false } + ticksLeft-- + return true + }) + g.restTimers[p.Name] = id +} + +func plural(n int) string { + if n == 1 { + return "" } - sess.WriteLine("\nGoodbye!") - sess.Conn.Close() + return "s" } func parseIndex(s string) (int, error) { @@ -903,7 +1081,11 @@ func parseIndex(s string) (int, error) { } func (g *Game) pickupCredits(sess *net.Session, p *player.Player, itemID string) { - qty := g.World.RemoveGroundItem(p.RoomID, itemID, 999999) + qty, ok := g.World.RemoveReservedGroundItem(p.RoomID, itemID, 999999, p.Name) + if !ok { + sess.WriteLine("That's not yours!") + return + } if qty <= 0 { return } @@ -930,7 +1112,10 @@ func (g *Game) doGetAll(sess *net.Session) { continue } if itemID == "credits" { - taken := g.World.RemoveGroundItem(p.RoomID, itemID, 999999) + taken, ok := g.World.RemoveReservedGroundItem(p.RoomID, itemID, 999999, p.Name) + if !ok { + continue + } p.Credits += taken if taken == 1 { picked = append(picked, "1 credit") @@ -940,15 +1125,20 @@ func (g *Game) doGetAll(sess *net.Session) { continue } - def, _ := g.ItemStore.Load(itemID) + def, _ := g.ItemStore.Load(itemID) for qty > 0 { if def != nil && def.Stackable { stacked := false for i := 0; i < 28; i++ { slot := p.InvSlot(i) if slot != nil && slot.ItemID == itemID { + _, ok := g.World.RemoveReservedGroundItem(p.RoomID, itemID, qty, p.Name) + if !ok { + qty = 0 + stacked = true + break + } slot.Quantity += qty - g.World.RemoveGroundItem(p.RoomID, itemID, qty) picked = append(picked, fmt.Sprintf("%s (now %d)", def.Name, slot.Quantity)) stacked = true qty = 0 @@ -958,7 +1148,6 @@ func (g *Game) doGetAll(sess *net.Session) { if stacked { break } - // No existing stack — take all into one new slot freeSlot := p.FirstFreeSlot() if freeSlot == -1 { if len(picked) > 0 { @@ -970,7 +1159,10 @@ func (g *Game) doGetAll(sess *net.Session) { g.AccountStore.SaveCharacter(p) return } - g.World.RemoveGroundItem(p.RoomID, itemID, qty) + _, ok := g.World.RemoveReservedGroundItem(p.RoomID, itemID, qty, p.Name) + if !ok { + break + } p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: itemID, Quantity: qty}) name := itemID if def != nil { @@ -993,7 +1185,10 @@ func (g *Game) doGetAll(sess *net.Session) { } take := 1 - g.World.RemoveGroundItem(p.RoomID, itemID, take) + _, ok := g.World.RemoveReservedGroundItem(p.RoomID, itemID, take, p.Name) + if !ok { + break + } p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: itemID, Quantity: take}) name := itemID if def != nil { @@ -1014,6 +1209,218 @@ func (g *Game) doGetAll(sess *net.Session) { } } +func (g *Game) doLookTarget(sess *net.Session, input string) { + p := sess.Player.(*player.Player) + lower := strings.ToLower(input) + + // Check if looking at an exit direction + if exitDir := g.World.ResolveExit(lower); exitDir != "" { + room, err := g.World.LoadRoom(p.RoomID) + if err != nil { + sess.WriteLine("You can't see anything that way.") + return + } + targetID, ok := room.Exits[exitDir] + if !ok { + sess.WriteLine("You can't see anything that way.") + return + } + // Seed target room and show its look output + g.World.SeedGroundItems(targetID) + g.seedRoomMobs(targetID) + origRoom := p.RoomID + p.RoomID = targetID + g.doLook(sess) + p.RoomID = origRoom + return + } + + // Check mobs — prefer exact matches over prefix + var best *world.MobInstance + bestQ := world.MatchNone + for _, m := range g.MobStore.MobsInRoom(p.RoomID) { + q := m.MatchQuality(lower) + if q > bestQ { + bestQ = q + best = m + } + } + if best != nil { + sess.WriteLines( + "", + fmt.Sprintf("%s (level %d)", best.Name, mobCombatLevel(best)), + ) + if best.IdleDescription != "" { + sess.WriteLine(fmt.Sprintf(" %s", best.IdleDescription)) + } + sess.WriteLines( + "", + fmt.Sprintf(" Attack: %d", best.Attack), + fmt.Sprintf(" Strength: %d", best.Strength), + fmt.Sprintf(" Defense: %d", best.Defense), + fmt.Sprintf(" HP: %d/%d", best.HP, best.MaxHP), + ) + return + } + + // Check room objects + room, err := g.World.LoadRoom(p.RoomID) + if err == nil { + for _, objID := range room.Objects { + def, err := g.ObjectStore.Load(objID) + if err != nil { + continue + } + if !world.WordPrefixMatch(lower, def.Name) && !world.WordPrefixMatch(lower, def.ID) { + continue + } + sess.WriteLine("") + sess.WriteLine(def.Name) + if desc, ok := def.Props["description"].(string); ok && desc != "" { + sess.WriteLine(fmt.Sprintf(" %s", desc)) + } + return + } + } + + // Check ground items + ground := g.World.GroundItems(p.RoomID) + for itemID := range ground { + def, err := g.ItemStore.Load(itemID) + if err != nil || !def.MatchesName(input) { + continue + } + sess.WriteLines( + "", + def.Name, + fmt.Sprintf(" %s", def.Description), + fmt.Sprintf(" Value: %d credits", def.Value), + ) + return + } + + // Check inventory items + for i := 0; i < 28; i++ { + slot := p.InvSlot(i) + if slot == nil { + continue + } + def, err := g.ItemStore.Load(slot.ItemID) + if err != nil || !def.MatchesName(input) { + continue + } + sess.WriteLines( + "", + def.Name, + fmt.Sprintf(" %s", def.Description), + fmt.Sprintf(" Value: %d credits", def.Value), + ) + return + } + + // Check other players + others := g.Hub.PlayersInRoom(p.RoomID) + for _, other := range others { + if other == sess || other.Player == nil { + continue + } + op := other.Player.(*player.Player) + if strings.ToLower(op.Name) != lower { + continue + } + showPlayerInfo(sess, op) + return + } + + sess.WriteLine(fmt.Sprintf("There's no '%s' here.", input)) +} + +func showPlayerInfo(sess *net.Session, p *player.Player) { + sess.WriteLines( + "", + p.Name, + fmt.Sprintf(" Combat Level: %d", p.CombatLevel()), + fmt.Sprintf(" HP: %d/%d", p.HP, p.MaxHP()), + "", + ) + + // Skills + for _, s := range player.AllSkills { + level := p.Level(s) + xp := p.Skills[s] + sess.WriteLine(fmt.Sprintf(" %-12s Level: %d", s, level)) + _ = xp + } + + // Equipment + sess.WriteLine("") + sess.WriteLine(" Equipment:") + slots := []object.EquipSlot{ + object.SlotHead, object.SlotNeck, object.SlotTorso, object.SlotLegs, + object.SlotHands, object.SlotFeet, object.SlotBack, object.SlotAmmo, + object.SlotMainHand, object.SlotOffHand, object.SlotRing, + } + for _, slot := range slots { + itemID, ok := p.Equipment[slot] + if !ok { + continue + } + sess.WriteLine(fmt.Sprintf(" %-12s %s", slot, itemID)) + } + + if p.Description != "" { + sess.WriteLine("") + sess.WriteLine(fmt.Sprintf(" %s", p.Description)) + } +} + +func (g *Game) doExits(sess *net.Session) { + p := sess.Player.(*player.Player) + room, err := g.World.LoadRoom(p.RoomID) + if err != nil || len(room.Exits) == 0 { + sess.WriteLine("There are no exits here.") + return + } + for _, dir := range world.ExitOrder { + targetID, ok := room.Exits[dir] + if !ok { + continue + } + targetRoom, err := g.World.LoadRoom(targetID) + targetName := fmt.Sprintf("#%d", targetID) + if err == nil { + targetName = targetRoom.Name + } + sess.WriteLine(fmt.Sprintf(" %-6s - %s", dir, targetName)) + } +} + +func (g *Game) doDescription(sess *net.Session) { + p := sess.Player.(*player.Player) + sess.WriteLine("") + if p.Description != "" { + sess.WriteLine(fmt.Sprintf("Current description: %s", p.Description)) + } else { + sess.WriteLine("You don't have a description set.") + } + sess.WriteLine("") + sess.Write("Enter a new description (or press enter to keep current): ") + sess.State = net.StateChangeDescription +} + +func (g *Game) handleDescriptionChange(sess *net.Session, input string) { + if input != "" { + p := sess.Player.(*player.Player) + p.Description = input + g.AccountStore.SaveCharacter(p) + sess.WriteLine(fmt.Sprintf("Description set to: %s", input)) + } else { + sess.WriteLine("Description left unchanged.") + } + sess.State = net.StateGame + sess.Write("\r\n> ") +} + func innerPickupReport(sess *net.Session, picked []string) { for i, name := range picked { if i == len(picked)-1 { @@ -1079,8 +1486,13 @@ func (g *Game) doGet(sess *net.Session, input string) { for i := 0; i < 28; i++ { slot := p.InvSlot(i) if slot != nil && slot.ItemID == itemID { + removed, ok := g.World.RemoveReservedGroundItem(p.RoomID, itemID, qty, p.Name) + if !ok { + sess.WriteLine("That's not yours!") + return + } + _ = removed slot.Quantity += qty - g.World.RemoveGroundItem(p.RoomID, itemID, qty) g.AccountStore.SaveCharacter(p) name := def.Name sess.WriteLine(fmt.Sprintf("You pick up a %s. (now %d)", name, slot.Quantity)) @@ -1089,8 +1501,13 @@ func (g *Game) doGet(sess *net.Session, input string) { } } + removed, ok := g.World.RemoveReservedGroundItem(p.RoomID, itemID, qty, p.Name) + if !ok { + sess.WriteLine("That's not yours!") + return + } + _ = removed p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: itemID, Quantity: qty}) - g.World.RemoveGroundItem(p.RoomID, itemID, qty) g.AccountStore.SaveCharacter(p) name := itemID if def != nil { @@ -1213,9 +1630,8 @@ func (g *Game) doAttack(sess *net.Session, input string) { return } - mob := g.findMob(input, p.RoomID) + mob := g.findMob(sess, input, p.RoomID) if mob == nil { - sess.WriteLine(fmt.Sprintf("There's no '%s' here to attack.", input)) return } @@ -1224,18 +1640,80 @@ func (g *Game) doAttack(sess *net.Session, input string) { return } + if mob.Protected { + sess.WriteLine(fmt.Sprintf("You can't attack %s!", mobDisplayName(mob, true))) + return + } + + if combat.IsMobInCombat(mob.InstanceID) { + sess.WriteLine(fmt.Sprintf("%s is already engaged in combat!", mobDisplayName(mob, false))) + return + } + g.startCombat(sess, p, mob) } -func (g *Game) findMob(input string, roomID int) *world.MobInstance { +func (g *Game) findMob(sess *net.Session, input string, roomID int) *world.MobInstance { lower := strings.ToLower(input) mobs := g.MobStore.MobsInRoom(roomID) + + idx := -1 + name := lower + if dotPos := strings.Index(lower, "."); dotPos > 0 { + if n, err := strconv.Atoi(lower[:dotPos]); err == nil && n > 0 { + idx = n + name = lower[dotPos+1:] + } + } + + var exact []*world.MobInstance + var prefix []*world.MobInstance for _, m := range mobs { - if strings.ToLower(m.Name) == lower { - return m + q := m.MatchQuality(name) + if q == world.MatchExact { + exact = append(exact, m) + } else if q == world.MatchPrefix { + prefix = append(prefix, m) } } - return nil + + // Prefer exact matches + candidates := exact + if len(candidates) == 0 { + candidates = prefix + } + + if len(candidates) == 0 { + sess.WriteLine(fmt.Sprintf("There's no '%s' here.", input)) + return nil + } + + sort.Slice(candidates, func(i, j int) bool { + return candidates[i].InstanceID < candidates[j].InstanceID + }) + + if idx > 0 { + if idx-1 < len(candidates) { + return candidates[idx-1] + } + return nil + } + + if len(candidates) == 1 { + return candidates[0] + } + + // Multiple candidates — different names means ambiguous + seen := make(map[string]bool) + for _, m := range candidates { + seen[mobDisplayName(m, false)] = true + } + if len(seen) > 1 { + sess.WriteLine("Which one?") + return nil + } + // Same name — return the first + return candidates[0] } func (g *Game) seedRoomMobs(roomID int) { @@ -1250,14 +1728,30 @@ func (g *Game) seedRoomMobs(roomID int) { } func (g *Game) startCombat(sess *net.Session, p *player.Player, mob *world.MobInstance) { - // Find a unique instance ID for this mob + g.cancelRest(p.Name) + instanceID := g.findMobInstanceID(mob) combat.EnterCombat(p.Name, instanceID) playerSpeed := g.playerWeaponSpeed(p) - sess.WriteLine(fmt.Sprintf("\nYou attack the %s!", mob.Name)) + attBonus, strBonus, defBonus := combat.AttackStyleBonus(string(p.AttackStyle)) + var styleParts []string + if attBonus > 0 { + styleParts = append(styleParts, fmt.Sprintf("+%d atk", attBonus)) + } + if strBonus > 0 { + styleParts = append(styleParts, fmt.Sprintf("+%d str", strBonus)) + } + if defBonus > 0 { + styleParts = append(styleParts, fmt.Sprintf("+%d def", defBonus)) + } + styleStr := "" + if len(styleParts) > 0 { + styleStr = " Style: " + string(p.AttackStyle) + " (" + strings.Join(styleParts, ", ") + ")" + } + sess.WriteLine(fmt.Sprintf("\nYou attack %s!%s", mobDisplayName(mob, true), styleStr)) // Player tick callback g.Ticks.Subscribe(playerSpeed, func() bool { @@ -1322,11 +1816,34 @@ func (g *Game) playerAttack(sess *net.Session, p *player.Player, mob *world.MobI if mob.HP < 0 { mob.HP = 0 } - g.awardCombatXP(p, dmg) - - sess.WriteLine(fmt.Sprintf(" You hit the %s for %d damage. (%d/%d HP)", mob.Name, dmg, mob.HP, mob.MaxHP)) + if mob.HP < mob.MaxHP && mob.HP > 0 { + mob.StartRegen() + } + gains := g.awardCombatXP(p, dmg) + + mobName := mobDisplayName(mob, true) + attacker := mob.Name + if !mob.Unique { + attacker = "The " + mob.Name + } + w := len(fmt.Sprintf(" You hit %s for %d damage.", mobName, dmg)) + if w2 := len(fmt.Sprintf(" %s hits you for %d damage.", attacker, dmg)); w2 > w { + w = w2 + } + g.combatPadWidth = w + prefix := fmt.Sprintf(" You hit %s for %d damage.", mobName, dmg) + hpPart := fmt.Sprintf("[%d/%dhp]", mob.HP, mob.MaxHP) + line := fmt.Sprintf("%-*s %s", g.combatPadWidth, prefix, hpPart) + if p.Toggles["xpdrops"] && len(gains) > 0 { + var parts []string + for _, g := range gains { + parts = append(parts, fmt.Sprintf("+%dxp %s", g.XP, player.SkillAbbr[g.Skill])) + } + line += " (" + strings.Join(parts, ", ") + ")" + } + sess.WriteLine(line) } else { - sess.WriteLine(fmt.Sprintf(" You miss the %s.", mob.Name)) + sess.WriteLine(fmt.Sprintf(" You miss %s.", mobDisplayName(mob, true))) } } @@ -1352,15 +1869,174 @@ func (g *Game) mobAttack(sess *net.Session, p *player.Player, mob *world.MobInst if p.HP < 0 { p.HP = 0 } + p.StartRegen() g.AccountStore.SaveCharacter(p) - sess.WriteLine(fmt.Sprintf(" The %s hits you for %d damage. (%d/%d HP)", mob.Name, dmg, p.HP, p.MaxHP())) + attacker := mob.Name + if !mob.Unique { + attacker = "The " + mob.Name + } + mobName := mobDisplayName(mob, true) + w := len(fmt.Sprintf(" %s hits you for %d damage.", attacker, dmg)) + if w2 := len(fmt.Sprintf(" You hit %s for %d damage.", mobName, dmg)); w2 > w { + w = w2 + } + g.combatPadWidth = w + prefix := fmt.Sprintf(" %s hits you for %d damage.", attacker, dmg) + hpPart := fmt.Sprintf("[%d/%dhp]", p.HP, p.MaxHP()) + sess.WriteLine(fmt.Sprintf("%-*s %s", g.combatPadWidth, prefix, hpPart)) } else { - sess.WriteLine(fmt.Sprintf(" The %s misses you.", mob.Name)) + attacker := mob.Name + if !mob.Unique { + attacker = "The " + mob.Name + } + sess.WriteLine(fmt.Sprintf(" %s misses you.", attacker)) + } +} + +func (g *Game) DisconnectTick() { + if g.Hub == nil { + return + } + for _, sess := range g.Hub.AllSessions() { + if !sess.Disconnecting { + continue + } + p, ok := sess.Player.(*player.Player) + if !ok { + g.Hub.Remove(sess) + continue + } + if combat.GetCombat(p.Name) != nil { + continue + } + sess.DisconnectTicks-- + if sess.DisconnectTicks <= 0 { + g.AccountStore.SaveCharacter(p) + g.Hub.HardRemove(sess) + } + } +} + +func (g *Game) RegenTick() { + if g.Hub == nil { + return + } + for _, sess := range g.Hub.AllSessions() { + p, ok := sess.Player.(*player.Player) + if !ok { + continue + } + if p.HP <= 0 || p.HP >= p.MaxHP() { + p.RegenerateTick = 0 + continue + } + p.RegenerateTick-- + if p.RegenerateTick <= 0 { + p.HP++ + if p.HP >= p.MaxHP() { + p.HP = p.MaxHP() + p.RegenerateTick = 0 + } else { + p.RegenerateTick = 100 + } + } + } +} + +func (g *Game) roomsWithinRange(homeID int, maxDist int) map[int]bool { + reachable := map[int]bool{homeID: true} + if maxDist <= 0 { + return reachable + } + frontier := []int{homeID} + dist := map[int]int{homeID: 0} + for len(frontier) > 0 { + current := frontier[0] + frontier = frontier[1:] + if dist[current] >= maxDist { + continue + } + room, err := g.World.LoadRoom(current) + if err != nil { + continue + } + for _, targetID := range room.Exits { + if _, ok := dist[targetID]; ok { + continue + } + dist[targetID] = dist[current] + 1 + reachable[targetID] = true + frontier = append(frontier, targetID) + } + } + return reachable +} + +func (g *Game) WanderTick() { + if g.Hub == nil { + return + } + + type moveEvent struct { + inst *world.MobInstance + fromRoom int + toRoom int + exitDir world.ExitDir + } + var moves []moveEvent + + for _, inst := range g.MobStore.AllInstances() { + if inst.HP <= 0 || inst.Wander <= 0 || inst.WanderTick <= 0 { + continue + } + if combat.IsMobInCombat(inst.InstanceID) { + continue + } + inst.WanderTickCounter++ + if inst.WanderTickCounter >= inst.WanderTick { + inst.WanderTickCounter = 0 + + if rand.Float64() < inst.WanderChance { + room, err := g.World.LoadRoom(inst.RoomID) + if err != nil || len(room.Exits) == 0 { + continue + } + + reachable := g.roomsWithinRange(inst.HomeRoomID, inst.Wander) + var validDirs []world.ExitDir + for dir, targetID := range room.Exits { + if reachable[targetID] { + validDirs = append(validDirs, dir) + } + } + if len(validDirs) > 0 { + dir := validDirs[rand.Intn(len(validDirs))] + moves = append(moves, moveEvent{inst, inst.RoomID, room.Exits[dir], dir}) + } + } + } + } + + for _, m := range moves { + m.inst.RoomID = m.toRoom + for _, sess := range g.Hub.AllSessions() { + p, ok := sess.Player.(*player.Player) + if !ok { + continue + } + if p.RoomID == m.fromRoom && p.Toggles["mobleave"] { + sess.WriteLine(fmt.Sprintf("\n%s (level %d) leaves %s.", mobDisplayName(m.inst, false), mobCombatLevel(m.inst), m.exitDir)) + } + if p.RoomID == m.toRoom && p.Toggles["mobenter"] { + sess.WriteLine(fmt.Sprintf("\n%s (level %d) enters from the %s.", mobDisplayName(m.inst, false), mobCombatLevel(m.inst), world.OppositeExit[m.exitDir])) + } + } } } func (g *Game) endCombat(sess *net.Session, p *player.Player, mob *world.MobInstance) { + g.combatPadWidth = 0 combat.LeaveCombat(p.Name) if p.HP <= 0 { @@ -1377,17 +2053,28 @@ func (g *Game) endCombat(sess *net.Session, p *player.Player, mob *world.MobInst } if mob != nil && mob.HP <= 0 { - sess.WriteLine(fmt.Sprintf("\nYou have defeated the %s!", mob.Name)) - + sess.WriteLine(fmt.Sprintf("\nYou have defeated %s!", mobDisplayName(mob, true))) + if g.Hub != nil { + for _, other := range g.Hub.PlayersInRoom(p.RoomID) { + if other != sess && other.Player != nil { + other.WriteLine(fmt.Sprintf("\n%s has slain %s (level %d)!", p.Name, mobDisplayName(mob, false), mobCombatLevel(mob))) + } + } + } + // Always drop remains if mob.Drops.Remains != "" { - g.World.AddGroundItem(p.RoomID, mob.Drops.Remains, 1) + g.World.AddReservedGroundItem(p.RoomID, mob.Drops.Remains, 1, p.Name) def, _ := g.ItemStore.Load(mob.Drops.Remains) name := mob.Drops.Remains if def != nil { name = def.Name } - sess.WriteLine(fmt.Sprintf(" The %s drops: %s", mob.Name, name)) + dropper := mob.Name + if !mob.Unique { + dropper = "The " + mob.Name + } + sess.WriteLine(fmt.Sprintf(" %s drops: %s", dropper, name)) } // Weighted loot roll — exactly one result @@ -1401,16 +2088,20 @@ func (g *Game) endCombat(sess *net.Session, p *player.Player, mob *world.MobInst for _, e := range mob.Drops.Loot { cumulative += e.Weight if roll < cumulative { - g.World.AddGroundItem(p.RoomID, e.ItemID, e.Quantity) + g.World.AddReservedGroundItem(p.RoomID, e.ItemID, e.Quantity, p.Name) def, _ := g.ItemStore.Load(e.ItemID) name := e.ItemID if def != nil { name = def.Name } + dropper := mob.Name + if !mob.Unique { + dropper = "The " + mob.Name + } if e.Quantity > 1 { - sess.WriteLine(fmt.Sprintf(" The %s drops: %d x %s", mob.Name, e.Quantity, name)) + sess.WriteLine(fmt.Sprintf(" %s drops: %d x %s", dropper, e.Quantity, name)) } else { - sess.WriteLine(fmt.Sprintf(" The %s drops: %s", mob.Name, name)) + sess.WriteLine(fmt.Sprintf(" %s drops: %s", dropper, name)) } break } @@ -1430,28 +2121,32 @@ func (g *Game) endCombat(sess *net.Session, p *player.Player, mob *world.MobInst } } -func (g *Game) awardCombatXP(p *player.Player, dmg int) { +type xpGain struct { + Skill player.SkillName + XP int +} + +func (g *Game) awardCombatXP(p *player.Player, dmg int) []xpGain { baseXP := dmg * 4 + var gains []xpGain switch p.AttackStyle { case player.Accurate: - p.AddXP(player.Attack, baseXP*3/4) - p.AddXP(player.Hitpoints, baseXP/4) + gains = []xpGain{{player.Attack, baseXP * 3 / 4}, {player.Hitpoints, baseXP / 4}} case player.Aggressive: - p.AddXP(player.Strength, baseXP*3/4) - p.AddXP(player.Hitpoints, baseXP/4) + gains = []xpGain{{player.Strength, baseXP * 3 / 4}, {player.Hitpoints, baseXP / 4}} case player.Defensive: - p.AddXP(player.Defense, baseXP*3/4) - p.AddXP(player.Hitpoints, baseXP/4) + gains = []xpGain{{player.Defense, baseXP * 3 / 4}, {player.Hitpoints, baseXP / 4}} case player.Balanced: quarter := baseXP / 4 - p.AddXP(player.Attack, quarter) - p.AddXP(player.Strength, quarter) - p.AddXP(player.Defense, quarter) - p.AddXP(player.Hitpoints, quarter) + gains = []xpGain{{player.Attack, quarter}, {player.Strength, quarter}, {player.Defense, quarter}, {player.Hitpoints, quarter}} } + for _, g := range gains { + p.AddXP(g.Skill, g.XP) + } g.AccountStore.SaveCharacter(p) + return gains } type deathDrop struct { @@ -1538,7 +2233,18 @@ func (g *Game) respawnMob(instanceID string) { if inst == nil { return } + homeRoom := inst.HomeRoomID + inst.RoomID = homeRoom inst.HP = inst.MaxHP + g.MobStore.RollIdleDescription(inst) + + if g.Hub != nil { + for _, sess := range g.Hub.PlayersInRoom(homeRoom) { + if p, ok := sess.Player.(*player.Player); ok && p.Toggles["mobspawn"] { + sess.WriteLine(fmt.Sprintf("\n%s (level %d) enters the area.", mobDisplayName(inst, false), mobCombatLevel(inst))) + } + } + } } func (g *Game) findMobInstanceID(mob *world.MobInstance) string { @@ -1555,6 +2261,16 @@ func (g *Game) playerWeaponSpeed(p *player.Player) int { return 5 // unarmed speed } +func mobDisplayName(m *world.MobInstance, definite bool) string { + if m.Unique { + return m.Name + } + if definite { + return "the " + m.Name + } + return "a " + m.Name +} + func mobCombatLevel(m *world.MobInstance) int { base := 0.25 * float64(m.Defense+m.MaxHP+m.Defense) base += 0.25 * float64(m.Attack+m.Strength) -- cgit v1.2.3