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@@ -144,14 +144,15 @@ Networking is enabled for Windows and the Emscripten web client:
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- `proj-web/CMakeLists.txt` defines `NETWORK`, compiles the shared protocol,
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replica, and remote-host code, and links Emscripten's `websocket.js` library.
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`WebsocketGameClient.cpp` selects the browser WebSocket API on Emscripten; it
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does not use Boost.Asio or Boost.Beast there.
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- `wss://` (TLS) is supported by the Windows client only. `proj-windows` also defines
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does not use Boost.Asio, Boost.Beast, or OpenSSL there. The browser performs
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the TLS handshake and certificate/hostname validation for `wss://`.
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- `proj-windows` defines
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`NETWORK_TLS` and links static OpenSSL 3.4.1, which CMake downloads and builds
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automatically at configure time (`cmake/ThirdParty.cmake`, section 12) using a
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downloaded portable Strawberry Perl and the nmake from the installed Visual Studio
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(located through `vswhere`). Builds go to `thirdparty/openssl-3.4.1/install-Debug`
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and `install-Release`; later configures skip them. `NETWORK_TLS` unset (server tests)
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means `wss://` endpoints fail with a logged error.
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means native `wss://` endpoints fail with a logged error.
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- Linux and Android builds do not define `NETWORK` and do not compile the
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network transport.
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@@ -170,15 +171,24 @@ Run it from the repository root:
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.\server\build\Debug\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
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```
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The listener defaults to `0.0.0.0:8080`. It can be changed with:
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The listener defaults to `0.0.0.0:8080` and serves plain WebSocket traffic. It can be changed with:
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```text
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--address IP
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--port N
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```
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Launch the Windows game and select `battle_zone_multiplayer`. The client connects to
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`127.0.0.1:8080`. Selecting another campaign continues to use the local server.
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Launch the Windows game and select `battle_zone_multiplayer`. The production client
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default is `wss://api.shadowoverbishkek.com/server001/`; the endpoint is currently
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configured in `Game.cpp`. Selecting another campaign continues to use the local
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server.
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For the Web build, serve the page over HTTPS and ensure the TLS-terminating reverse
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proxy presents a valid certificate for `api.shadowoverbishkek.com`, accepts the
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WebSocket upgrade at `/server001/`, and forwards the upgraded connection to the
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plain server listener. A page served over HTTPS cannot connect to a `ws://` endpoint
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because browsers block that mixed-content request. Certificate and hostname errors
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are enforced by the browser and cannot be bypassed by the C++ client.
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## Verification
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@@ -0,0 +1,85 @@
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# Hostile NPC Behavior
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## Authority and update order
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Hostile NPC behavior is simulated by `LocationGameState` and
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`CharacterState`. Rendering objects do not select targets and do not change
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NPC combat state.
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During each authoritative simulation tick:
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1. The location gathers the enabled players and NPCs visible to the
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simulation.
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2. Each hostile NPC selects or retains a player target.
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3. Every character advances using the same tick-start observations.
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4. Movement reservations and attack damage are resolved deterministically.
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5. Navigation recovery events are applied by `InternalGameServer`.
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The resulting state and recovery decisions are replicated through the existing
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WebSocket lockstep stream. NPC target changes are simulation consequences, not
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client commands.
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## Eligible players and nearest selection
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An eligible target must:
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- exist in the campaign player map;
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- be enabled;
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- have positive health; and
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- be within the NPC's `visibleRange` when a new target is selected.
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Distance is measured in the X/Z plane. If two players are equally close,
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their stable player IDs are compared lexicographically. This gives every
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lockstep replica the same result regardless of hash-map iteration order.
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## Ordinary target locking
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Once a hostile NPC has a valid target, it keeps that target during ordinary
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ticks. The target remains locked even if it moves outside `visibleRange`.
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The lock ends when the player dies or becomes disabled.
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When a lock ends, the NPC selects the nearest eligible player in range. If no
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player qualifies, it clears the attack target, leaves combat state, and
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requests a route to its `homePosition`.
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## Movement blockage and target reconsideration
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NPC movement uses a retry schedule after a character blocks its path. The
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blocked NPC first stops and waits for its deterministic navigation retry
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cooldown. When the retry event emits `forceNavigationReplan`, the authoritative
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location state performs a fresh target selection across all eligible players.
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This blocked-replan selection differs from ordinary target locking:
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- the current target is not privileged;
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- the nearest eligible player may remain the target;
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- a nearer eligible player replaces the current target;
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- the route is rebuilt from the NPC's current position toward the selected
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player's current position.
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If no eligible player is in range during blocked recovery, the NPC clears its
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stale chase target and returns toward its home position instead. The blocker is
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still passed to path planning so the immediate replan does not route through
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the character that caused the recovery event.
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## Death, disconnect, and attack safety
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Dead or disabled players are excluded from target acquisition. A target that
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dies or disconnects is therefore invalidated on the next authoritative
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selection pass, and the NPC either switches to another player or returns home.
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Attack impacts are also validated at application time. Damage is ignored if
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the recorded target no longer exists, is disabled, or has already reached
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zero health. This prevents a queued animation impact from damaging a stale
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target.
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## Regression expectations
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The state and pathfinding tests should preserve these guarantees:
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- nearest in-range player selection is deterministic;
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- a valid ordinary lock is retained;
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- blocked NPC recovery can replace the target and rebuild the chase route;
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- no-target blocked recovery clears combat and routes home;
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- dead and disabled players cannot be selected or damaged;
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- retry cooldowns and blocker identity remain deterministic.
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@@ -174,6 +174,11 @@ if(WIN32)
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../src/game_server/RemoteGameServerHost.h
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../src/game_server/RemoteGameServerHost.cpp
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)
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if(MSVC)
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set_source_files_properties(
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../src/game_server/WebsocketGameClient.cpp
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PROPERTIES COMPILE_OPTIONS "/bigobj")
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endif()
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target_link_libraries(
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ShadowOverBishkekDemo PRIVATE opengl32 ws2_32 mswsock)
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endif()
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@@ -2,7 +2,10 @@
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"campaigns": [
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{
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"id": "main",
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"title": { "ru": "Основная игра", "en": "Main Game" },
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"title": {
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"ru": "Основная игра",
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"en": "Main Game"
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},
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"locations": [
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"resources/config/locations/location_dorm.json",
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"resources/config/locations/uni_exterior.json",
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@@ -17,12 +20,15 @@
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},
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{
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"id": "battle_zone",
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"title": { "ru": "Зона боя (одиночная)", "en": "Battle Zone (Single Player)" },
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"title": {
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"ru": "Зона боя (одиночная)",
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"en": "Battle Zone (Single Player)"
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},
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"locations": [
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"resources/config/locations/battle_zone_uni_exterior.json"
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"resources/config/locations/battle_zone_korea.json"
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],
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"startLocation": "uni_exterior",
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"startMusic": "music/bishkek univer day.ogg",
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"startLocation": "park_korea",
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"startMusic": "music/bishkek fight calm.ogg",
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"startState": "resources/config/start_state_battle_zone_singleplayer.json",
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"quests": "resources/config/quests_battle_zone.json",
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"tutorial": false,
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@@ -30,16 +36,24 @@
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},
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{
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"id": "battle_zone_multiplayer",
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"title": { "ru": "Зона боя (сетевая)", "en": "Battle Zone (Multiplayer)" },
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"title": {
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"ru": "Зона боя (сетевая)",
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"en": "Battle Zone (Multiplayer)"
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},
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"locations": [
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"resources/config/locations/battle_zone_uni_exterior.json"
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"resources/config/locations/battle_zone_korea.json"
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],
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"startLocation": "uni_exterior",
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"startMusic": "music/bishkek univer day.ogg",
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"startLocation": "park_korea",
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"startMusic": "music/bishkek fight calm.ogg",
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"startState": "resources/config/start_state_battle_zone.json",
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"quests": "resources/config/quests_battle_zone.json",
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"tutorial": false,
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"networkPlayerSlots": ["player", "player2"],
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"networkPlayerSlots": [
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"player1",
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"player2",
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"player3",
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"player4"
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],
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"networkCompatibility": "battle-zone-lockstep-v5",
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"loadingScreen": "resources/w/ui/screen_loading.json"
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}
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+1
-1
@@ -1,5 +1,5 @@
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{
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"id": "uni_exterior",
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"id": "park_korea",
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"gameObjects": "resources/w/shelter/game_objects.json",
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"interactiveObjects": "resources/w/shelter/interactive_objects.json",
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"npcs": "resources/config/npcs_battle_zone.json",
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@@ -161,6 +161,168 @@
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"hp": 35,
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"visibleRange" : 6.5,
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"canAttack": true
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},
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{
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"id": "ghost_07x",
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"name": "Тень",
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"meshTextures": {
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"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
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},
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"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
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"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
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"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
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"positionX": -5.6,
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"positionY": 0.0,
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||||
"positionZ": -14.0,
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"walkSpeed": 1.5,
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"rotationSpeed": 8.0,
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"modelScale": 1.0,
|
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"modelCorrectionRotX": -90.0,
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"modelCorrectionRotY": 180.0,
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"modelCorrectionRotZ": 0.0,
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"hp": 35,
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||||
"visibleRange" : 6.5,
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||||
"canAttack": true
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},
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{
|
||||
"id": "ghost_08x",
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"name": "Тень",
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"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
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"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
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"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
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"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
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"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
|
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"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
|
||||
"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
|
||||
"positionX": -6.4,
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"positionY": 0.0,
|
||||
"positionZ": -14.0,
|
||||
"walkSpeed": 1.5,
|
||||
"rotationSpeed": 8.0,
|
||||
"modelScale": 1.0,
|
||||
"modelCorrectionRotX": -90.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"hp": 35,
|
||||
"visibleRange" : 6.5,
|
||||
"canAttack": true
|
||||
},
|
||||
{
|
||||
"id": "ghost_09x",
|
||||
"name": "Тень",
|
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"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
|
||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
|
||||
"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
|
||||
"positionX": -5.6,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -14.5,
|
||||
"walkSpeed": 1.5,
|
||||
"rotationSpeed": 8.0,
|
||||
"modelScale": 1.0,
|
||||
"modelCorrectionRotX": -90.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"hp": 35,
|
||||
"visibleRange" : 6.5,
|
||||
"canAttack": true
|
||||
},
|
||||
{
|
||||
"id": "ghost_10x",
|
||||
"name": "Тень",
|
||||
"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
|
||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
|
||||
"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
|
||||
"positionX": -6.4,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -14.5,
|
||||
"walkSpeed": 1.5,
|
||||
"rotationSpeed": 8.0,
|
||||
"modelScale": 1.0,
|
||||
"modelCorrectionRotX": -90.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"hp": 35,
|
||||
"visibleRange" : 6.5,
|
||||
"canAttack": true
|
||||
},
|
||||
{
|
||||
"id": "ghost_11x",
|
||||
"name": "Тень",
|
||||
"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
|
||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
|
||||
"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
|
||||
"positionX": -5.6,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -15.0,
|
||||
"walkSpeed": 1.5,
|
||||
"rotationSpeed": 8.0,
|
||||
"modelScale": 1.0,
|
||||
"modelCorrectionRotX": -90.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"hp": 35,
|
||||
"visibleRange" : 6.5,
|
||||
"canAttack": true
|
||||
},
|
||||
{
|
||||
"id": "ghost_12x",
|
||||
"name": "Тень",
|
||||
"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
|
||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
|
||||
"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
|
||||
"positionX": -6.4,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -15.0,
|
||||
"walkSpeed": 1.5,
|
||||
"rotationSpeed": 8.0,
|
||||
"modelScale": 1.0,
|
||||
"modelCorrectionRotX": -90.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"hp": 35,
|
||||
"visibleRange" : 6.5,
|
||||
"canAttack": true
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,4 +1,13 @@
|
||||
{
|
||||
"localState": {
|
||||
"locations": {
|
||||
"location_dorm": {
|
||||
"cameraAzimuth": -2.3499999046325684,
|
||||
"cameraInclination": 1.103600025177002
|
||||
}
|
||||
}
|
||||
},
|
||||
"networkState": {
|
||||
"campaignId": "main",
|
||||
"chatHistory": [
|
||||
[],
|
||||
@@ -16,8 +25,7 @@
|
||||
true
|
||||
],
|
||||
"currentLocationId": "",
|
||||
"globalFloats": {
|
||||
},
|
||||
"globalFloats": {},
|
||||
"globalInts": {},
|
||||
"inventory": {
|
||||
"items": []
|
||||
@@ -494,6 +502,22 @@
|
||||
-15.038200378417969
|
||||
],
|
||||
"hp": 100.0,
|
||||
"movedLastTick": false,
|
||||
"movementBlockedTicks": 0,
|
||||
"navigationRetryCooldownIndex": 0,
|
||||
"navigationRetryCooldownTicks": [
|
||||
10,
|
||||
4,
|
||||
5,
|
||||
8,
|
||||
11,
|
||||
9,
|
||||
6,
|
||||
3,
|
||||
2,
|
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|
||||
"attack_cooldown": 0.0,
|
||||
"battle_state": 0,
|
||||
"currentState": 0,
|
||||
"currentWaypointIndex": 0,
|
||||
"enabled": false,
|
||||
"faceTargetId": "",
|
||||
"facingAngle": 0.0,
|
||||
"homeDriftCheckTimer": 5.0,
|
||||
"homePosition": [
|
||||
0.0,
|
||||
0.0,
|
||||
0.0
|
||||
],
|
||||
"hp": 200.0,
|
||||
"pathWaypoints": [[
|
||||
-6.8,
|
||||
0.0,
|
||||
13.0
|
||||
]],
|
||||
"position": [
|
||||
-6.8,
|
||||
0.0,
|
||||
13.0
|
||||
],
|
||||
"requestedWalkTarget": [
|
||||
-6.8,
|
||||
0.0,
|
||||
13.0
|
||||
],
|
||||
"showWeapon": true,
|
||||
"targetFacingAngle": 0.0,
|
||||
"visibleRange": 6.0,
|
||||
"walkTarget": [
|
||||
-6.8,
|
||||
0.0,
|
||||
13.0
|
||||
]
|
||||
},
|
||||
"player": {
|
||||
"player1": {
|
||||
"animationFrame": 0.0,
|
||||
"attackTargetId": "",
|
||||
"attack_cooldown": 0.0,
|
||||
@@ -556,10 +854,140 @@
|
||||
0.0,
|
||||
12.8
|
||||
]
|
||||
},
|
||||
"player2": {
|
||||
"animationFrame": 0.0,
|
||||
"attackTargetId": "",
|
||||
"attack_cooldown": 0.0,
|
||||
"battle_state": 0,
|
||||
"currentState": 0,
|
||||
"currentWaypointIndex": 0,
|
||||
"enabled": false,
|
||||
"faceTargetId": "",
|
||||
"facingAngle": 0.0,
|
||||
"homeDriftCheckTimer": 5.0,
|
||||
"homePosition": [
|
||||
0.0,
|
||||
0.0,
|
||||
0.0
|
||||
],
|
||||
"hp": 200.0,
|
||||
"pathWaypoints": [
|
||||
[
|
||||
-6.8,
|
||||
0.0,
|
||||
13.0
|
||||
]
|
||||
],
|
||||
"position": [
|
||||
-6.8,
|
||||
0.0,
|
||||
13.0
|
||||
],
|
||||
"requestedWalkTarget": [
|
||||
-6.8,
|
||||
0.0,
|
||||
13.0
|
||||
],
|
||||
"showWeapon": true,
|
||||
"targetFacingAngle": 0.0,
|
||||
"visibleRange": 6.0,
|
||||
"walkTarget": [
|
||||
-6.8,
|
||||
0.0,
|
||||
13.0
|
||||
]
|
||||
},
|
||||
"player3": {
|
||||
"animationFrame": 0.0,
|
||||
"attackTargetId": "",
|
||||
"attack_cooldown": 0.0,
|
||||
"battle_state": 0,
|
||||
"currentState": 0,
|
||||
"currentWaypointIndex": 0,
|
||||
"enabled": false,
|
||||
"faceTargetId": "",
|
||||
"facingAngle": 0.0,
|
||||
"homeDriftCheckTimer": 5.0,
|
||||
"homePosition": [
|
||||
0.0,
|
||||
0.0,
|
||||
0.0
|
||||
],
|
||||
"hp": 200.0,
|
||||
"pathWaypoints": [
|
||||
[
|
||||
-5.4,
|
||||
0.0,
|
||||
14.8
|
||||
]
|
||||
],
|
||||
"position": [
|
||||
-5.4,
|
||||
0.0,
|
||||
14.8
|
||||
],
|
||||
"requestedWalkTarget": [
|
||||
-5.4,
|
||||
0.0,
|
||||
14.8
|
||||
],
|
||||
"showWeapon": true,
|
||||
"targetFacingAngle": 0.0,
|
||||
"visibleRange": 6.0,
|
||||
"walkTarget": [
|
||||
-5.4,
|
||||
0.0,
|
||||
14.8
|
||||
]
|
||||
},
|
||||
"player4": {
|
||||
"animationFrame": 0.0,
|
||||
"attackTargetId": "",
|
||||
"attack_cooldown": 0.0,
|
||||
"battle_state": 0,
|
||||
"currentState": 0,
|
||||
"currentWaypointIndex": 0,
|
||||
"enabled": false,
|
||||
"faceTargetId": "",
|
||||
"facingAngle": 0.0,
|
||||
"homeDriftCheckTimer": 5.0,
|
||||
"homePosition": [
|
||||
0.0,
|
||||
0.0,
|
||||
0.0
|
||||
],
|
||||
"hp": 200.0,
|
||||
"pathWaypoints": [
|
||||
[
|
||||
-6.8,
|
||||
0.0,
|
||||
15.0
|
||||
]
|
||||
],
|
||||
"position": [
|
||||
-6.8,
|
||||
0.0,
|
||||
15.0
|
||||
],
|
||||
"requestedWalkTarget": [
|
||||
-6.8,
|
||||
0.0,
|
||||
15.0
|
||||
],
|
||||
"showWeapon": true,
|
||||
"targetFacingAngle": 0.0,
|
||||
"visibleRange": 6.0,
|
||||
"walkTarget": [
|
||||
-6.8,
|
||||
0.0,
|
||||
15.0
|
||||
]
|
||||
}
|
||||
},
|
||||
"questJournal": {
|
||||
"quests": []
|
||||
"quests": [
|
||||
]
|
||||
},
|
||||
"savedAt": "2026-11-05 17:43",
|
||||
"schemaVersion": 5,
|
||||
|
||||
@@ -172,6 +172,13 @@ if(BUILD_TESTING)
|
||||
GameServerWebsocketLockstepTests PRIVATE "${BOOST_BUNDLED_DIR}")
|
||||
target_compile_definitions(
|
||||
GameServerWebsocketLockstepTests PRIVATE NETWORK)
|
||||
GameServerWebsocketLockstepTests PRIVATE
|
||||
NETWORK WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
|
||||
if(MSVC)
|
||||
set_source_files_properties(
|
||||
"${GAME_ROOT}/src/game_server/WebsocketGameClient.cpp"
|
||||
PROPERTIES COMPILE_OPTIONS "/bigobj")
|
||||
endif()
|
||||
target_link_libraries(
|
||||
GameServerWebsocketLockstepTests PRIVATE game_server_core)
|
||||
if(WIN32)
|
||||
|
||||
@@ -194,6 +194,59 @@ int main()
|
||||
return fail("Hostile NPC did not return home after losing its target");
|
||||
}
|
||||
|
||||
auto blocker = std::make_shared<FRG::CharacterState>();
|
||||
blocker->enabled = true;
|
||||
blocker->hp = 50.f;
|
||||
blocker->position = {0.8f, 0.f, 0.f};
|
||||
state.npcs["blocker"] = blocker;
|
||||
hostileNpc.position = Eigen::Vector3f::Zero();
|
||||
hostileNpc.homePosition = {5.f, 0.f, 0.f};
|
||||
hostileNpc.attackTargetId = "player";
|
||||
hostileNpc.requestedWalkTarget = playerOne->position;
|
||||
hostileNpc.walkTarget = playerOne->position;
|
||||
hostileNpc.pathWaypoints = {playerOne->position};
|
||||
hostileNpc.currentWaypointIndex = 0;
|
||||
hostileNpc.movementBlockedTicks = 0;
|
||||
playerOne->enabled = true;
|
||||
playerOne->hp = 75.f;
|
||||
playerOne->position = {4.f, 0.f, 0.f};
|
||||
playerTwo->enabled = true;
|
||||
playerTwo->hp = 75.f;
|
||||
playerTwo->position = {2.f, 0.f, 0.f};
|
||||
|
||||
bool blockedRetryRequested = false;
|
||||
for (int tick = 0; tick < 10 && !blockedRetryRequested; ++tick) {
|
||||
const FRG::LocationSimulationEvents events =
|
||||
state.update(100, combatPlayers, false);
|
||||
for (const auto& event : events.characters) {
|
||||
if (event.characterId == "npc" &&
|
||||
event.events.forceNavigationReplan) {
|
||||
blockedRetryRequested = true;
|
||||
if (!state.replanCharacter(
|
||||
"npc", combatPlayers,
|
||||
event.events.blockingCharacterId)) {
|
||||
return fail("Blocked NPC replan was rejected");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!blockedRetryRequested ||
|
||||
hostileNpc.attackTargetId != "player2" ||
|
||||
(hostileNpc.requestedWalkTarget - playerTwo->position).norm() >
|
||||
FRG::CharacterState::kWalkThreshold) {
|
||||
return fail("Blocked NPC did not switch to the nearest player");
|
||||
}
|
||||
|
||||
playerOne->enabled = false;
|
||||
playerTwo->enabled = false;
|
||||
if (!state.replanCharacter("npc", combatPlayers, "blocker") ||
|
||||
!hostileNpc.attackTargetId.empty() ||
|
||||
hostileNpc.battle_state != 0 ||
|
||||
(hostileNpc.requestedWalkTarget - hostileNpc.homePosition).norm() >
|
||||
FRG::CharacterState::kWalkThreshold) {
|
||||
return fail("Blocked NPC did not return home without an eligible target");
|
||||
}
|
||||
|
||||
FRG::CampaignConfig battleZone;
|
||||
battleZone.id = "battle_zone";
|
||||
battleZone.questsPath = "resources/config/quests_battle_zone.json";
|
||||
|
||||
@@ -32,6 +32,31 @@ bool waitFor(Predicate predicate)
|
||||
|
||||
int main()
|
||||
{
|
||||
FRG::WebsocketEndpoint secureEndpoint;
|
||||
require(
|
||||
secureEndpoint.parse(
|
||||
"wss://api.shadowoverbishkek.com/server001/"),
|
||||
"secure WebSocket endpoint was rejected");
|
||||
require(
|
||||
secureEndpoint.host == "api.shadowoverbishkek.com" &&
|
||||
secureEndpoint.port == "443" &&
|
||||
secureEndpoint.path == "/server001/" &&
|
||||
secureEndpoint.useTls,
|
||||
"secure WebSocket endpoint was parsed incorrectly");
|
||||
FRG::WebsocketEndpoint insecureEndpoint;
|
||||
require(
|
||||
insecureEndpoint.parse("ws://127.0.0.1:8080/"),
|
||||
"insecure WebSocket endpoint was rejected");
|
||||
require(
|
||||
insecureEndpoint.host == "127.0.0.1" &&
|
||||
insecureEndpoint.port == "8080" &&
|
||||
!insecureEndpoint.useTls,
|
||||
"insecure WebSocket endpoint was parsed incorrectly");
|
||||
FRG::WebsocketEndpoint invalidEndpoint;
|
||||
require(
|
||||
!invalidEndpoint.parse("https://api.shadowoverbishkek.com/"),
|
||||
"non-WebSocket endpoint was accepted");
|
||||
|
||||
FRG::CampaignConfig campaign;
|
||||
campaign.id = "test_lockstep";
|
||||
campaign.networkPlayerSlots = {"player", "player2"};
|
||||
|
||||
+5
-1
@@ -564,6 +564,10 @@ namespace FRG
|
||||
if (!endpoint.parse(kMultiplayerServerUrl)) {
|
||||
logger() << "[network] Invalid multiplayer server URL: "
|
||||
<< kMultiplayerServerUrl << std::endl;
|
||||
remoteCampaignActive = false;
|
||||
gameServer.use(internalGameServer);
|
||||
gameServerHost.use(localGameServerHost);
|
||||
return;
|
||||
}
|
||||
websocketGameClient = std::make_unique<WebsocketGameClient>(endpoint);
|
||||
remoteGameServerHost =
|
||||
@@ -688,7 +692,7 @@ namespace FRG
|
||||
// Developer workflow: uncomment to (re)generate the campaign's start-state JSON
|
||||
// from this freshly-rebuilt state after changing gameplay/content JSON or Lua.
|
||||
// Re-comment before shipping.
|
||||
saveInitialState();
|
||||
//saveInitialState();
|
||||
|
||||
}
|
||||
|
||||
|
||||
+3
-3
@@ -890,11 +890,11 @@ namespace FRG
|
||||
}
|
||||
|
||||
Character* Location::raycastNpcs(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir, float maxDistance) {
|
||||
// Every NPC is treated as a vertical cylinder: radius 0.25m, height 1.6m,
|
||||
// Every NPC is treated as a vertical cylinder
|
||||
// base at npc->position (the model's foot). Intersection = circle hit in the
|
||||
// XZ plane, then clip the entry/exit t against the [yFoot, yFoot+height] slab.
|
||||
static constexpr float NPC_CLICK_RADIUS = 0.25f;
|
||||
static constexpr float NPC_CLICK_HEIGHT = 1.6f;
|
||||
static constexpr float NPC_CLICK_RADIUS = 0.35f;
|
||||
static constexpr float NPC_CLICK_HEIGHT = 1.8f;
|
||||
static constexpr float NPC_PICK_EPSILON = 1e-6f;
|
||||
|
||||
Character* closestNpc = nullptr;
|
||||
|
||||
+77
-33
@@ -173,11 +173,84 @@ bool LocationGameState::replanCharacter(
|
||||
{
|
||||
CharacterState* character = findCharacter(id, players);
|
||||
if (!character || !location) return false;
|
||||
if (!forcedObstacleId.empty() && !character->isPlayer &&
|
||||
character->canAttack && character->hp > 0.f) {
|
||||
const std::string selectedTarget =
|
||||
selectNpcTarget(*character, players, false);
|
||||
if (selectedTarget != character->attackTargetId) {
|
||||
character->stopInPlace();
|
||||
character->attackTargetId = selectedTarget;
|
||||
character->battle_state = 0;
|
||||
character->attack = 0;
|
||||
}
|
||||
|
||||
if (!selectedTarget.empty()) {
|
||||
const CharacterState* target = findCharacter(selectedTarget, players);
|
||||
if (target) {
|
||||
character->setTarget(
|
||||
target->position, {}, *location, id,
|
||||
collectPathObstacles(id, players, forcedObstacleId));
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
character->attackTargetId.clear();
|
||||
character->battle_state = 0;
|
||||
character->attack = 0;
|
||||
const Eigen::Vector3f homeTarget(
|
||||
character->homePosition.x(), 0.f, character->homePosition.z());
|
||||
if ((homeTarget - character->position).norm() >
|
||||
CharacterState::kWalkThreshold) {
|
||||
character->setTarget(
|
||||
homeTarget, {}, *location, id,
|
||||
collectPathObstacles(id, players, forcedObstacleId));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
character->forceReplan(
|
||||
*location, id, collectPathObstacles(id, players, forcedObstacleId));
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string LocationGameState::selectNpcTarget(
|
||||
const CharacterState& npc,
|
||||
const PlayerStateMap& players,
|
||||
bool preserveValidLock) const
|
||||
{
|
||||
if (preserveValidLock) {
|
||||
const auto locked = players.find(npc.attackTargetId);
|
||||
if (locked != players.end() && locked->second &&
|
||||
locked->second->enabled && locked->second->hp > 0.f)
|
||||
return npc.attackTargetId;
|
||||
}
|
||||
|
||||
std::vector<std::string> playerIds;
|
||||
playerIds.reserve(players.size());
|
||||
for (const auto& [id, player] : players)
|
||||
if (player && player->enabled && player->hp > 0.f)
|
||||
playerIds.push_back(id);
|
||||
std::sort(playerIds.begin(), playerIds.end());
|
||||
|
||||
const float visibleRangeSquared = npc.visibleRange * npc.visibleRange;
|
||||
std::string selectedTarget;
|
||||
float nearestDistanceSquared = visibleRangeSquared;
|
||||
for (const std::string& playerId : playerIds) {
|
||||
const Eigen::Vector3f delta =
|
||||
players.at(playerId)->position - npc.position;
|
||||
const float distanceSquared =
|
||||
delta.x() * delta.x() + delta.z() * delta.z();
|
||||
if (distanceSquared <= nearestDistanceSquared &&
|
||||
(selectedTarget.empty() ||
|
||||
distanceSquared < nearestDistanceSquared ||
|
||||
(distanceSquared == nearestDistanceSquared &&
|
||||
playerId < selectedTarget))) {
|
||||
selectedTarget = playerId;
|
||||
nearestDistanceSquared = distanceSquared;
|
||||
}
|
||||
}
|
||||
return selectedTarget;
|
||||
}
|
||||
|
||||
void LocationGameState::startTaxi()
|
||||
{
|
||||
location->taxiCar.waypoints = location->taxiCarWaypoints;
|
||||
@@ -321,13 +394,6 @@ LocationSimulationEvents LocationGameState::update(
|
||||
if (player) playerIds.push_back(id);
|
||||
std::sort(playerIds.begin(), playerIds.end());
|
||||
|
||||
std::vector<std::string> eligiblePlayerIds;
|
||||
for (const std::string& id : playerIds) {
|
||||
const auto& player = players.at(id);
|
||||
if (player->enabled && player->hp > 0.f)
|
||||
eligiblePlayerIds.push_back(id);
|
||||
}
|
||||
|
||||
std::vector<std::string> npcIds;
|
||||
npcIds.reserve(npcs.size());
|
||||
for (const auto& [id, npc] : npcs)
|
||||
@@ -343,30 +409,8 @@ LocationSimulationEvents LocationGameState::update(
|
||||
continue;
|
||||
|
||||
const std::string previousTarget = npc.attackTargetId;
|
||||
const auto locked = players.find(previousTarget);
|
||||
const bool lockValid =
|
||||
locked != players.end() && locked->second &&
|
||||
locked->second->enabled && locked->second->hp > 0.f;
|
||||
std::string selectedTarget = lockValid ? previousTarget : std::string();
|
||||
|
||||
if (!lockValid) {
|
||||
float nearestDistanceSquared = npc.visibleRange * npc.visibleRange;
|
||||
for (const std::string& playerId : eligiblePlayerIds) {
|
||||
const Eigen::Vector3f delta =
|
||||
players.at(playerId)->position - npc.position;
|
||||
const float distanceSquared =
|
||||
delta.x() * delta.x() + delta.z() * delta.z();
|
||||
if (distanceSquared <= nearestDistanceSquared) {
|
||||
if (selectedTarget.empty() ||
|
||||
distanceSquared < nearestDistanceSquared ||
|
||||
(distanceSquared == nearestDistanceSquared &&
|
||||
playerId < selectedTarget)) {
|
||||
selectedTarget = playerId;
|
||||
nearestDistanceSquared = distanceSquared;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
const std::string selectedTarget =
|
||||
selectNpcTarget(npc, players, true);
|
||||
|
||||
if (selectedTarget != previousTarget) {
|
||||
npc.stopInPlace();
|
||||
@@ -474,7 +518,7 @@ LocationSimulationEvents LocationGameState::update(
|
||||
source.events.attackDirection});
|
||||
}
|
||||
|
||||
auto player = players.find("player");
|
||||
auto player = players.find("player1");
|
||||
if (!interactiveObjectsLocked &&
|
||||
!location->targetInteractiveObjectId.empty() &&
|
||||
player != players.end() && player->second && player->second->enabled) {
|
||||
@@ -502,7 +546,7 @@ LocationSimulationEvents LocationGameState::update(
|
||||
(player->second->position - npc->position).norm();
|
||||
if (distance <= NPC_TALK_DISTANCE) {
|
||||
player->second->stopInPlace();
|
||||
npc->faceTargetId = "player";
|
||||
npc->faceTargetId = "player1";
|
||||
result.npcInteractionId = location->targetInteractNpcId;
|
||||
location->targetInteractNpcId.clear();
|
||||
}
|
||||
|
||||
@@ -86,6 +86,10 @@ struct LocationGameState {
|
||||
void load(const nlohmann::json& in);
|
||||
|
||||
private:
|
||||
std::string selectNpcTarget(
|
||||
const CharacterState& npc,
|
||||
const PlayerStateMap& players,
|
||||
bool preserveValidLock) const;
|
||||
bool updateNpcCar(std::int64_t deltaMs);
|
||||
};
|
||||
|
||||
|
||||
@@ -172,7 +172,7 @@ namespace FRG {
|
||||
<< npcId << "'\n";
|
||||
return;
|
||||
}
|
||||
loc->faceCharacter(*npc, "player");
|
||||
loc->faceCharacter(*npc, "player1");
|
||||
});
|
||||
|
||||
api.set_function("player_walk_to",
|
||||
|
||||
@@ -51,7 +51,7 @@ private:
|
||||
GameSnapshot buildSnapshot() const;
|
||||
|
||||
GameState state_;
|
||||
std::string localPlayerId_ = "player";
|
||||
std::string localPlayerId_ = "player1";
|
||||
std::string resourceZipFile_;
|
||||
std::vector<std::string> networkPlayerSlots_;
|
||||
std::int64_t battleZoneTestBotElapsedMs_ = 0;
|
||||
|
||||
@@ -145,7 +145,7 @@ public:
|
||||
attributes.createOnMainThread = EM_TRUE;
|
||||
socket_ = emscripten_websocket_new(&attributes);
|
||||
if (socket_ <= 0) {
|
||||
fail("create WebSocket");
|
||||
fail("create WebSocket", socket_);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -205,11 +205,21 @@ private:
|
||||
}
|
||||
|
||||
static EM_BOOL onClose(
|
||||
int, const EmscriptenWebSocketCloseEvent*, void* userData)
|
||||
int, const EmscriptenWebSocketCloseEvent* event, void* userData)
|
||||
{
|
||||
auto* self = static_cast<Impl*>(userData);
|
||||
self->connected_ = false;
|
||||
if (!self->closing_) self->fail("WebSocket close");
|
||||
if (!self->closing_) {
|
||||
std::cerr << "[network] WebSocket closed";
|
||||
if (event) {
|
||||
std::cerr << " (code " << event->code;
|
||||
if (event->reason[0] != '\0')
|
||||
std::cerr << ", reason: " << event->reason;
|
||||
std::cerr << ')';
|
||||
}
|
||||
std::cerr << '\n';
|
||||
self->connectionFailed_ = true;
|
||||
}
|
||||
return EM_TRUE;
|
||||
}
|
||||
|
||||
@@ -226,11 +236,13 @@ private:
|
||||
return EM_TRUE;
|
||||
}
|
||||
|
||||
void fail(const char* operation)
|
||||
void fail(const char* operation, int result = 0)
|
||||
{
|
||||
connected_ = false;
|
||||
connectionFailed_ = true;
|
||||
std::cerr << "[network] " << operation << " failed" << std::endl;
|
||||
std::cerr << "[network] " << operation << " failed";
|
||||
if (result != 0) std::cerr << " (result " << result << ')';
|
||||
std::cerr << std::endl;
|
||||
}
|
||||
|
||||
std::string host_;
|
||||
|
||||
Reference in new issue
Block a user