This commit is contained in:
Vladislav Khorev committed 2026-11-10 15:09:56 +00:00
commit 6cfd47e80d
19 files changed
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+16 -6
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@@ -144,14 +144,15 @@ Networking is enabled for Windows and the Emscripten web client:
- `proj-web/CMakeLists.txt` defines `NETWORK`, compiles the shared protocol,
replica, and remote-host code, and links Emscripten's `websocket.js` library.
`WebsocketGameClient.cpp` selects the browser WebSocket API on Emscripten; it
does not use Boost.Asio or Boost.Beast there.
- `wss://` (TLS) is supported by the Windows client only. `proj-windows` also defines
does not use Boost.Asio, Boost.Beast, or OpenSSL there. The browser performs
the TLS handshake and certificate/hostname validation for `wss://`.
- `proj-windows` defines
`NETWORK_TLS` and links static OpenSSL 3.4.1, which CMake downloads and builds
automatically at configure time (`cmake/ThirdParty.cmake`, section 12) using a
downloaded portable Strawberry Perl and the nmake from the installed Visual Studio
(located through `vswhere`). Builds go to `thirdparty/openssl-3.4.1/install-Debug`
and `install-Release`; later configures skip them. `NETWORK_TLS` unset (server tests)
means `wss://` endpoints fail with a logged error.
means native `wss://` endpoints fail with a logged error.
- Linux and Android builds do not define `NETWORK` and do not compile the
network transport.
@@ -170,15 +171,24 @@ Run it from the repository root:
.\server\build\Debug\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
```
The listener defaults to `0.0.0.0:8080`. It can be changed with:
The listener defaults to `0.0.0.0:8080` and serves plain WebSocket traffic. It can be changed with:
```text
--address IP
--port N
```
Launch the Windows game and select `battle_zone_multiplayer`. The client connects to
`127.0.0.1:8080`. Selecting another campaign continues to use the local server.
Launch the Windows game and select `battle_zone_multiplayer`. The production client
default is `wss://api.shadowoverbishkek.com/server001/`; the endpoint is currently
configured in `Game.cpp`. Selecting another campaign continues to use the local
server.
For the Web build, serve the page over HTTPS and ensure the TLS-terminating reverse
proxy presents a valid certificate for `api.shadowoverbishkek.com`, accepts the
WebSocket upgrade at `/server001/`, and forwards the upgraded connection to the
plain server listener. A page served over HTTPS cannot connect to a `ws://` endpoint
because browsers block that mixed-content request. Certificate and hostname errors
are enforced by the browser and cannot be bypassed by the C++ client.
## Verification
+85
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@@ -0,0 +1,85 @@
# Hostile NPC Behavior
## Authority and update order
Hostile NPC behavior is simulated by `LocationGameState` and
`CharacterState`. Rendering objects do not select targets and do not change
NPC combat state.
During each authoritative simulation tick:
1. The location gathers the enabled players and NPCs visible to the
simulation.
2. Each hostile NPC selects or retains a player target.
3. Every character advances using the same tick-start observations.
4. Movement reservations and attack damage are resolved deterministically.
5. Navigation recovery events are applied by `InternalGameServer`.
The resulting state and recovery decisions are replicated through the existing
WebSocket lockstep stream. NPC target changes are simulation consequences, not
client commands.
## Eligible players and nearest selection
An eligible target must:
- exist in the campaign player map;
- be enabled;
- have positive health; and
- be within the NPC's `visibleRange` when a new target is selected.
Distance is measured in the X/Z plane. If two players are equally close,
their stable player IDs are compared lexicographically. This gives every
lockstep replica the same result regardless of hash-map iteration order.
## Ordinary target locking
Once a hostile NPC has a valid target, it keeps that target during ordinary
ticks. The target remains locked even if it moves outside `visibleRange`.
The lock ends when the player dies or becomes disabled.
When a lock ends, the NPC selects the nearest eligible player in range. If no
player qualifies, it clears the attack target, leaves combat state, and
requests a route to its `homePosition`.
## Movement blockage and target reconsideration
NPC movement uses a retry schedule after a character blocks its path. The
blocked NPC first stops and waits for its deterministic navigation retry
cooldown. When the retry event emits `forceNavigationReplan`, the authoritative
location state performs a fresh target selection across all eligible players.
This blocked-replan selection differs from ordinary target locking:
- the current target is not privileged;
- the nearest eligible player may remain the target;
- a nearer eligible player replaces the current target;
- the route is rebuilt from the NPC's current position toward the selected
player's current position.
If no eligible player is in range during blocked recovery, the NPC clears its
stale chase target and returns toward its home position instead. The blocker is
still passed to path planning so the immediate replan does not route through
the character that caused the recovery event.
## Death, disconnect, and attack safety
Dead or disabled players are excluded from target acquisition. A target that
dies or disconnects is therefore invalidated on the next authoritative
selection pass, and the NPC either switches to another player or returns home.
Attack impacts are also validated at application time. Damage is ignored if
the recorded target no longer exists, is disabled, or has already reached
zero health. This prevents a queued animation impact from damaging a stale
target.
## Regression expectations
The state and pathfinding tests should preserve these guarantees:
- nearest in-range player selection is deterministic;
- a valid ordinary lock is retained;
- blocked NPC recovery can replace the target and rebuild the chase route;
- no-target blocked recovery clears combat and routes home;
- dead and disabled players cannot be selected or damaged;
- retry cooldowns and blocker identity remain deterministic.
+5
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@@ -174,6 +174,11 @@ if(WIN32)
../src/game_server/RemoteGameServerHost.h
../src/game_server/RemoteGameServerHost.cpp
)
if(MSVC)
set_source_files_properties(
../src/game_server/WebsocketGameClient.cpp
PROPERTIES COMPILE_OPTIONS "/bigobj")
endif()
target_link_libraries(
ShadowOverBishkekDemo PRIVATE opengl32 ws2_32 mswsock)
endif()
+25 -11
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@@ -2,7 +2,10 @@
"campaigns": [
{
"id": "main",
"title": { "ru": "Основная игра", "en": "Main Game" },
"title": {
"ru": "Основная игра",
"en": "Main Game"
},
"locations": [
"resources/config/locations/location_dorm.json",
"resources/config/locations/uni_exterior.json",
@@ -17,12 +20,15 @@
},
{
"id": "battle_zone",
"title": { "ru": "Зона боя (одиночная)", "en": "Battle Zone (Single Player)" },
"title": {
"ru": "Зона боя (одиночная)",
"en": "Battle Zone (Single Player)"
},
"locations": [
"resources/config/locations/battle_zone_uni_exterior.json"
"resources/config/locations/battle_zone_korea.json"
],
"startLocation": "uni_exterior",
"startMusic": "music/bishkek univer day.ogg",
"startLocation": "park_korea",
"startMusic": "music/bishkek fight calm.ogg",
"startState": "resources/config/start_state_battle_zone_singleplayer.json",
"quests": "resources/config/quests_battle_zone.json",
"tutorial": false,
@@ -30,18 +36,26 @@
},
{
"id": "battle_zone_multiplayer",
"title": { "ru": "Зона боя (сетевая)", "en": "Battle Zone (Multiplayer)" },
"title": {
"ru": "Зона боя (сетевая)",
"en": "Battle Zone (Multiplayer)"
},
"locations": [
"resources/config/locations/battle_zone_uni_exterior.json"
"resources/config/locations/battle_zone_korea.json"
],
"startLocation": "uni_exterior",
"startMusic": "music/bishkek univer day.ogg",
"startLocation": "park_korea",
"startMusic": "music/bishkek fight calm.ogg",
"startState": "resources/config/start_state_battle_zone.json",
"quests": "resources/config/quests_battle_zone.json",
"tutorial": false,
"networkPlayerSlots": ["player", "player2"],
"networkPlayerSlots": [
"player1",
"player2",
"player3",
"player4"
],
"networkCompatibility": "battle-zone-lockstep-v5",
"loadingScreen": "resources/w/ui/screen_loading.json"
}
]
}
}
@@ -1,5 +1,5 @@
{
"id": "uni_exterior",
"id": "park_korea",
"gameObjects": "resources/w/shelter/game_objects.json",
"interactiveObjects": "resources/w/shelter/interactive_objects.json",
"npcs": "resources/config/npcs_battle_zone.json",
+162
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@@ -161,6 +161,168 @@
"hp": 35,
"visibleRange" : 6.5,
"canAttack": true
},
{
"id": "ghost_07x",
"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": -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_08x",
"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": -14.0,
"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",
"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
}
]
}
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+7
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@@ -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)
+53
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@@ -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";
+25
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@@ -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
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@@ -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
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@@ -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
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@@ -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();
}
+4
View File
@@ -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);
};
+1 -1
View File
@@ -172,7 +172,7 @@ namespace FRG {
<< npcId << "'\n";
return;
}
loc->faceCharacter(*npc, "player");
loc->faceCharacter(*npc, "player1");
});
api.set_function("player_walk_to",
+1 -1
View File
@@ -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;
+17 -5
View File
@@ -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_;