Files
shadow-over-bishkek001/src/game_server/InternalGameServer.cpp
T

535 lines
21 KiB
C++

#include "InternalGameServer.h"
#include "../Campaign.h"
#include "../content/LocationDefinition.h"
#include <algorithm>
#include <random>
#include <type_traits>
namespace FRG {
namespace {
constexpr const char* kBattleZoneCampaignId = "battle_zone";
constexpr const char* kBattleZonePlayer2Id = "player2";
constexpr std::int64_t kBattleZoneTestBotIntervalMs = 5000;
void configurePlayerAnimations(
CharacterState& player, const std::string& zipFile)
{
player.creationInfo.animationPaths = {
{AnimationState::STAND,
"resources/w/gg/new2/gg_stand_idle001_small.anim"},
{AnimationState::WALK,
"resources/w/gg/new2/gg_walk001_small.anim"},
{AnimationState::STAND_TO_ACTION,
"resources/w/gg/new2/gg_stand_to_action001_small.anim"},
{AnimationState::ACTION_ATTACK,
"resources/w/gg/new2/gg_action_chop001_small.anim"},
{AnimationState::ACTION_ATTACK_2,
"resources/w/gg/new2/gg_action_stab001_small.anim"},
{AnimationState::ACTION_IDLE,
"resources/w/gg/new2/gg_action_idle002_small.anim"},
{AnimationState::ACTION_TO_STAND,
"resources/w/gg/new2/gg_action_to_stand001_small.anim"},
{AnimationState::ACTION_TO_DEATH,
"resources/w/gg/new2/gg_die001_small.anim"},
{AnimationState::DEATH_IDLE,
"resources/w/gg/new2/gg_die_idle001_small.anim"}};
loadCharacterAnimationMetadata(player, zipFile);
}
}
InternalGameServer::InternalGameServer() = default;
void InternalGameServer::ensureBattleZoneTestBot()
{
if (state_.campaignId != kBattleZoneCampaignId) return;
if (!battleZoneTestBotEnabled_) {
state_.players.erase(kBattleZonePlayer2Id);
return;
}
auto& bot = state_.players[kBattleZonePlayer2Id];
if (!bot) bot = std::make_shared<CharacterState>();
bot->configureAsPlayer();
configurePlayerAnimations(*bot, resourceZipFile_);
bot->npcName = "Test Bot";
}
void InternalGameServer::updateBattleZoneTestBot(std::int64_t deltaMs)
{
if (!battleZoneTestBotEnabled_ ||
state_.campaignId != kBattleZoneCampaignId ||
state_.currentLocationName.empty() ||
state_.players.find(kBattleZonePlayer2Id) == state_.players.end()) {
return;
}
battleZoneTestBotElapsedMs_ += deltaMs;
if (battleZoneTestBotElapsedMs_ < kBattleZoneTestBotIntervalMs) return;
battleZoneTestBotElapsedMs_ %= kBattleZoneTestBotIntervalMs;
static std::mt19937 randomEngine(std::random_device{}());
static std::uniform_real_distribution<float> coordinate(-10.0f, 10.0f);
submit(SetCharacterDestinationCommand{
state_.currentLocationName,
kBattleZonePlayer2Id,
Eigen::Vector3f(coordinate(randomEngine), 0.f, coordinate(randomEngine)),
std::string()});
}
void InternalGameServer::initializeCampaign(
const std::string& campaignId, const std::string& questsPath,
const std::string& zipFile)
{
CampaignConfig campaign;
campaign.id = campaignId;
campaign.questsPath = questsPath;
startCampaign(campaign, zipFile, true, true);
}
void InternalGameServer::startCampaign(
const CampaignConfig& campaign, const std::string& zipFile,
bool createLocalPlayer, bool enableTestBot)
{
resourceZipFile_ = zipFile;
networkPlayerSlots_ = campaign.networkPlayerSlots;
battleZoneTestBotEnabled_ = enableTestBot;
state_.campaignId = campaign.id;
state_.currentLocationName.clear();
state_.locations.clear();
state_.players.clear();
state_.questJournal.loadFromFile(campaign.questsPath, zipFile);
state_.globalFloats["player_hp"] = 200.f;
if (createLocalPlayer) {
auto player = std::make_shared<CharacterState>();
player->configureAsPlayer();
configurePlayerAnimations(*player, zipFile);
state_.players.emplace(localPlayerId_, std::move(player));
}
battleZoneTestBotElapsedMs_ = 0;
ensureBattleZoneTestBot();
publishMutation();
}
void InternalGameServer::activateLocation(const std::string& locationId)
{
if (state_.locations.count(locationId) == 0)
throw std::runtime_error(
"Cannot activate unprepared location '" + locationId + "'");
state_.currentLocationName = locationId;
publishMutation();
}
void InternalGameServer::clearCampaign()
{
state_.currentLocationName.clear();
state_.players.clear();
state_.locations.clear();
networkPlayerSlots_.clear();
battleZoneTestBotElapsedMs_ = 0;
publishMutation();
}
void InternalGameServer::resetCampaign(
const std::string& questsPath, const std::string& zipFile)
{
pendingEvents_.clear();
state_.currentLocationName.clear();
state_.isDarklands = false;
state_.isNight = false;
state_.isDawn = false;
state_.playerHp = 200.f;
state_.playerMaxHp = 200.f;
state_.money = 5500;
state_.globalInts.clear();
state_.globalFloats.clear();
state_.globalFloats["player_hp"] = 200.f;
state_.tutorialStep = TutorialStep::AdvanceDialogue;
state_.tutorialPhoneChatScreenOpened = false;
state_.tutorialJournalScreenOpened = false;
state_.tutorialNeedOpenTaxiScreen = false;
state_.tutorialTaxiHintDone = false;
for (int i = 0; i < 3; ++i) {
state_.chatUnread[i] = true;
state_.chatPreviewMsg[i].clear();
state_.chatHistory[i].clear();
}
state_.inventory.clear();
state_.questJournal.loadFromFile(questsPath, zipFile);
state_.locations.clear();
battleZoneTestBotElapsedMs_ = 0;
ensureBattleZoneTestBot();
publishMutation();
}
bool InternalGameServer::prepareLocation(const LocationConfig& config)
{
LocationGameState& authoritative = state_.locations[config.id];
const bool initializeLocation = authoritative.setup(
LocationContentLoader::load(config, resourceZipFile_),
resourceZipFile_);
auto player = state_.players.find(localPlayerId_);
if (player != state_.players.end() && player->second) {
player->second->position = config.playerPosition;
player->second->setTarget(
config.playerPosition, std::string(), *authoritative.location,
localPlayerId_);
}
publishMutation();
return initializeLocation;
}
GameSnapshot InternalGameServer::buildSnapshot() const
{
GameSnapshot result;
result.revision = revision_;
result.campaignId = state_.campaignId;
result.currentLocationId = state_.currentLocationName;
result.isDarklands = state_.isDarklands;
result.isNight = state_.isNight;
result.isDawn = state_.isDawn;
result.playerHp = state_.playerHp;
result.playerMaxHp = state_.playerMaxHp;
result.money = state_.money;
result.tutorialStep = state_.tutorialStep;
result.tutorialPhoneChatScreenOpened = state_.tutorialPhoneChatScreenOpened;
result.tutorialJournalScreenOpened = state_.tutorialJournalScreenOpened;
result.tutorialNeedOpenTaxiScreen = state_.tutorialNeedOpenTaxiScreen;
result.tutorialTaxiHintDone = state_.tutorialTaxiHintDone;
result.taxiIsCalled = state_.taxiIsCalled;
for (int i = 0; i < 3; ++i) {
result.chatUnread[i] = state_.chatUnread[i];
result.chatPreview[i] = state_.chatPreviewMsg[i];
result.chatHistory[i].reserve(state_.chatHistory[i].size());
for (const StoredChatMessage& message : state_.chatHistory[i])
result.chatHistory[i].push_back({message.text, message.incoming});
}
nlohmann::json inventoryJson;
state_.inventory.save(inventoryJson);
if (inventoryJson.contains("items") && inventoryJson["items"].is_array()) {
for (const auto& item : inventoryJson["items"])
if (item.is_string()) result.inventoryItemIds.push_back(item.get<std::string>());
}
state_.questJournal.save(result.questJournal);
result.globalInts = state_.globalInts;
result.globalFloats = state_.globalFloats;
for (const Quest::QuestState* quest : state_.questJournal.getVisibleQuests())
if (quest) result.quests.push_back(*quest);
for (const auto& [playerId, source] : state_.players) {
if (!source) continue;
CharacterState clean = *source;
result.players.emplace(playerId, CharacterSnapshot{playerId, std::move(clean)});
}
for (const auto& [locationId, source] : state_.locations) {
LocationSnapshot location;
location.id = locationId;
location.state = *source.location;
for (const auto& [id, sourceNpc] : source.npcs) {
if (!sourceNpc) continue;
CharacterState clean = *sourceNpc;
location.npcs.emplace(
id, CharacterSnapshot{id, std::move(clean)});
}
for (const auto& [id, sourceObject] : source.interactiveObjects) {
if (!sourceObject) continue;
InteractiveObjectState clean = *sourceObject;
location.interactiveObjects.emplace(
id, InteractiveObjectSnapshot{id, std::move(clean)});
}
location.triggerZones = source.triggerZones;
location.teleportZones = source.teleportZones;
location.dialogue = source.dialogue;
location.scriptGlobals = source.scriptGlobals;
result.locations.emplace(locationId, std::move(location));
}
return result;
}
std::shared_ptr<const GameSnapshot> InternalGameServer::snapshot() const
{
if (!cachedSnapshot_ || cachedRevision_ != revision_) {
cachedSnapshot_ = std::make_shared<const GameSnapshot>(buildSnapshot());
cachedRevision_ = revision_;
}
return cachedSnapshot_;
}
void InternalGameServer::submit(const GameCommand& command)
{
auto enqueueQuestEvents = [this](Quest::QuestMutationResult result) {
for (Quest::QuestEvent& event : result.events)
pendingEvents_.emplace_back(std::move(event));
};
std::visit([this, &enqueueQuestEvents](const auto& value) {
using T = std::decay_t<decltype(value)>;
if constexpr (std::is_same_v<T, SetWorldModeCommand>) {
state_.isDarklands = value.darklands;
state_.isNight = value.night;
state_.isDawn = value.dawn;
} else if constexpr (std::is_same_v<T, SetCurrentLocationCommand>) {
state_.currentLocationName = value.locationId;
} else if constexpr (std::is_same_v<T, SetPlayerHealthCommand>) {
state_.playerHp = value.hp;
state_.playerMaxHp = value.maxHp;
} else if constexpr (std::is_same_v<T, SetMoneyCommand>) {
state_.money = value.amount;
} else if constexpr (std::is_same_v<T, SpendMoneyCommand>) {
state_.money -= value.amount;
} else if constexpr (std::is_same_v<T, CompleteTutorialStepCommand>) {
state_.completeTutorialStep(value.step);
} else if constexpr (std::is_same_v<T, SetTutorialStepCommand>) {
state_.tutorialStep = value.step;
} else if constexpr (std::is_same_v<T, SetTutorialFlagsCommand>) {
state_.tutorialPhoneChatScreenOpened = value.phoneChatOpened;
state_.tutorialJournalScreenOpened = value.journalOpened;
state_.tutorialNeedOpenTaxiScreen = value.needTaxiHint;
state_.tutorialTaxiHintDone = value.taxiHintDone;
} else if constexpr (std::is_same_v<T, SetChatCommand>) {
if (value.index >= 0 && value.index < 3) {
state_.chatUnread[value.index] = value.unread;
state_.chatPreviewMsg[value.index] = value.preview;
}
} else if constexpr (std::is_same_v<T, AppendChatMessageCommand>) {
if (value.index >= 0 && value.index < 3) {
if (state_.chatHistory[value.index].size() >= 5)
state_.chatHistory[value.index].erase(state_.chatHistory[value.index].begin());
state_.chatHistory[value.index].push_back({value.text, value.incoming});
}
} else if constexpr (std::is_same_v<T, SetTaxiCalledCommand>) {
state_.taxiIsCalled = value.called;
} else if constexpr (std::is_same_v<T, StartTaxiCommand>) {
auto location = state_.locations.find(value.locationId);
if (location != state_.locations.end())
location->second.startTaxi();
} else if constexpr (std::is_same_v<T, ResetTaxiCommand>) {
auto location = state_.locations.find(value.locationId);
if (location != state_.locations.end())
location->second.resetTaxi();
} else if constexpr (std::is_same_v<T, SetLocationTargetsCommand>) {
auto location = state_.locations.find(value.locationId);
if (location != state_.locations.end() && location->second.location) {
location->second.location->targetInteractiveObjectId =
value.interactiveObjectId;
location->second.location->targetInteractNpcId = value.npcId;
location->second.location->targetTeleportZoneId =
value.teleportZoneId;
}
} else if constexpr (std::is_same_v<T, SwitchLocationNavigationCommand>) {
auto location = state_.locations.find(value.locationId);
if (location != state_.locations.end() && location->second.location &&
value.index >= 0 &&
value.index < static_cast<int>(
location->second.location->navigationMaps.size())) {
LocationNetworkState& locationState = *location->second.location;
locationState.activeNavigationIndex = value.index;
for (const auto& [id, player] : state_.players)
if (player) player->forceReplan(locationState, id);
for (const auto& [id, npc] : location->second.npcs)
if (npc) npc->forceReplan(locationState, id);
}
} else if constexpr (std::is_same_v<T, SetNavigationAreaAvailableCommand>) {
auto location = state_.locations.find(value.locationId);
if (location != state_.locations.end() && location->second.location) {
LocationNetworkState& locationState = *location->second.location;
const int index = locationState.activeNavigationIndex;
if (index >= 0 &&
index < static_cast<int>(locationState.navigationMaps.size())) {
locationState.navigationMaps[index].setAreaAvailable(
value.areaName, value.available);
}
}
} else if constexpr (std::is_same_v<T, AddNavigationObstacleCommand>) {
auto location = state_.locations.find(value.locationId);
if (location != state_.locations.end() && location->second.location) {
LocationNetworkState& locationState = *location->second.location;
const int index = locationState.activeNavigationIndex;
if (index >= 0 &&
index < static_cast<int>(locationState.navigationMaps.size())) {
PathFinder::ObstaclePolygon polygon;
polygon.name = value.name;
polygon.polygon = value.polygon;
locationState.navigationMaps[index].addObstaclePolygon(polygon);
}
}
} else if constexpr (std::is_same_v<T, AddInventoryItemCommand>) {
if (state_.inventory.addItem(value.itemId))
pendingEvents_.emplace_back(InventoryItemAddedEvent{value.itemId});
} else if constexpr (std::is_same_v<T, RemoveInventoryItemCommand>) {
if (state_.inventory.removeItem(value.itemId))
pendingEvents_.emplace_back(InventoryItemRemovedEvent{value.itemId});
} else if constexpr (std::is_same_v<T, UnlockQuestCommand>) {
enqueueQuestEvents(state_.questJournal.unlockQuest(value.questId));
} else if constexpr (std::is_same_v<T, CompleteQuestCommand>) {
enqueueQuestEvents(state_.questJournal.completeQuest(value.questId));
} else if constexpr (std::is_same_v<T, FailQuestCommand>) {
enqueueQuestEvents(state_.questJournal.failQuest(value.questId));
} else if constexpr (std::is_same_v<T, SetQuestObjectiveCompletedCommand>) {
enqueueQuestEvents(state_.questJournal.setObjectiveCompleted(
value.questId, value.objectiveId, value.completed));
} else if constexpr (std::is_same_v<T, SetQuestObjectiveVisibleCommand>) {
enqueueQuestEvents(state_.questJournal.setObjectiveVisible(
value.questId, value.objectiveId, value.visible));
} else if constexpr (std::is_same_v<T, SetQuestActiveObjectiveCommand>) {
enqueueQuestEvents(state_.questJournal.setActiveObjective(
value.questId, value.objectiveIndex));
} else if constexpr (std::is_same_v<T, SetGlobalIntCommand>) {
state_.globalInts[value.key] = value.value;
} else if constexpr (std::is_same_v<T, SetGlobalFloatCommand>) {
state_.globalFloats[value.key] = value.value;
} else if constexpr (std::is_same_v<T, SetCharacterTransformCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) {
character->position = value.position;
character->facingAngle = value.facingAngle;
character->targetFacingAngle = value.facingAngle;
}
} else if constexpr (std::is_same_v<T, SetCharacterTargetCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->attackTargetId = value.targetId;
} else if constexpr (std::is_same_v<T, ClearCharacterAttackTargetCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->attackTargetId.clear();
} else if constexpr (std::is_same_v<T, SetCharacterDestinationCommand>) {
auto location = state_.locations.find(value.locationId);
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character && location != state_.locations.end() &&
location->second.location) {
character->setTarget(
value.target, value.callbackName,
*location->second.location, value.characterId);
}
} else if constexpr (std::is_same_v<T, StopCharacterCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->stopInPlace();
} else if constexpr (std::is_same_v<T, FaceCharacterCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character)
character->stopAndRotateToTarget(value.targetId);
} else if constexpr (std::is_same_v<T, ReplanCharacterCommand>) {
auto location = state_.locations.find(value.locationId);
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character && location != state_.locations.end() &&
location->second.location) {
character->forceReplan(
*location->second.location, value.characterId);
}
} else if constexpr (std::is_same_v<T, ResetCharacterAfterDeathCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->resetPlayerAfterDeath();
} else if constexpr (std::is_same_v<T, TryCharacterAttackComboCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->tryAttackCombo();
} else if constexpr (std::is_same_v<T, SetCharacterHealthCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->setHp(value.hp);
} else if constexpr (std::is_same_v<T, SetCharacterAnimationMetadataCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) {
character->setAnimationMetadata(
value.animationState, value.startFrame, value.frameCount);
}
} else if constexpr (std::is_same_v<T, DamageCharacterCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->hp = (std::max)(0.f, character->hp - (std::max)(0.f, value.amount));
} else if constexpr (std::is_same_v<T, CommitCharacterStateCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) *character = value.state;
} else if constexpr (std::is_same_v<T, SetInteractiveObjectActiveCommand>) {
auto location = state_.locations.find(value.locationId);
if (location == state_.locations.end()) return;
auto object = location->second.interactiveObjects.find(value.objectId);
if (object != location->second.interactiveObjects.end() && object->second)
object->second->isActive = value.active;
} else if constexpr (std::is_same_v<T, SetTriggerZoneEnabledCommand>) {
auto location = state_.locations.find(value.locationId);
if (location != state_.locations.end()) {
location->second.triggerZones[value.zoneId].enabled = value.enabled;
pendingTriggerZoneUpdates_.emplace_back(
value.locationId, value.zoneId);
}
} else if constexpr (std::is_same_v<T, ReloadQuestDefinitionsCommand>) {
state_.questJournal.reloadDefinitionsPreservingState(value.path, value.zipFile);
}
}, command);
publishMutation();
}
std::vector<GameServerEvent> InternalGameServer::drainEvents()
{
std::vector<GameServerEvent> result;
result.swap(pendingEvents_);
return result;
}
void InternalGameServer::update(std::int64_t deltaMs)
{
pendingSimulationLocationId_.clear();
pendingSimulationEvents_ = {};
auto stored = state_.locations.find(state_.currentLocationName);
if (stored == state_.locations.end()) return;
updateBattleZoneTestBot(deltaMs);
const bool interactiveObjectsLocked =
stored->second.lockInteractiveObjectsDuringTutorial &&
state_.tutorialStep < TutorialStep::PickUpItem;
pendingSimulationLocationId_ = state_.currentLocationName;
pendingSimulationEvents_ =
stored->second.update(deltaMs, state_.players, interactiveObjectsLocked);
// Navigation recovery is a simulation consequence, not presentation input.
// Applying it here makes every lockstep replica produce the same follow-up.
for (const CharacterSimulationEvent& event :
pendingSimulationEvents_.characters) {
if (!event.events.navigationRequested) continue;
CharacterState* character = state_.findCharacter(
state_.currentLocationName, event.characterId);
if (character && stored->second.location) {
character->setTarget(
event.events.navigationTarget, {},
*stored->second.location, event.characterId);
}
}
publishMutation();
}
void InternalGameServer::save(nlohmann::json& out) const
{
state_.save(out);
}
void InternalGameServer::load(const nlohmann::json& in)
{
pendingEvents_.clear();
state_.load(in);
for (const std::string& playerId : networkPlayerSlots_) {
auto player = state_.players.find(playerId);
if (player == state_.players.end() || !player->second) continue;
player->second->configureAsPlayer();
configurePlayerAnimations(*player->second, resourceZipFile_);
}
battleZoneTestBotElapsedMs_ = 0;
ensureBattleZoneTestBot();
publishMutation();
}
void InternalGameServer::publishMutation()
{
++revision_;
cachedSnapshot_.reset();
}
} // namespace FRG