Files
mudserver/src/tick.rs

313 lines
12 KiB
Rust

use std::collections::HashMap;
use std::time::Duration;
use russh::CryptoVec;
use crate::ansi;
use crate::combat;
use crate::commands::render_room_view;
use crate::game::SharedState;
const TICK_INTERVAL_MS: u64 = 3000;
const REGEN_EVERY_N_TICKS: u64 = 5;
const REGEN_PERCENT: i32 = 5;
pub async fn run_tick_engine(state: SharedState) {
log::info!(
"Tick engine started (interval={}ms, regen every {} ticks)",
TICK_INTERVAL_MS,
REGEN_EVERY_N_TICKS,
);
loop {
tokio::time::sleep(Duration::from_millis(TICK_INTERVAL_MS)).await;
let mut st = state.lock().await;
st.tick_count += 1;
let tick = st.tick_count;
st.check_respawns();
// --- NPC auto-aggro: hostile NPCs initiate combat with players in their room ---
let mut new_combats: Vec<(usize, String)> = Vec::new();
for (pid, conn) in st.players.iter() {
if conn.combat.is_some() {
continue;
}
let room = match st.world.get_room(&conn.player.room_id) {
Some(r) => r,
None => continue,
};
for npc_id in &room.npcs {
let npc = match st.world.get_npc(npc_id) {
Some(n) => n,
None => continue,
};
if npc.combat.is_none() {
continue;
}
let alive = st.npc_instances.get(npc_id).map(|i| i.alive).unwrap_or(false);
if !alive {
continue;
}
let att = st.npc_attitude_toward(npc_id, &conn.player.name);
if att.is_hostile() {
new_combats.push((*pid, npc_id.clone()));
break;
}
}
}
let mut messages: HashMap<usize, String> = HashMap::new();
for (pid, npc_id) in &new_combats {
let npc_name = st
.world
.get_npc(npc_id)
.map(|n| n.name.clone())
.unwrap_or_default();
if let Some(conn) = st.players.get_mut(pid) {
if conn.combat.is_none() {
conn.combat = Some(crate::game::CombatState {
npc_id: npc_id.clone(),
action: None,
defending: false,
});
messages.entry(*pid).or_default().push_str(&format!(
"\r\n {} {} attacks you!\r\n",
ansi::color(ansi::RED, "!!"),
ansi::color(ansi::RED, &npc_name),
));
}
}
}
// --- Resolve combat for all players in combat ---
let combat_players: Vec<usize> = st
.players
.iter()
.filter(|(_, c)| c.combat.is_some())
.map(|(&id, _)| id)
.collect();
for pid in combat_players {
if let Some(round) = combat::resolve_combat_tick(pid, &mut st) {
messages.entry(pid).or_default().push_str(&round.output);
if round.npc_died {
let npc_id = {
// NPC is dead, combat was cleared in resolve_combat_tick
// Get the npc_id from the round context
// We need to find which NPC just died - check npc_instances
// Actually let's track it differently: get it before combat resolution
String::new()
};
// We handle attitude shifts and level-ups after resolve
// The npc_id is already gone from combat state, so we need another approach
// Let's get player name and check level up
if let Some(msg) = st.check_level_up(pid) {
messages.entry(pid).or_default().push_str(&format!(
"\r\n {} {}\r\n",
ansi::color(ansi::GREEN, "***"),
ansi::bold(&msg),
));
}
let _ = npc_id;
}
if round.player_died {
let death_msg = combat::player_death_respawn(pid, &mut st);
messages.entry(pid).or_default().push_str(&death_msg);
let rid = st
.players
.get(&pid)
.map(|c| c.player.room_id.clone())
.unwrap_or_default();
if !rid.is_empty() {
messages
.entry(pid)
.or_default()
.push_str(&render_room_view(&rid, pid, &st));
}
}
st.save_player_to_db(pid);
}
}
// --- Process status effects (ticks down ALL effects in DB, including offline players) ---
let active_effects = st.db.tick_all_effects();
for eff in &active_effects {
match eff.kind.as_str() {
"poison" => {
let dmg = eff.magnitude;
let online_pid = st
.players
.iter()
.find(|(_, c)| c.player.name == eff.player_name)
.map(|(&id, _)| id);
if let Some(pid) = online_pid {
if let Some(conn) = st.players.get_mut(&pid) {
conn.player.stats.hp = (conn.player.stats.hp - dmg).max(0);
if eff.remaining_ticks > 0 {
messages.entry(pid).or_default().push_str(&format!(
"\r\n {} Poison deals {} damage! ({} ticks left)\r\n",
ansi::color(ansi::GREEN, "~*"),
dmg,
eff.remaining_ticks,
));
} else {
messages.entry(pid).or_default().push_str(&format!(
"\r\n {} The poison wears off.\r\n",
ansi::color(ansi::GREEN, "~*"),
));
}
if conn.player.stats.hp <= 0 {
let death_msg = combat::player_death_respawn(pid, &mut st);
messages.entry(pid).or_default().push_str(&death_msg);
}
}
st.save_player_to_db(pid);
} else {
// Offline player: apply damage directly to DB
if let Some(mut saved) = st.db.load_player(&eff.player_name) {
saved.hp = (saved.hp - dmg).max(0);
if saved.hp <= 0 {
saved.hp = saved.max_hp;
saved.room_id = st.spawn_room().to_string();
st.db.clear_effects(&eff.player_name);
}
st.db.save_player(&saved);
}
}
}
"regen" => {
let heal = eff.magnitude;
let online_pid = st
.players
.iter()
.find(|(_, c)| c.player.name == eff.player_name)
.map(|(&id, _)| id);
if let Some(pid) = online_pid {
if let Some(conn) = st.players.get_mut(&pid) {
let old = conn.player.stats.hp;
conn.player.stats.hp =
(conn.player.stats.hp + heal).min(conn.player.stats.max_hp);
let healed = conn.player.stats.hp - old;
if healed > 0 && eff.remaining_ticks > 0 {
messages.entry(pid).or_default().push_str(&format!(
"\r\n {} Regeneration heals {} HP.\r\n",
ansi::color(ansi::GREEN, "++"),
healed,
));
}
if eff.remaining_ticks <= 0 {
messages.entry(pid).or_default().push_str(&format!(
"\r\n {} The regeneration effect fades.\r\n",
ansi::color(ansi::DIM, "~~"),
));
}
}
st.save_player_to_db(pid);
} else {
if let Some(mut saved) = st.db.load_player(&eff.player_name) {
saved.hp = (saved.hp + heal).min(saved.max_hp);
st.db.save_player(&saved);
}
}
}
_ => {}
}
}
// --- Tick cooldowns for all online players ---
let cd_pids: Vec<usize> = st.players.keys().copied().collect();
for pid in cd_pids {
if let Some(conn) = st.players.get_mut(&pid) {
conn.player.cooldowns.retain(|_, cd| {
*cd -= 1;
*cd > 0
});
}
}
// --- Passive regen for online players not in combat ---
if tick % REGEN_EVERY_N_TICKS == 0 {
let regen_pids: Vec<usize> = st
.players
.iter()
.filter(|(_, c)| c.combat.is_none())
.map(|(&id, _)| id)
.collect();
for pid in regen_pids {
if let Some(conn) = st.players.get_mut(&pid) {
let s = &mut conn.player.stats;
let mut regen_msg = String::new();
// HP regen
if s.hp < s.max_hp {
let heal = (s.max_hp * REGEN_PERCENT / 100).max(1);
let old = s.hp;
s.hp = (s.hp + heal).min(s.max_hp);
let healed = s.hp - old;
if healed > 0 {
regen_msg.push_str(&format!(
"\r\n {} You recover {} HP. ({}/{})",
ansi::color(ansi::DIM, "~~"), healed, s.hp, s.max_hp,
));
}
}
// Mana regen
if s.mana < s.max_mana {
let regen = (s.max_mana * REGEN_PERCENT / 100).max(1);
s.mana = (s.mana + regen).min(s.max_mana);
}
// Endurance regen
if s.endurance < s.max_endurance {
let regen = (s.max_endurance * REGEN_PERCENT / 100).max(1);
s.endurance = (s.endurance + regen).min(s.max_endurance);
}
if !regen_msg.is_empty() {
regen_msg.push_str("\r\n");
messages.entry(pid).or_default().push_str(&regen_msg);
}
}
st.save_player_to_db(pid);
}
}
// --- Send accumulated messages to online players ---
let sends: Vec<(russh::ChannelId, russh::server::Handle, String)> = messages
.into_iter()
.filter_map(|(pid, msg)| {
if msg.is_empty() {
return None;
}
let conn = st.players.get(&pid)?;
if let (Some(ch), Some(h)) = (conn.channel, &conn.handle) {
Some((
ch,
h.clone(),
format!("{}{}", msg, ansi::prompt()),
))
} else {
None
}
})
.collect();
drop(st);
for (ch, handle, text) in sends {
let _ = handle.data(ch, CryptoVec::from(text.as_bytes())).await;
}
}
}