use std::collections::HashMap; use std::sync::Arc; use std::time::Instant; use tokio::sync::Mutex; use russh::server::Handle; use russh::ChannelId; use crate::db::{GameDb, SavedPlayer}; use crate::world::{Attitude, Object, World}; #[derive(Clone)] pub struct PlayerStats { pub max_hp: i32, pub hp: i32, pub attack: i32, pub defense: i32, pub level: i32, pub xp: i32, pub xp_to_next: i32, } pub struct Player { pub name: String, pub race_id: String, pub class_id: String, pub room_id: String, pub stats: PlayerStats, pub inventory: Vec, pub equipped_weapon: Option, pub equipped_armor: Option, } impl Player { pub fn effective_attack(&self) -> i32 { let bonus = self.equipped_weapon.as_ref().and_then(|w| w.stats.damage).unwrap_or(0); self.stats.attack + bonus } pub fn effective_defense(&self) -> i32 { let bonus = self.equipped_armor.as_ref().and_then(|a| a.stats.armor).unwrap_or(0); self.stats.defense + bonus } } pub struct CombatState { pub npc_id: String, } pub struct NpcInstance { pub hp: i32, pub alive: bool, pub death_time: Option, } pub struct PlayerConnection { pub player: Player, pub channel: ChannelId, pub handle: Handle, pub combat: Option, } pub struct GameState { pub world: World, pub db: Arc, pub players: HashMap, pub npc_instances: HashMap, } pub type SharedState = Arc>; impl GameState { pub fn new(world: World, db: Arc) -> Self { let mut npc_instances = HashMap::new(); for npc in world.npcs.values() { if let Some(ref combat) = npc.combat { npc_instances.insert(npc.id.clone(), NpcInstance { hp: combat.max_hp, alive: true, death_time: None, }); } } GameState { world, db, players: HashMap::new(), npc_instances } } pub fn spawn_room(&self) -> &str { &self.world.spawn_room } // Get effective attitude of an NPC towards a specific player pub fn npc_attitude_toward(&self, npc_id: &str, player_name: &str) -> Attitude { if let Some(val) = self.db.get_attitude(player_name, npc_id) { return Attitude::from_value(val); } self.world.get_npc(npc_id) .map(|n| n.base_attitude) .unwrap_or(Attitude::Neutral) } pub fn npc_attitude_value(&self, npc_id: &str, player_name: &str) -> i32 { if let Some(val) = self.db.get_attitude(player_name, npc_id) { return val; } self.world.get_npc(npc_id) .map(|n| n.base_attitude.default_value()) .unwrap_or(0) } pub fn shift_attitude(&self, npc_id: &str, player_name: &str, delta: i32) { let current = self.npc_attitude_value(npc_id, player_name); let new_val = (current + delta).clamp(-100, 100); self.db.save_attitude(player_name, npc_id, new_val); } // Shift attitude for all NPCs in the same faction pub fn shift_faction_attitude(&self, faction: &str, player_name: &str, delta: i32) { for npc in self.world.npcs.values() { if npc.faction.as_deref() == Some(faction) { self.shift_attitude(&npc.id, player_name, delta); } } } pub fn create_new_player( &mut self, id: usize, name: String, race_id: String, class_id: String, channel: ChannelId, handle: Handle, ) { let room_id = self.world.spawn_room.clone(); let race = self.world.races.iter().find(|r| r.id == race_id); let class = self.world.classes.iter().find(|c| c.id == class_id); let (base_hp, base_atk, base_def) = match class { Some(c) => (c.base_stats.max_hp, c.base_stats.attack, c.base_stats.defense), None => (100, 10, 10), }; let (con_mod, str_mod, dex_mod) = match race { Some(r) => (r.stats.constitution, r.stats.strength, r.stats.dexterity), None => (0, 0, 0), }; let max_hp = base_hp + con_mod * 5; let attack = base_atk + str_mod + dex_mod / 2; let defense = base_def + con_mod / 2; let stats = PlayerStats { max_hp, hp: max_hp, attack, defense, level: 1, xp: 0, xp_to_next: 100, }; self.players.insert(id, PlayerConnection { player: Player { name, race_id, class_id, room_id, stats, inventory: Vec::new(), equipped_weapon: None, equipped_armor: None }, channel, handle, combat: None, }); } pub fn load_existing_player( &mut self, id: usize, saved: SavedPlayer, channel: ChannelId, handle: Handle, ) { let inventory: Vec = serde_json::from_str(&saved.inventory_json).unwrap_or_default(); let equipped_weapon: Option = saved.equipped_weapon_json.as_deref().and_then(|j| serde_json::from_str(j).ok()); let equipped_armor: Option = saved.equipped_armor_json.as_deref().and_then(|j| serde_json::from_str(j).ok()); // Validate room still exists, else spawn let room_id = if self.world.rooms.contains_key(&saved.room_id) { saved.room_id } else { self.world.spawn_room.clone() }; let stats = PlayerStats { max_hp: saved.max_hp, hp: saved.hp, attack: saved.attack, defense: saved.defense, level: saved.level, xp: saved.xp, xp_to_next: saved.level * 100, }; self.players.insert(id, PlayerConnection { player: Player { name: saved.name, race_id: saved.race_id, class_id: saved.class_id, room_id, stats, inventory, equipped_weapon, equipped_armor, }, channel, handle, combat: None, }); } pub fn save_player_to_db(&self, player_id: usize) { if let Some(conn) = self.players.get(&player_id) { let p = &conn.player; let inv_json = serde_json::to_string(&p.inventory).unwrap_or_else(|_| "[]".into()); let weapon_json = p.equipped_weapon.as_ref().map(|w| serde_json::to_string(w).unwrap_or_else(|_| "null".into())); let armor_json = p.equipped_armor.as_ref().map(|a| serde_json::to_string(a).unwrap_or_else(|_| "null".into())); self.db.save_player(&SavedPlayer { name: p.name.clone(), race_id: p.race_id.clone(), class_id: p.class_id.clone(), room_id: p.room_id.clone(), level: p.stats.level, xp: p.stats.xp, hp: p.stats.hp, max_hp: p.stats.max_hp, attack: p.stats.attack, defense: p.stats.defense, inventory_json: inv_json, equipped_weapon_json: weapon_json, equipped_armor_json: armor_json, }); } } pub fn remove_player(&mut self, id: usize) -> Option { self.save_player_to_db(id); self.players.remove(&id) } pub fn players_in_room(&self, room_id: &str, exclude_id: usize) -> Vec<&PlayerConnection> { self.players.iter() .filter(|(&id, conn)| conn.player.room_id == room_id && id != exclude_id) .map(|(_, conn)| conn).collect() } pub fn check_respawns(&mut self) { let now = Instant::now(); for (npc_id, instance) in self.npc_instances.iter_mut() { if instance.alive { continue; } let npc = match self.world.npcs.get(npc_id) { Some(n) => n, None => continue }; let respawn_secs = match npc.respawn_secs { Some(s) => s, None => continue }; if let Some(death_time) = instance.death_time { if now.duration_since(death_time).as_secs() >= respawn_secs { if let Some(ref combat) = npc.combat { instance.hp = combat.max_hp; instance.alive = true; instance.death_time = None; } } } } } pub fn check_level_up(&mut self, player_id: usize) -> Option { let conn = self.players.get_mut(&player_id)?; let player = &mut conn.player; if player.stats.xp < player.stats.xp_to_next { return None; } player.stats.xp -= player.stats.xp_to_next; player.stats.level += 1; player.stats.xp_to_next = player.stats.level * 100; let class = self.world.classes.iter().find(|c| c.id == player.class_id); let (hp_g, atk_g, def_g) = match class { Some(c) => (c.growth.hp_per_level, c.growth.attack_per_level, c.growth.defense_per_level), None => (10, 2, 1), }; player.stats.max_hp += hp_g; player.stats.hp = player.stats.max_hp; player.stats.attack += atk_g; player.stats.defense += def_g; Some(format!("You are now level {}! HP:{} ATK:{} DEF:{}", player.stats.level, player.stats.max_hp, player.stats.attack, player.stats.defense)) } }