Files
mudserver/src/game.rs
AI Agent 7b6829b1e8 Give every NPC a race and class, resolved at spawn time
NPCs can now optionally specify race and class in their TOML. When
omitted, race is randomly selected from non-hidden races and class is
determined by the race's default_class or picked randomly from
compatible non-hidden classes. Race/class are re-rolled on each
respawn for NPCs without fixed values, so killing the barkeep may
bring back a different race next time.

New hidden content (excluded from character creation):
- Beast race: for animals (rats, etc.) with feral stats and no
  equipment slots
- Peasant class: weak default for humanoid NPCs
- Creature class: default for beasts/animals

Existing races gain default_class fields (humanoids → peasant,
beast → creature, dragon → random compatible). Look and examine
commands now display NPC race and class.

Made-with: Cursor
2026-03-14 16:32:27 -06:00

522 lines
16 KiB
Rust

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, Class, Object, Race, 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 max_mana: i32,
pub mana: i32,
pub max_endurance: i32,
pub endurance: 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<Object>,
pub equipped: HashMap<String, Object>,
pub guilds: HashMap<String, i32>,
pub cooldowns: HashMap<String, i32>,
pub is_admin: bool,
}
impl Player {
pub fn equipped_in_slot(&self, slot: &str) -> Option<&Object> {
self.equipped.get(slot)
}
pub fn total_equipped_damage(&self) -> i32 {
self.equipped.values()
.filter_map(|o| o.stats.damage)
.sum()
}
pub fn total_equipped_armor(&self) -> i32 {
self.equipped.values()
.filter_map(|o| o.stats.armor)
.sum()
}
pub fn effective_attack(&self, world: &World) -> i32 {
let race_natural = world.races.iter()
.find(|r| r.id == self.race_id)
.map(|r| r.natural_attacks.iter().map(|a| a.damage).max().unwrap_or(0))
.unwrap_or(0);
let weapon_bonus = self.total_equipped_damage();
let unarmed_or_weapon = weapon_bonus.max(race_natural);
self.stats.attack + unarmed_or_weapon
}
pub fn effective_defense(&self, world: &World) -> i32 {
let race_natural = world.races.iter()
.find(|r| r.id == self.race_id)
.map(|r| r.natural_armor)
.unwrap_or(0);
self.stats.defense + self.total_equipped_armor() + race_natural
}
}
#[derive(Debug, Clone)]
pub enum CombatAction {
Attack,
Defend,
Flee,
UseItem(usize),
Cast(String),
}
pub struct CombatState {
pub npc_id: String,
pub action: Option<CombatAction>,
pub defending: bool,
}
pub struct NpcInstance {
pub hp: i32,
pub alive: bool,
pub death_time: Option<Instant>,
pub race_id: String,
pub class_id: String,
}
pub struct PlayerConnection {
pub player: Player,
pub channel: ChannelId,
pub handle: Handle,
pub combat: Option<CombatState>,
}
pub struct XorShift64 {
state: u64,
}
impl XorShift64 {
pub fn new(seed: u64) -> Self {
XorShift64 {
state: if seed == 0 { 0xdeadbeefcafe1234 } else { seed },
}
}
pub fn next(&mut self) -> u64 {
let mut x = self.state;
x ^= x << 13;
x ^= x >> 7;
x ^= x << 17;
self.state = x;
x
}
pub fn next_range(&mut self, min: i32, max: i32) -> i32 {
if min >= max {
return min;
}
let range = (max - min + 1) as u64;
(self.next() % range) as i32 + min
}
}
pub struct GameState {
pub world: World,
pub db: Arc<dyn GameDb>,
pub players: HashMap<usize, PlayerConnection>,
pub npc_instances: HashMap<String, NpcInstance>,
pub rng: XorShift64,
pub tick_count: u64,
}
pub type SharedState = Arc<Mutex<GameState>>;
pub fn resolve_npc_race_class(
fixed_race: &Option<String>,
fixed_class: &Option<String>,
world: &World,
rng: &mut XorShift64,
) -> (String, String) {
let race_id = match fixed_race {
Some(rid) if world.races.iter().any(|r| r.id == *rid) => rid.clone(),
_ => {
// Pick a random non-hidden race
let candidates: Vec<&Race> = world.races.iter().filter(|r| !r.hidden).collect();
if candidates.is_empty() {
world.races.first().map(|r| r.id.clone()).unwrap_or_default()
} else {
let idx = rng.next_range(0, candidates.len() as i32) as usize;
candidates[idx].id.clone()
}
}
};
let class_id = match fixed_class {
Some(cid) if world.classes.iter().any(|c| c.id == *cid) => cid.clone(),
_ => {
let race = world.races.iter().find(|r| r.id == race_id);
// Try race default_class first
if let Some(ref dc) = race.and_then(|r| r.default_class.clone()) {
if world.classes.iter().any(|c| c.id == *dc) {
return (race_id, dc.clone());
}
}
// No default → pick random non-hidden class compatible with race
let restricted = race
.map(|r| &r.guild_compatibility.restricted)
.cloned()
.unwrap_or_default();
let candidates: Vec<&Class> = world.classes.iter()
.filter(|c| !c.hidden)
.filter(|c| {
c.guild.as_ref().map(|gid| !restricted.contains(gid)).unwrap_or(true)
})
.collect();
if candidates.is_empty() {
world.classes.first().map(|c| c.id.clone()).unwrap_or_default()
} else {
let idx = rng.next_range(0, candidates.len() as i32) as usize;
candidates[idx].id.clone()
}
}
};
(race_id, class_id)
}
impl GameState {
pub fn new(world: World, db: Arc<dyn GameDb>) -> Self {
let seed = std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.unwrap_or_default()
.as_nanos() as u64;
let mut rng = XorShift64::new(seed);
let mut npc_instances = HashMap::new();
for npc in world.npcs.values() {
let (race_id, class_id) = resolve_npc_race_class(
&npc.fixed_race, &npc.fixed_class, &world, &mut rng,
);
let hp = npc.combat.as_ref().map(|c| c.max_hp).unwrap_or(20);
npc_instances.insert(
npc.id.clone(),
NpcInstance { hp, alive: true, death_time: None, race_id, class_id },
);
}
GameState {
world,
db,
players: HashMap::new(),
npc_instances,
rng,
tick_count: 0,
}
}
pub fn spawn_room(&self) -> &str {
&self.world.spawn_room
}
pub fn is_registration_open(&self) -> bool {
self.db
.get_setting("registration_open")
.map(|v| v != "false")
.unwrap_or(true)
}
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);
}
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;
// Compute starting mana/endurance from initial guild
let initial_guild_id = class.and_then(|c| c.guild.clone());
let (base_mana, base_endurance) = initial_guild_id.as_ref()
.and_then(|gid| self.world.guilds.get(gid))
.map(|g| (g.base_mana, g.base_endurance))
.unwrap_or((0, 0));
let int_mod = race.map(|r| r.stats.intelligence).unwrap_or(0);
let wis_mod = race.map(|r| r.stats.wisdom).unwrap_or(0);
let max_mana = base_mana + int_mod * 5 + wis_mod * 3;
let max_endurance = base_endurance + con_mod * 3 + str_mod * 2;
let mut guilds = HashMap::new();
if let Some(ref gid) = initial_guild_id {
if self.world.guilds.contains_key(gid) {
guilds.insert(gid.clone(), 1);
self.db.save_guild_membership(&name, gid, 1);
}
}
let stats = PlayerStats {
max_hp,
hp: max_hp,
attack,
defense,
level: 1,
xp: 0,
xp_to_next: 100,
max_mana,
mana: max_mana,
max_endurance,
endurance: max_endurance,
};
self.players.insert(
id,
PlayerConnection {
player: Player {
name,
race_id,
class_id,
room_id,
stats,
inventory: Vec::new(),
equipped: HashMap::new(),
guilds,
cooldowns: HashMap::new(),
is_admin: false,
},
channel,
handle,
combat: None,
},
);
}
pub fn load_existing_player(
&mut self,
id: usize,
saved: SavedPlayer,
channel: ChannelId,
handle: Handle,
) {
let inventory: Vec<Object> =
serde_json::from_str(&saved.inventory_json).unwrap_or_default();
let equipped: HashMap<String, Object> =
serde_json::from_str(&saved.equipped_json).unwrap_or_default();
let room_id = if self.world.rooms.contains_key(&saved.room_id) {
saved.room_id
} else {
self.world.spawn_room.clone()
};
let guilds_vec = self.db.load_guild_memberships(&saved.name);
let guilds: HashMap<String, i32> = guilds_vec.into_iter().collect();
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,
max_mana: saved.max_mana,
mana: saved.mana,
max_endurance: saved.max_endurance,
endurance: saved.endurance,
};
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,
guilds,
cooldowns: HashMap::new(),
is_admin: saved.is_admin,
},
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 equipped_json =
serde_json::to_string(&p.equipped).unwrap_or_else(|_| "{}".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_json,
mana: p.stats.mana,
max_mana: p.stats.max_mana,
endurance: p.stats.endurance,
max_endurance: p.stats.max_endurance,
is_admin: p.is_admin,
});
}
}
pub fn remove_player(&mut self, id: usize) -> Option<PlayerConnection> {
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();
let npc_ids: Vec<String> = self.npc_instances.keys().cloned().collect();
for npc_id in npc_ids {
let instance = match self.npc_instances.get(&npc_id) {
Some(i) => i,
None => continue,
};
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,
};
let should_respawn = instance.death_time
.map(|dt| now.duration_since(dt).as_secs() >= respawn_secs)
.unwrap_or(false);
if should_respawn {
let hp = npc.combat.as_ref().map(|c| c.max_hp).unwrap_or(20);
let fixed_race = npc.fixed_race.clone();
let fixed_class = npc.fixed_class.clone();
let (race_id, class_id) = resolve_npc_race_class(
&fixed_race, &fixed_class, &self.world, &mut self.rng,
);
if let Some(inst) = self.npc_instances.get_mut(&npc_id) {
inst.hp = hp;
inst.alive = true;
inst.death_time = None;
inst.race_id = race_id;
inst.class_id = class_id;
}
}
}
}
pub fn check_level_up(&mut self, player_id: usize) -> Option<String> {
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
))
}
}