Files
voxelforge/core/src/Raid.cpp
T
2026-09-08 21:15:32 +02:00

467 lines
15 KiB
C++

#include "vf/Raid.h"
#include <cmath>
namespace vf {
namespace {
constexpr float raidTickSeconds = 1.0f / static_cast<float>(ticksPerSecond);
uint32_t nextRandom(uint32_t& state) {
state += 0x9e3779b9u;
uint32_t z = state;
z = (z ^ (z >> 16)) * 0x85ebca6bu;
z = (z ^ (z >> 13)) * 0xc2b2ae35u;
return z ^ (z >> 16);
}
Vec3 cellCentre(const Vec3i& cell) {
return {static_cast<float>(cell.x) + 0.5f, static_cast<float>(cell.y),
static_cast<float>(cell.z) + 0.5f};
}
float horizontalDistance(const Vec3& a, const Vec3& b) {
float dx = a.x - b.x;
float dz = a.z - b.z;
return std::sqrt(dx * dx + dz * dz);
}
const Raider::Stats statsTable[static_cast<int>(RaiderKind::Count)] = {
// maxHealth, damage, speed, attackRange, attackIntervalTicks
{24.0f, 3.0f, 2.6f, 1.8f, 20},
{24.0f, 6.0f, 2.9f, 1.8f, 18},
{26.0f, 4.0f, 2.4f, 6.0f, 30},
{100.0f, 12.0f, 3.1f, 2.4f, 30},
};
// Walks a body along a cell path, returning true once the final cell is under
// its feet.
bool advanceAlong(Vec3& position, const std::vector<Vec3i>& path, int& cursor, float speed,
float dt) {
if (path.empty()) return false;
int last = static_cast<int>(path.size()) - 1;
float budget = speed * dt;
while (budget > 0.0f) {
Vec3 target = cellCentre(path[cursor]);
Vec3 delta = target - position;
float remaining = length(delta);
if (remaining <= budget) {
position = target;
budget -= remaining;
if (cursor >= last) return true;
++cursor;
} else {
position += normalize(delta) * budget;
return false;
}
}
return false;
}
// Nearest cell at or around `y` that a walker can stand on, searched outward so
// the result does not depend on world height.
bool standableNear(const World& world, const Vec3i& column, int verticalSearch,
const PathConfig& config, Vec3i& outCell) {
for (int offset = 0; offset <= verticalSearch; ++offset) {
Vec3i up{column.x, column.y + offset, column.z};
if (isStandable(world, up, config)) {
outCell = up;
return true;
}
if (offset == 0) continue;
Vec3i down{column.x, column.y - offset, column.z};
if (isStandable(world, down, config)) {
outCell = down;
return true;
}
}
outCell = column;
return false;
}
RaiderKind kindForSlot(const RaidWave& plan, int slot) {
if (slot < plan.raiders) return RaiderKind::Raider;
slot -= plan.raiders;
if (slot < plan.vindicators) return RaiderKind::Vindicator;
slot -= plan.vindicators;
if (slot < plan.witches) return RaiderKind::Witch;
return RaiderKind::Ravager;
}
} // namespace
const char* raiderKindName(RaiderKind kind) {
switch (kind) {
case RaiderKind::Raider: return "raider";
case RaiderKind::Vindicator: return "vindicator";
case RaiderKind::Witch: return "witch";
case RaiderKind::Ravager: return "ravager";
case RaiderKind::Count: break;
}
return "unknown";
}
const Raider::Stats& raiderStats(RaiderKind kind) { return statsTable[static_cast<int>(kind)]; }
Vec3i Raider::cell() const {
return {static_cast<int>(std::floor(position.x)), static_cast<int>(std::floor(position.y)),
static_cast<int>(std::floor(position.z))};
}
int RaidWave::countOf(RaiderKind kind) const {
switch (kind) {
case RaiderKind::Raider: return raiders;
case RaiderKind::Vindicator: return vindicators;
case RaiderKind::Witch: return witches;
case RaiderKind::Ravager: return ravagers;
case RaiderKind::Count: break;
}
return 0;
}
int raidWaveCount(int difficulty) {
if (difficulty <= raidDifficultyEasy) return 3;
if (difficulty == raidDifficultyNormal) return 5;
return 7;
}
RaidWave planRaidWave(int waveIndex, int badOmenLevel, int difficulty) {
RaidWave plan;
plan.index = waveIndex < 0 ? 0 : waveIndex;
int omen = badOmenLevel < 1 ? 1 : badOmenLevel;
plan.raiders = 2 + plan.index + (difficulty >= raidDifficultyHard ? 1 : 0);
if (plan.index >= 1)
plan.vindicators = plan.index / 2 + (difficulty >= raidDifficultyNormal ? 1 : 0);
if (plan.index >= 2) plan.witches = 1 + (difficulty >= raidDifficultyHard ? 1 : 0);
if (plan.index >= 3) plan.ravagers = 1;
if (omen >= 3) plan.vindicators += 1;
if (omen >= 4 && plan.index >= 2) plan.ravagers += 1;
return plan;
}
void applyBadOmen(OmenState& omen, int level, int durationTicks) {
int capped = level > badOmenMaxLevel ? badOmenMaxLevel : level;
if (capped < 1) return;
if (capped >= omen.level) {
omen.level = capped;
omen.ticksRemaining = durationTicks;
}
}
void grantHeroOfTheVillage(OmenState& omen, int level, int durationTicks) {
int granted = level < 1 ? 1 : level;
if (granted >= omen.heroLevel) {
omen.heroLevel = granted;
omen.heroTicksRemaining = durationTicks;
}
}
void clearBadOmen(OmenState& omen) {
omen.level = 0;
omen.ticksRemaining = 0;
}
void tickOmen(OmenState& omen, int ticks) {
if (ticks <= 0) return;
if (omen.ticksRemaining > 0) {
omen.ticksRemaining -= ticks;
if (omen.ticksRemaining <= 0) {
omen.ticksRemaining = 0;
omen.level = 0;
}
}
if (omen.heroTicksRemaining > 0) {
omen.heroTicksRemaining -= ticks;
if (omen.heroTicksRemaining <= 0) {
omen.heroTicksRemaining = 0;
omen.heroLevel = 0;
}
}
}
const char* raidStateName(RaidState state) {
switch (state) {
case RaidState::Inactive: return "inactive";
case RaidState::Spawning: return "spawning";
case RaidState::Fighting: return "fighting";
case RaidState::Victory: return "victory";
case RaidState::Defeat: return "defeat";
case RaidState::Count: break;
}
return "unknown";
}
int golemCapFor(int villagerCount) {
if (villagerCount < golemMinimumVillagers) return 0;
int cap = villagerCount / 4;
return cap < 1 ? 1 : cap;
}
bool tickGolemSpawner(GolemSpawner& spawner, int villagerCount, int ticks) {
if (ticks <= 0) return false;
if (spawner.golemsAlive >= golemCapFor(villagerCount)) {
spawner.cooldownTicks = spawner.intervalTicks;
return false;
}
spawner.cooldownTicks -= ticks;
if (spawner.cooldownTicks > 0) return false;
spawner.cooldownTicks = spawner.intervalTicks;
++spawner.golemsAlive;
++spawner.spawnedTotal;
return true;
}
void updateGolemHostility(GolemSpawner& spawner, const ReputationView& reputation) {
spawner.hostileToPlayer = reputation.golemHostile();
}
RaidManager::RaidManager(const Vec3i& center, uint32_t seed, int difficulty)
: villageCenter(center), centerStand(center), seed(seed), difficulty(difficulty) {}
bool RaidManager::tryStart(OmenState& omen, const Vec3& playerPos, float villageRadius) {
if (raidState != RaidState::Inactive) return false;
if (!omen.hasBadOmen()) return false;
if (horizontalDistance(playerPos, cellCentre(villageCenter)) > villageRadius) return false;
omenLevel = omen.level;
waves = raidWaveCount(difficulty);
waveIdx = 0;
waveTicks = 0;
clearedTicks = 0;
elapsed = 0;
spawned = 0;
lostVillagers = 0;
attackers.clear();
golemHealth.clear();
spawner = GolemSpawner{};
raidState = RaidState::Spawning;
clearBadOmen(omen);
return true;
}
int RaidManager::livingRaiders() const {
int count = 0;
for (const Raider& attacker : attackers)
if (attacker.alive) ++count;
return count;
}
bool RaidManager::damageRaider(int index, float amount) {
if (index < 0 || index >= static_cast<int>(attackers.size())) return false;
Raider& attacker = attackers[index];
if (!attacker.alive) return false;
attacker.health -= amount;
if (attacker.health > 0.0f) return false;
attacker.health = 0.0f;
attacker.alive = false;
return true;
}
void RaidManager::spawnWave(const World& world, const PathConfig& config) {
currentWave = planRaidWave(waveIdx, omenLevel, difficulty);
int count = currentWave.total();
uint32_t rng = seed ^ (static_cast<uint32_t>(waveIdx + 1) * 0x85ebca6bu);
for (int slot = 0; slot < count; ++slot) {
Raider attacker;
attacker.id = spawned++;
attacker.kind = kindForSlot(currentWave, slot);
attacker.wave = waveIdx;
const Raider::Stats& stats = raiderStats(attacker.kind);
attacker.health = stats.maxHealth;
attacker.attackCooldown = static_cast<int>(nextRandom(rng) % 8u);
float angle = 6.2831853f * static_cast<float>(slot) / static_cast<float>(count) +
static_cast<float>(waveIdx) * 0.37f;
Vec3i column{villageCenter.x + static_cast<int>(std::lround(std::cos(angle) * raidSpawnRadius)),
villageCenter.y,
villageCenter.z + static_cast<int>(std::lround(std::sin(angle) * raidSpawnRadius))};
Vec3i spawnCell;
standableNear(world, column, 8, config, spawnCell);
attacker.position = cellCentre(spawnCell);
attacker.path = findPath(world, spawnCell, centerStand, config);
attacker.pathCursor = 0;
attackers.push_back(std::move(attacker));
}
}
// Raiders follow their route to the bell, then hunt down whoever is left.
void RaidManager::moveRaiders(const std::vector<Villager>& villagers) {
for (Raider& attacker : attackers) {
if (!attacker.alive) continue;
const Raider::Stats& stats = raiderStats(attacker.kind);
if (!attacker.path.empty() &&
attacker.pathCursor < static_cast<int>(attacker.path.size()) - 1) {
advanceAlong(attacker.position, attacker.path, attacker.pathCursor, stats.speed,
raidTickSeconds);
continue;
}
Vec3 target = cellCentre(centerStand);
float bestDistance = 0.0f;
bool found = false;
for (const Villager& villager : villagers) {
if (!villager.alive) continue;
float distance = horizontalDistance(attacker.position, villager.body.position);
if (!found || distance < bestDistance) {
target = villager.body.position;
bestDistance = distance;
found = true;
}
}
Vec3 delta = target - attacker.position;
float remaining = length(delta);
float budget = stats.speed * raidTickSeconds;
if (remaining <= budget) attacker.position = target;
else attacker.position += normalize(delta) * budget;
}
}
void RaidManager::resolveRaiderAttacks(std::vector<Villager>& villagers, PoiRegistry& pois) {
Vec3 centrePoint = cellCentre(centerStand);
for (Raider& attacker : attackers) {
if (!attacker.alive) continue;
if (attacker.attackCooldown > 0) {
--attacker.attackCooldown;
continue;
}
const Raider::Stats& stats = raiderStats(attacker.kind);
int victim = -1;
float bestDistance = 0.0f;
for (std::size_t i = 0; i < villagers.size(); ++i) {
if (!villagers[i].alive) continue;
float distance = horizontalDistance(attacker.position, villagers[i].body.position);
if (distance > stats.attackRange) continue;
if (victim < 0 || distance < bestDistance) {
victim = static_cast<int>(i);
bestDistance = distance;
}
}
if (victim >= 0) {
if (damageVillager(villagers[victim], pois, stats.damage)) ++lostVillagers;
attacker.attackCooldown = stats.attackIntervalTicks;
continue;
}
if (spawner.golemsAlive > 0 &&
horizontalDistance(attacker.position, centrePoint) <= raidGolemEngageRadius) {
for (std::size_t i = 0; i < golemHealth.size(); ++i) {
if (golemHealth[i] <= 0.0f) continue;
golemHealth[i] -= stats.damage;
if (golemHealth[i] <= 0.0f) {
golemHealth[i] = 0.0f;
--spawner.golemsAlive;
}
break;
}
attacker.attackCooldown = stats.attackIntervalTicks;
}
}
}
void RaidManager::resolveGolems(int livingVillagers) {
if (tickGolemSpawner(spawner, livingVillagers, 1)) golemHealth.push_back(spawner.maxHealth);
if (spawner.golemsAlive <= 0) return;
if (spawner.attackCooldown > 0) {
--spawner.attackCooldown;
return;
}
spawner.attackCooldown = spawner.attackIntervalTicks;
Vec3 centrePoint = cellCentre(centerStand);
for (float health : golemHealth) {
if (health <= 0.0f) continue;
int target = -1;
float bestDistance = 0.0f;
for (std::size_t i = 0; i < attackers.size(); ++i) {
if (!attackers[i].alive) continue;
float distance = horizontalDistance(attackers[i].position, centrePoint);
if (target < 0 || distance < bestDistance) {
target = static_cast<int>(i);
bestDistance = distance;
}
}
if (target < 0) return;
damageRaider(target, spawner.damagePerAttack);
}
}
void RaidManager::finishVictory(std::vector<Villager>& villagers, OmenState& omen) {
raidState = RaidState::Victory;
for (Villager& villager : villagers) {
if (!villager.alive) continue;
villager.gossip.add(GossipKind::MajorPositive, gossipMajorPositiveGain);
}
grantHeroOfTheVillage(omen, omenLevel, heroDurationTicks);
}
void RaidManager::stepOnce(const World& world, std::vector<Villager>& villagers, PoiRegistry& pois,
OmenState& omen, const VillagerSchedule& schedule,
const TimeOfDay& clock, const PathConfig& config) {
++elapsed;
for (Villager& villager : villagers)
tickVillager(world, villager, pois, clock, schedule, villageCenter, true, raidTickSeconds,
config);
if (raidState == RaidState::Spawning) {
spawnWave(world, config);
raidState = RaidState::Fighting;
waveTicks = 0;
clearedTicks = 0;
}
if (raidState != RaidState::Fighting) return;
moveRaiders(villagers);
resolveRaiderAttacks(villagers, pois);
int livingVillagers = 0;
for (const Villager& villager : villagers)
if (villager.alive) ++livingVillagers;
resolveGolems(livingVillagers);
++waveTicks;
if (livingVillagers == 0) {
raidState = RaidState::Defeat;
return;
}
int living = livingRaiders();
if (living == 0) {
++clearedTicks;
if (waveIdx + 1 >= waves) {
finishVictory(villagers, omen);
return;
}
if (clearedTicks >= raidWaveDelayTicks) {
++waveIdx;
raidState = RaidState::Spawning;
}
return;
}
if (waveTicks >= raidWaveTimeoutTicks && waveIdx + 1 < waves) {
++waveIdx;
raidState = RaidState::Spawning;
}
}
void RaidManager::tick(const World& world, std::vector<Villager>& villagers, PoiRegistry& pois,
OmenState& omen, const VillagerSchedule& schedule, const TimeOfDay& clock,
int ticks, const PathConfig& config) {
if (!active()) return;
standableNear(world, villageCenter, 8, config, centerStand);
for (int i = 0; i < ticks && active(); ++i)
stepOnce(world, villagers, pois, omen, schedule, clock, config);
}
} // namespace vf