Start repo, claude & kimi still vibing tho

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ra
2026-02-14 17:04:21 -07:00
commit f5b8aeb39d
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defmodule Odinsea.Game.Character do
@moduledoc """
Represents an in-game character (player) with stats, position, inventory, skills, etc.
This is a GenServer that manages character state while the player is logged into a channel.
Unlike the database schema (Odinsea.Database.Schema.Character), this module represents
the live, mutable game state including position, buffs, equipment effects, etc.
"""
use GenServer
require Logger
alias Odinsea.Database.Schema.Character, as: CharacterDB
alias Odinsea.Game.Map, as: GameMap
alias Odinsea.Net.Packet.Out
# ============================================================================
# Data Structures
# ============================================================================
defmodule Stats do
@moduledoc "Character stats (base + equipped + buffed)"
defstruct [
# Base stats
:str,
:dex,
:int,
:luk,
:hp,
:max_hp,
:mp,
:max_mp,
# Computed stats (from equipment + buffs)
:weapon_attack,
:magic_attack,
:weapon_defense,
:magic_defense,
:accuracy,
:avoidability,
:speed,
:jump
]
@type t :: %__MODULE__{
str: non_neg_integer(),
dex: non_neg_integer(),
int: non_neg_integer(),
luk: non_neg_integer(),
hp: non_neg_integer(),
max_hp: non_neg_integer(),
mp: non_neg_integer(),
max_mp: non_neg_integer(),
weapon_attack: non_neg_integer(),
magic_attack: non_neg_integer(),
weapon_defense: non_neg_integer(),
magic_defense: non_neg_integer(),
accuracy: non_neg_integer(),
avoidability: non_neg_integer(),
speed: non_neg_integer(),
jump: non_neg_integer()
}
end
defmodule Position do
@moduledoc "Character position and stance"
defstruct [:x, :y, :foothold, :stance]
@type t :: %__MODULE__{
x: integer(),
y: integer(),
foothold: non_neg_integer(),
stance: byte()
}
end
defmodule State do
@moduledoc "In-game character state"
defstruct [
# Identity
:character_id,
:account_id,
:name,
:world_id,
:channel_id,
# Character data
:level,
:job,
:exp,
:meso,
:fame,
:gender,
:skin_color,
:hair,
:face,
# Stats
:stats,
# Position & Map
:map_id,
:position,
:spawn_point,
# AP/SP
:remaining_ap,
:remaining_sp,
# Client connection
:client_pid,
# Inventory (TODO)
:inventories,
# Skills (TODO)
:skills,
# Buffs (TODO)
:buffs,
# Pets (TODO)
:pets,
# Timestamps
:created_at,
:updated_at
]
@type t :: %__MODULE__{
character_id: pos_integer(),
account_id: pos_integer(),
name: String.t(),
world_id: byte(),
channel_id: byte(),
level: non_neg_integer(),
job: non_neg_integer(),
exp: non_neg_integer(),
meso: non_neg_integer(),
fame: integer(),
gender: byte(),
skin_color: byte(),
hair: non_neg_integer(),
face: non_neg_integer(),
stats: Stats.t(),
map_id: non_neg_integer(),
position: Position.t(),
spawn_point: byte(),
remaining_ap: non_neg_integer(),
remaining_sp: list(non_neg_integer()),
client_pid: pid() | nil,
inventories: map(),
skills: map(),
buffs: list(),
pets: list(),
created_at: DateTime.t(),
updated_at: DateTime.t()
}
end
# ============================================================================
# Client API
# ============================================================================
@doc """
Starts a character GenServer for an in-game player.
"""
def start_link(opts) do
character_id = Keyword.fetch!(opts, :character_id)
GenServer.start_link(__MODULE__, opts, name: via_tuple(character_id))
end
@doc """
Loads a character from the database and starts their GenServer.
"""
def load(character_id, account_id, world_id, channel_id, client_pid) do
case Odinsea.Database.Context.get_character(character_id) do
nil ->
{:error, :character_not_found}
db_char ->
# Verify ownership
if db_char.account_id != account_id do
{:error, :unauthorized}
else
state = from_database(db_char, world_id, channel_id, client_pid)
case start_link(character_id: character_id, state: state) do
{:ok, pid} -> {:ok, pid, state}
{:error, {:already_started, pid}} -> {:ok, pid, state}
error -> error
end
end
end
end
@doc """
Gets the current character state.
"""
def get_state(character_id) do
GenServer.call(via_tuple(character_id), :get_state)
end
@doc """
Updates character position (from movement packet).
"""
def update_position(character_id, position) do
GenServer.cast(via_tuple(character_id), {:update_position, position})
end
@doc """
Changes the character's map.
"""
def change_map(character_id, new_map_id, spawn_point \\ 0) do
GenServer.call(via_tuple(character_id), {:change_map, new_map_id, spawn_point})
end
@doc """
Gets the character's current map ID.
"""
def get_map_id(character_id) do
GenServer.call(via_tuple(character_id), :get_map_id)
end
@doc """
Gets the character's client PID.
"""
def get_client_pid(character_id) do
GenServer.call(via_tuple(character_id), :get_client_pid)
end
@doc """
Saves character to database.
"""
def save(character_id) do
GenServer.call(via_tuple(character_id), :save)
end
@doc """
Stops the character GenServer (logout).
"""
def logout(character_id) do
GenServer.stop(via_tuple(character_id), :normal)
end
# ============================================================================
# GenServer Callbacks
# ============================================================================
@impl true
def init(opts) do
state = Keyword.fetch!(opts, :state)
Logger.debug("Character loaded: #{state.name} (ID: #{state.character_id})")
{:ok, state}
end
@impl true
def handle_call(:get_state, _from, state) do
{:reply, state, state}
end
@impl true
def handle_call(:get_map_id, _from, state) do
{:reply, state.map_id, state}
end
@impl true
def handle_call(:get_client_pid, _from, state) do
{:reply, state.client_pid, state}
end
@impl true
def handle_call({:change_map, new_map_id, spawn_point}, _from, state) do
old_map_id = state.map_id
# Remove from old map
if old_map_id do
GameMap.remove_player(old_map_id, state.character_id)
end
# Update state
new_state = %{
state
| map_id: new_map_id,
spawn_point: spawn_point,
updated_at: DateTime.utc_now()
}
# Add to new map
GameMap.add_player(new_map_id, state.character_id)
{:reply, :ok, new_state}
end
@impl true
def handle_call(:save, _from, state) do
result = save_to_database(state)
{:reply, result, state}
end
@impl true
def handle_cast({:update_position, position}, state) do
new_state = %{
state
| position: position,
updated_at: DateTime.utc_now()
}
{:noreply, new_state}
end
@impl true
def terminate(reason, state) do
Logger.debug(
"Character logout: #{state.name} (ID: #{state.character_id}), reason: #{inspect(reason)}"
)
# Remove from map
if state.map_id do
GameMap.remove_player(state.map_id, state.character_id)
end
# Save to database
save_to_database(state)
:ok
end
# ============================================================================
# Helper Functions
# ============================================================================
defp via_tuple(character_id) do
{:via, Registry, {Odinsea.CharacterRegistry, character_id}}
end
@doc """
Converts database character to in-game state.
"""
def from_database(%CharacterDB{} = db_char, world_id, channel_id, client_pid) do
stats = %Stats{
str: db_char.str,
dex: db_char.dex,
int: db_char.int,
luk: db_char.luk,
hp: db_char.hp,
max_hp: db_char.max_hp,
mp: db_char.mp,
max_mp: db_char.max_mp,
# Computed stats - TODO: calculate from equipment
weapon_attack: 0,
magic_attack: 0,
weapon_defense: 0,
magic_defense: 0,
accuracy: 0,
avoidability: 0,
speed: 100,
jump: 100
}
position = %Position{
x: 0,
y: 0,
foothold: 0,
stance: 0
}
# Parse remaining_sp (stored as comma-separated string in Java version)
remaining_sp =
case db_char.remaining_sp do
nil -> [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
sp_str when is_binary(sp_str) -> parse_sp_string(sp_str)
sp_list when is_list(sp_list) -> sp_list
end
%State{
character_id: db_char.id,
account_id: db_char.account_id,
name: db_char.name,
world_id: world_id,
channel_id: channel_id,
level: db_char.level,
job: db_char.job,
exp: db_char.exp,
meso: db_char.meso,
fame: db_char.fame,
gender: db_char.gender,
skin_color: db_char.skin_color,
hair: db_char.hair,
face: db_char.face,
stats: stats,
map_id: db_char.map_id,
position: position,
spawn_point: db_char.spawn_point,
remaining_ap: db_char.remaining_ap,
remaining_sp: remaining_sp,
client_pid: client_pid,
inventories: %{},
skills: %{},
buffs: [],
pets: [],
created_at: db_char.inserted_at,
updated_at: DateTime.utc_now()
}
end
defp parse_sp_string(sp_str) do
sp_str
|> String.split(",")
|> Enum.map(&String.to_integer/1)
|> Kernel.++(List.duplicate(0, 10))
|> Enum.take(10)
rescue
_ -> [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
end
@doc """
Saves character state to database.
"""
def save_to_database(%State{} = state) do
# Convert remaining_sp list to comma-separated string for database
sp_string = Enum.join(state.remaining_sp, ",")
attrs = %{
level: state.level,
job: state.job,
exp: state.exp,
str: state.stats.str,
dex: state.stats.dex,
int: state.stats.int,
luk: state.stats.luk,
hp: state.stats.hp,
max_hp: state.stats.max_hp,
mp: state.stats.mp,
max_mp: state.stats.max_mp,
meso: state.meso,
fame: state.fame,
map_id: state.map_id,
spawn_point: state.spawn_point,
remaining_ap: state.remaining_ap,
remaining_sp: sp_string
}
Odinsea.Database.Context.update_character(state.character_id, attrs)
end
end

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lib/odinsea/game/map.ex Normal file
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defmodule Odinsea.Game.Map do
@moduledoc """
Represents a game map instance.
Each map is a GenServer that manages all objects on the map:
- Players
- Monsters (mobs)
- NPCs
- Items (drops)
- Reactors
- Portals
Maps are registered by map_id and belong to a specific channel.
"""
use GenServer
require Logger
alias Odinsea.Game.Character
alias Odinsea.Channel.Packets, as: ChannelPackets
# ============================================================================
# Data Structures
# ============================================================================
defmodule State do
@moduledoc "Map instance state"
defstruct [
# Map identity
:map_id,
:channel_id,
# Objects on map (by type)
:players,
# Map stores character_id => %{oid: integer(), character: Character.State}
:monsters,
# Map stores oid => Monster
:npcs,
# Map stores oid => NPC
:items,
# Map stores oid => Item
:reactors,
# Map stores oid => Reactor
# Object ID counter
:next_oid,
# Map properties (TODO: load from WZ data)
:return_map,
:forced_return,
:time_limit,
:field_limit,
:mob_rate,
:drop_rate,
# Timestamps
:created_at
]
@type t :: %__MODULE__{
map_id: non_neg_integer(),
channel_id: byte(),
players: %{pos_integer() => map()},
monsters: %{pos_integer() => any()},
npcs: %{pos_integer() => any()},
items: %{pos_integer() => any()},
reactors: %{pos_integer() => any()},
next_oid: pos_integer(),
return_map: non_neg_integer() | nil,
forced_return: non_neg_integer() | nil,
time_limit: non_neg_integer() | nil,
field_limit: non_neg_integer() | nil,
mob_rate: float(),
drop_rate: float(),
created_at: DateTime.t()
}
end
# ============================================================================
# Client API
# ============================================================================
@doc """
Starts a map GenServer.
"""
def start_link(opts) do
map_id = Keyword.fetch!(opts, :map_id)
channel_id = Keyword.fetch!(opts, :channel_id)
GenServer.start_link(__MODULE__, opts, name: via_tuple(map_id, channel_id))
end
@doc """
Ensures a map is loaded for the given channel.
"""
def ensure_map(map_id, channel_id) do
case Registry.lookup(Odinsea.MapRegistry, {map_id, channel_id}) do
[{pid, _}] ->
{:ok, pid}
[] ->
# Start map via DynamicSupervisor
spec = {__MODULE__, map_id: map_id, channel_id: channel_id}
case DynamicSupervisor.start_child(Odinsea.MapSupervisor, spec) do
{:ok, pid} -> {:ok, pid}
{:error, {:already_started, pid}} -> {:ok, pid}
error -> error
end
end
end
@doc """
Adds a player to the map.
"""
def add_player(map_id, character_id) do
# TODO: Get channel_id from somewhere
channel_id = 1
{:ok, _pid} = ensure_map(map_id, channel_id)
GenServer.call(via_tuple(map_id, channel_id), {:add_player, character_id})
end
@doc """
Removes a player from the map.
"""
def remove_player(map_id, character_id) do
# TODO: Get channel_id from somewhere
channel_id = 1
case Registry.lookup(Odinsea.MapRegistry, {map_id, channel_id}) do
[{_pid, _}] ->
GenServer.call(via_tuple(map_id, channel_id), {:remove_player, character_id})
[] ->
:ok
end
end
@doc """
Broadcasts a packet to all players on the map.
"""
def broadcast(map_id, channel_id, packet) do
GenServer.cast(via_tuple(map_id, channel_id), {:broadcast, packet})
end
@doc """
Broadcasts a packet to all players except the specified character.
"""
def broadcast_except(map_id, channel_id, except_character_id, packet) do
GenServer.cast(via_tuple(map_id, channel_id), {:broadcast_except, except_character_id, packet})
end
@doc """
Gets all players on the map.
"""
def get_players(map_id, channel_id) do
GenServer.call(via_tuple(map_id, channel_id), :get_players)
end
# ============================================================================
# GenServer Callbacks
# ============================================================================
@impl true
def init(opts) do
map_id = Keyword.fetch!(opts, :map_id)
channel_id = Keyword.fetch!(opts, :channel_id)
state = %State{
map_id: map_id,
channel_id: channel_id,
players: %{},
monsters: %{},
npcs: %{},
items: %{},
reactors: %{},
next_oid: 500_000,
return_map: nil,
forced_return: nil,
time_limit: nil,
field_limit: 0,
mob_rate: 1.0,
drop_rate: 1.0,
created_at: DateTime.utc_now()
}
Logger.debug("Map loaded: #{map_id} (channel #{channel_id})")
{:ok, state}
end
@impl true
def handle_call({:add_player, character_id}, _from, state) do
# Allocate OID for this player
oid = state.next_oid
# Get character state
case Character.get_state(character_id) do
%Character.State{} = char_state ->
# Add player to map
player_entry = %{
oid: oid,
character: char_state
}
new_players = Map.put(state.players, character_id, player_entry)
# Broadcast spawn packet to other players
spawn_packet = ChannelPackets.spawn_player(oid, char_state)
broadcast_to_players(new_players, spawn_packet, except: character_id)
# Send existing players to new player
client_pid = char_state.client_pid
if client_pid do
send_existing_players(client_pid, new_players, except: character_id)
end
new_state = %{
state
| players: new_players,
next_oid: oid + 1
}
{:reply, {:ok, oid}, new_state}
nil ->
{:reply, {:error, :character_not_found}, state}
end
end
@impl true
def handle_call({:remove_player, character_id}, _from, state) do
case Map.get(state.players, character_id) do
nil ->
{:reply, :ok, state}
player_entry ->
# Broadcast despawn packet
despawn_packet = ChannelPackets.remove_player(player_entry.oid)
broadcast_to_players(state.players, despawn_packet, except: character_id)
# Remove from map
new_players = Map.delete(state.players, character_id)
new_state = %{state | players: new_players}
{:reply, :ok, new_state}
end
end
@impl true
def handle_call(:get_players, _from, state) do
{:reply, state.players, state}
end
@impl true
def handle_cast({:broadcast, packet}, state) do
broadcast_to_players(state.players, packet)
{:noreply, state}
end
@impl true
def handle_cast({:broadcast_except, except_character_id, packet}, state) do
broadcast_to_players(state.players, packet, except: except_character_id)
{:noreply, state}
end
# ============================================================================
# Helper Functions
# ============================================================================
defp via_tuple(map_id, channel_id) do
{:via, Registry, {Odinsea.MapRegistry, {map_id, channel_id}}}
end
defp broadcast_to_players(players, packet, opts \\ []) do
except_char_id = Keyword.get(opts, :except)
Enum.each(players, fn
{char_id, %{character: char_state}} when char_id != except_char_id ->
if char_state.client_pid do
send_packet(char_state.client_pid, packet)
end
_ ->
:ok
end)
end
defp send_existing_players(client_pid, players, opts) do
except_char_id = Keyword.get(opts, :except)
Enum.each(players, fn
{char_id, %{oid: oid, character: char_state}} when char_id != except_char_id ->
spawn_packet = ChannelPackets.spawn_player(oid, char_state)
send_packet(client_pid, spawn_packet)
_ ->
:ok
end)
end
defp send_packet(client_pid, packet) do
send(client_pid, {:send_packet, packet})
end
end

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defmodule Odinsea.Game.Movement do
@moduledoc """
Movement parsing and validation for players, mobs, pets, summons, and dragons.
Ported from Java MovementParse.java.
Movement types (kind):
- 1: Player
- 2: Mob
- 3: Pet
- 4: Summon
- 5: Dragon
This is a SIMPLIFIED implementation for now. The full Java version has complex
parsing for different movement command types. We'll expand this as needed.
"""
require Logger
alias Odinsea.Net.Packet.In
alias Odinsea.Game.Character.Position
@doc """
Parses movement data from a packet.
Returns {:ok, movements} or {:error, reason}.
For now, this returns a simplified structure. The full implementation
would parse all movement fragment types.
"""
def parse_movement(packet, _kind) do
num_commands = In.decode_byte(packet)
# For now, just skip through the movement data and extract final position
# TODO: Implement full movement parsing with all command types
case extract_final_position(packet, num_commands) do
{:ok, position} ->
{:ok, %{num_commands: num_commands, final_position: position}}
:error ->
{:error, :invalid_movement}
end
end
@doc """
Updates an entity's position from movement data.
"""
def update_position(_movements, character_id) do
# TODO: Implement position update logic
# For now, just return ok
Logger.debug("Update position for character #{character_id}")
:ok
end
# ============================================================================
# Private Functions
# ============================================================================
# Extract the final position from movement data
# This is a TEMPORARY simplification - we just read through the movement
# commands and try to extract the last absolute position
defp extract_final_position(packet, num_commands) do
try do
final_pos = parse_commands(packet, num_commands, nil)
{:ok, final_pos || %{x: 0, y: 0, stance: 0, foothold: 0}}
rescue
_ ->
:error
end
end
defp parse_commands(_packet, 0, last_position) do
last_position
end
defp parse_commands(packet, remaining, last_position) do
command = In.decode_byte(packet)
new_position =
case command do
# Absolute movement commands - extract position
cmd when cmd in [0, 37, 38, 39, 40, 41, 42] ->
x = In.decode_short(packet)
y = In.decode_short(packet)
_xwobble = In.decode_short(packet)
_ywobble = In.decode_short(packet)
_unk = In.decode_short(packet)
_xoffset = In.decode_short(packet)
_yoffset = In.decode_short(packet)
stance = In.decode_byte(packet)
_duration = In.decode_short(packet)
%{x: x, y: y, stance: stance, foothold: 0}
# Relative movement - skip for now
cmd when cmd in [1, 2, 33, 34, 36] ->
_xmod = In.decode_short(packet)
_ymod = In.decode_short(packet)
_stance = In.decode_byte(packet)
_duration = In.decode_short(packet)
last_position
# Teleport movement
cmd when cmd in [3, 4, 8, 100, 101] ->
x = In.decode_short(packet)
y = In.decode_short(packet)
_xwobble = In.decode_short(packet)
_ywobble = In.decode_short(packet)
stance = In.decode_byte(packet)
%{x: x, y: y, stance: stance, foothold: 0}
# Chair movement
cmd when cmd in [9, 12] ->
x = In.decode_short(packet)
y = In.decode_short(packet)
_unk = In.decode_short(packet)
stance = In.decode_byte(packet)
_duration = In.decode_short(packet)
%{x: x, y: y, stance: stance, foothold: 0}
# Aran combat step
cmd when cmd in [21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 35] ->
_stance = In.decode_byte(packet)
_unk = In.decode_short(packet)
last_position
# Jump down
cmd when cmd in [13, 14] ->
# Simplified - just skip the data
x = In.decode_short(packet)
y = In.decode_short(packet)
_xwobble = In.decode_short(packet)
_ywobble = In.decode_short(packet)
_unk = In.decode_short(packet)
_fh = In.decode_short(packet)
_xoffset = In.decode_short(packet)
_yoffset = In.decode_short(packet)
stance = In.decode_byte(packet)
_duration = In.decode_short(packet)
%{x: x, y: y, stance: stance, foothold: 0}
# Unknown/unhandled - log and skip
_ ->
Logger.warning("Unhandled movement command: #{command}")
last_position
end
parse_commands(packet, remaining - 1, new_position || last_position)
end
end