Start repo, claude & kimi still vibing tho
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434
lib/odinsea/game/character.ex
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434
lib/odinsea/game/character.ex
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defmodule Odinsea.Game.Character do
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@moduledoc """
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Represents an in-game character (player) with stats, position, inventory, skills, etc.
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This is a GenServer that manages character state while the player is logged into a channel.
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Unlike the database schema (Odinsea.Database.Schema.Character), this module represents
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the live, mutable game state including position, buffs, equipment effects, etc.
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"""
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use GenServer
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require Logger
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alias Odinsea.Database.Schema.Character, as: CharacterDB
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alias Odinsea.Game.Map, as: GameMap
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alias Odinsea.Net.Packet.Out
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# ============================================================================
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# Data Structures
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# ============================================================================
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defmodule Stats do
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@moduledoc "Character stats (base + equipped + buffed)"
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defstruct [
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# Base stats
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:str,
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:dex,
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:int,
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:luk,
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:hp,
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:max_hp,
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:mp,
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:max_mp,
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# Computed stats (from equipment + buffs)
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:weapon_attack,
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:magic_attack,
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:weapon_defense,
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:magic_defense,
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:accuracy,
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:avoidability,
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:speed,
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:jump
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]
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@type t :: %__MODULE__{
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str: non_neg_integer(),
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dex: non_neg_integer(),
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int: non_neg_integer(),
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luk: non_neg_integer(),
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hp: non_neg_integer(),
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max_hp: non_neg_integer(),
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mp: non_neg_integer(),
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max_mp: non_neg_integer(),
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weapon_attack: non_neg_integer(),
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magic_attack: non_neg_integer(),
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weapon_defense: non_neg_integer(),
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magic_defense: non_neg_integer(),
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accuracy: non_neg_integer(),
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avoidability: non_neg_integer(),
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speed: non_neg_integer(),
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jump: non_neg_integer()
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}
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end
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defmodule Position do
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@moduledoc "Character position and stance"
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defstruct [:x, :y, :foothold, :stance]
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@type t :: %__MODULE__{
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x: integer(),
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y: integer(),
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foothold: non_neg_integer(),
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stance: byte()
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}
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end
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defmodule State do
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@moduledoc "In-game character state"
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defstruct [
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# Identity
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:character_id,
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:account_id,
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:name,
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:world_id,
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:channel_id,
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# Character data
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:level,
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:job,
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:exp,
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:meso,
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:fame,
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:gender,
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:skin_color,
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:hair,
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:face,
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# Stats
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:stats,
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# Position & Map
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:map_id,
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:position,
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:spawn_point,
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# AP/SP
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:remaining_ap,
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:remaining_sp,
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# Client connection
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:client_pid,
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# Inventory (TODO)
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:inventories,
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# Skills (TODO)
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:skills,
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# Buffs (TODO)
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:buffs,
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# Pets (TODO)
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:pets,
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# Timestamps
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:created_at,
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:updated_at
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]
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@type t :: %__MODULE__{
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character_id: pos_integer(),
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account_id: pos_integer(),
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name: String.t(),
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world_id: byte(),
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channel_id: byte(),
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level: non_neg_integer(),
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job: non_neg_integer(),
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exp: non_neg_integer(),
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meso: non_neg_integer(),
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fame: integer(),
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gender: byte(),
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skin_color: byte(),
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hair: non_neg_integer(),
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face: non_neg_integer(),
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stats: Stats.t(),
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map_id: non_neg_integer(),
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position: Position.t(),
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spawn_point: byte(),
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remaining_ap: non_neg_integer(),
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remaining_sp: list(non_neg_integer()),
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client_pid: pid() | nil,
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inventories: map(),
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skills: map(),
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buffs: list(),
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pets: list(),
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created_at: DateTime.t(),
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updated_at: DateTime.t()
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}
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end
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# ============================================================================
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# Client API
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# ============================================================================
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@doc """
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Starts a character GenServer for an in-game player.
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"""
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def start_link(opts) do
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character_id = Keyword.fetch!(opts, :character_id)
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GenServer.start_link(__MODULE__, opts, name: via_tuple(character_id))
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end
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@doc """
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Loads a character from the database and starts their GenServer.
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"""
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def load(character_id, account_id, world_id, channel_id, client_pid) do
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case Odinsea.Database.Context.get_character(character_id) do
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nil ->
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{:error, :character_not_found}
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db_char ->
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# Verify ownership
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if db_char.account_id != account_id do
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{:error, :unauthorized}
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else
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state = from_database(db_char, world_id, channel_id, client_pid)
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case start_link(character_id: character_id, state: state) do
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{:ok, pid} -> {:ok, pid, state}
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{:error, {:already_started, pid}} -> {:ok, pid, state}
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error -> error
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end
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end
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end
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end
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@doc """
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Gets the current character state.
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"""
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def get_state(character_id) do
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GenServer.call(via_tuple(character_id), :get_state)
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end
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@doc """
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Updates character position (from movement packet).
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"""
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def update_position(character_id, position) do
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GenServer.cast(via_tuple(character_id), {:update_position, position})
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end
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@doc """
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Changes the character's map.
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"""
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def change_map(character_id, new_map_id, spawn_point \\ 0) do
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GenServer.call(via_tuple(character_id), {:change_map, new_map_id, spawn_point})
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end
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@doc """
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Gets the character's current map ID.
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"""
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def get_map_id(character_id) do
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GenServer.call(via_tuple(character_id), :get_map_id)
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end
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@doc """
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Gets the character's client PID.
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"""
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def get_client_pid(character_id) do
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GenServer.call(via_tuple(character_id), :get_client_pid)
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end
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@doc """
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Saves character to database.
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"""
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def save(character_id) do
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GenServer.call(via_tuple(character_id), :save)
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end
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@doc """
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Stops the character GenServer (logout).
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"""
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def logout(character_id) do
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GenServer.stop(via_tuple(character_id), :normal)
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end
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# ============================================================================
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# GenServer Callbacks
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# ============================================================================
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@impl true
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def init(opts) do
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state = Keyword.fetch!(opts, :state)
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Logger.debug("Character loaded: #{state.name} (ID: #{state.character_id})")
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{:ok, state}
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end
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@impl true
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def handle_call(:get_state, _from, state) do
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{:reply, state, state}
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end
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@impl true
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def handle_call(:get_map_id, _from, state) do
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{:reply, state.map_id, state}
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end
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@impl true
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def handle_call(:get_client_pid, _from, state) do
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{:reply, state.client_pid, state}
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end
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@impl true
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def handle_call({:change_map, new_map_id, spawn_point}, _from, state) do
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old_map_id = state.map_id
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# Remove from old map
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if old_map_id do
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GameMap.remove_player(old_map_id, state.character_id)
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end
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# Update state
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new_state = %{
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state
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| map_id: new_map_id,
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spawn_point: spawn_point,
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updated_at: DateTime.utc_now()
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}
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# Add to new map
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GameMap.add_player(new_map_id, state.character_id)
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{:reply, :ok, new_state}
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end
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@impl true
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def handle_call(:save, _from, state) do
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result = save_to_database(state)
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{:reply, result, state}
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end
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@impl true
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def handle_cast({:update_position, position}, state) do
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new_state = %{
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state
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| position: position,
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updated_at: DateTime.utc_now()
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}
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{:noreply, new_state}
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end
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@impl true
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def terminate(reason, state) do
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Logger.debug(
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"Character logout: #{state.name} (ID: #{state.character_id}), reason: #{inspect(reason)}"
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)
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# Remove from map
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if state.map_id do
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GameMap.remove_player(state.map_id, state.character_id)
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end
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# Save to database
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save_to_database(state)
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:ok
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end
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# ============================================================================
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# Helper Functions
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# ============================================================================
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defp via_tuple(character_id) do
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{:via, Registry, {Odinsea.CharacterRegistry, character_id}}
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end
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@doc """
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Converts database character to in-game state.
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"""
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def from_database(%CharacterDB{} = db_char, world_id, channel_id, client_pid) do
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stats = %Stats{
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str: db_char.str,
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dex: db_char.dex,
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int: db_char.int,
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luk: db_char.luk,
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hp: db_char.hp,
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max_hp: db_char.max_hp,
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mp: db_char.mp,
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max_mp: db_char.max_mp,
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# Computed stats - TODO: calculate from equipment
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weapon_attack: 0,
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magic_attack: 0,
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weapon_defense: 0,
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magic_defense: 0,
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accuracy: 0,
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avoidability: 0,
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speed: 100,
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jump: 100
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}
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position = %Position{
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x: 0,
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y: 0,
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foothold: 0,
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stance: 0
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}
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# Parse remaining_sp (stored as comma-separated string in Java version)
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remaining_sp =
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case db_char.remaining_sp do
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nil -> [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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sp_str when is_binary(sp_str) -> parse_sp_string(sp_str)
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sp_list when is_list(sp_list) -> sp_list
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end
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%State{
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character_id: db_char.id,
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account_id: db_char.account_id,
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name: db_char.name,
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world_id: world_id,
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channel_id: channel_id,
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level: db_char.level,
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job: db_char.job,
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exp: db_char.exp,
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meso: db_char.meso,
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fame: db_char.fame,
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gender: db_char.gender,
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skin_color: db_char.skin_color,
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hair: db_char.hair,
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face: db_char.face,
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stats: stats,
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map_id: db_char.map_id,
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position: position,
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spawn_point: db_char.spawn_point,
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remaining_ap: db_char.remaining_ap,
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remaining_sp: remaining_sp,
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client_pid: client_pid,
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inventories: %{},
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skills: %{},
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buffs: [],
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pets: [],
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created_at: db_char.inserted_at,
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updated_at: DateTime.utc_now()
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}
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end
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defp parse_sp_string(sp_str) do
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sp_str
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|> String.split(",")
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|> Enum.map(&String.to_integer/1)
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|> Kernel.++(List.duplicate(0, 10))
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|> Enum.take(10)
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rescue
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_ -> [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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end
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@doc """
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Saves character state to database.
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"""
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def save_to_database(%State{} = state) do
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# Convert remaining_sp list to comma-separated string for database
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sp_string = Enum.join(state.remaining_sp, ",")
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attrs = %{
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level: state.level,
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job: state.job,
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exp: state.exp,
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str: state.stats.str,
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dex: state.stats.dex,
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int: state.stats.int,
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luk: state.stats.luk,
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hp: state.stats.hp,
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max_hp: state.stats.max_hp,
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mp: state.stats.mp,
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max_mp: state.stats.max_mp,
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meso: state.meso,
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fame: state.fame,
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map_id: state.map_id,
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spawn_point: state.spawn_point,
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remaining_ap: state.remaining_ap,
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remaining_sp: sp_string
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}
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Odinsea.Database.Context.update_character(state.character_id, attrs)
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end
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end
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