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odinsea-elixir/lib/odinsea/game/events/fitness.ex
2026-02-14 23:12:33 -07:00

299 lines
9.3 KiB
Elixir

defmodule Odinsea.Game.Events.Fitness do
@moduledoc """
Fitness Event - Maple Physical Fitness Test obstacle course.
Ported from Java `server.events.MapleFitness`.
## Gameplay
- 4 stage obstacle course that players must navigate
- Time limit of 10 minutes
- Players who reach the end within time limit get prize
- Death during event results in elimination
## Maps
- Stage 1: 109040000 (Start - monkeys throwing bananas)
- Stage 2: 109040001 (Stage 2 - monkeys)
- Stage 3: 109040002 (Stage 3 - traps)
- Stage 4: 109040003 (Stage 4 - last stage)
- Finish: 109040004
## Win Condition
- Reach the finish map within 10 minutes
- All finishers get prize regardless of order
"""
alias Odinsea.Game.Event
alias Odinsea.Game.Timer.EventTimer
alias Odinsea.Game.Character
require Logger
# ============================================================================
# Types
# ============================================================================
@typedoc "Fitness event state"
@type t :: %__MODULE__{
base: Event.t(),
time_started: integer() | nil, # Unix timestamp ms
event_duration: non_neg_integer(),
schedules: [reference()]
}
defstruct [
:base,
time_started: nil,
event_duration: 600_000, # 10 minutes
schedules: []
]
# ============================================================================
# Constants
# ============================================================================
@map_ids [109040000, 109040001, 109040002, 109040003, 109040004]
@event_duration 600_000 # 10 minutes in ms
@message_interval 60_000 # Broadcast messages every minute
# Message schedule based on time remaining
@messages [
{10_000, "You have 10 sec left. Those of you unable to beat the game, we hope you beat it next time! Great job everyone!! See you later~"},
{110_000, "Alright, you don't have much time remaining. Please hurry up a little!"},
{210_000, "The 4th stage is the last one for [The Maple Physical Fitness Test]. Please don't give up at the last minute and try your best. The reward is waiting for you at the very top!"},
{310_000, "The 3rd stage offers traps where you may see them, but you won't be able to step on them. Please be careful of them as you make your way up."},
{400_000, "For those who have heavy lags, please make sure to move slowly to avoid falling all the way down because of lags."},
{500_000, "Please remember that if you die during the event, you'll be eliminated from the game. If you're running out of HP, either take a potion or recover HP first before moving on."},
{600_000, "The most important thing you'll need to know to avoid the bananas thrown by the monkeys is *Timing* Timing is everything in this!"},
{660_000, "The 2nd stage offers monkeys throwing bananas. Please make sure to avoid them by moving along at just the right timing."},
{700_000, "Please remember that if you die during the event, you'll be eliminated from the game. You still have plenty of time left, so either take a potion or recover HP first before moving on."},
{780_000, "Everyone that clears [The Maple Physical Fitness Test] on time will be given an item, regardless of the order of finish, so just relax, take your time, and clear the 4 stages."},
{840_000, "There may be a heavy lag due to many users at stage 1 all at once. It won't be difficult, so please make sure not to fall down because of heavy lag."},
{900_000, "[MapleStory Physical Fitness Test] consists of 4 stages, and if you happen to die during the game, you'll be eliminated from the game, so please be careful of that."}
]
# ============================================================================
# Event Implementation
# ============================================================================
@doc """
Creates a new Fitness event for the given channel.
"""
def new(channel_id) do
base = Event.new(:fitness, channel_id, @map_ids)
%__MODULE__{
base: base,
time_started: nil,
event_duration: @event_duration,
schedules: []
}
end
@doc """
Returns the map IDs for this event type.
"""
def map_ids, do: @map_ids
@doc """
Resets the event state for a new game.
"""
def reset(%__MODULE__{} = event) do
# Cancel existing schedules
cancel_schedules(event)
base = %{event.base | is_running: true, player_count: 0}
%__MODULE__{
event |
base: base,
time_started: nil,
schedules: []
}
end
@doc """
Cleans up the event after it ends.
"""
def unreset(%__MODULE__{} = event) do
cancel_schedules(event)
# Close entry portal
set_portal_state(event, "join00", false)
base = %{event.base | is_running: false, player_count: 0}
%__MODULE__{
event |
base: base,
time_started: nil,
schedules: []
}
end
@doc """
Called when a player finishes (reaches end map).
Gives prize and achievement.
"""
def finished(%__MODULE__{} = event, character) do
Logger.info("Player #{character.name} finished Fitness event!")
# Give prize
Event.give_prize(character)
# Give achievement (ID 20)
Character.finish_achievement(character, 20)
:ok
end
@doc """
Called when a player loads into an event map.
Sends clock if timer is running.
"""
def on_map_load(%__MODULE__{} = event, character) do
if is_timer_started(event) do
time_left = get_time_left(event)
Logger.debug("Sending fitness clock to #{character.name}: #{div(time_left, 1000)}s remaining")
# Send clock packet with time left
end
:ok
end
@doc """
Starts the fitness event gameplay.
"""
def start_event(%__MODULE__{} = event) do
Logger.info("Starting Fitness event on channel #{event.base.channel_id}")
now = System.system_time(:millisecond)
# Open entry portal
set_portal_state(event, "join00", true)
# Broadcast start
Event.broadcast_to_event(event.base, :event_started)
Event.broadcast_to_event(event.base, {:clock, div(@event_duration, 1000)})
# Schedule event end
end_ref = EventTimer.schedule(
fn -> end_event(event) end,
@event_duration
)
# Start message broadcasting
msg_ref = start_message_schedule(event)
%__MODULE__{
event |
time_started: now,
schedules: [end_ref, msg_ref]
}
end
@doc """
Checks if the timer has started.
"""
def is_timer_started(%__MODULE__{time_started: nil}), do: false
def is_timer_started(%__MODULE__{}), do: true
@doc """
Gets the total event duration in milliseconds.
"""
def get_time(%__MODULE__{event_duration: duration}), do: duration
@doc """
Gets the time remaining in milliseconds.
"""
def get_time_left(%__MODULE__{time_started: nil}), do: @event_duration
def get_time_left(%__MODULE__{time_started: started, event_duration: duration}) do
elapsed = System.system_time(:millisecond) - started
max(0, duration - elapsed)
end
@doc """
Gets the time elapsed in milliseconds.
"""
def get_time_elapsed(%__MODULE__{time_started: nil}), do: 0
def get_time_elapsed(%__MODULE__{time_started: started}) do
System.system_time(:millisecond) - started
end
@doc """
Checks if a player is eliminated (died during event).
"""
def eliminated?(character) do
# Check if character died while on event maps
# This would check character state
character.hp <= 0
end
@doc """
Eliminates a player from the event.
"""
def eliminate_player(%__MODULE__{} = event, character) do
Logger.info("Player #{character.name} eliminated from Fitness event")
# Warp player out
Event.warp_back(character)
# Unregister from event
base = Event.unregister_player(event.base, character.id)
%{event | base: base}
end
# ============================================================================
# Private Functions
# ============================================================================
defp cancel_schedules(%__MODULE__{schedules: schedules} = event) do
Enum.each(schedules, fn ref ->
EventTimer.cancel(ref)
end)
%{event | schedules: []}
end
defp start_message_schedule(%__MODULE__{} = event) do
# Register recurring task for message broadcasting
{:ok, ref} = EventTimer.register(
fn -> check_and_broadcast_messages(event) end,
@message_interval,
0
)
ref
end
defp check_and_broadcast_messages(%__MODULE__{} = event) do
time_left = get_time_left(event)
# Find messages that should be broadcast based on time left
messages_to_send = Enum.filter(@messages, fn {threshold, _} ->
time_left <= threshold and time_left > threshold - @message_interval
end)
Enum.each(messages_to_send, fn {_, message} ->
Event.broadcast_to_event(event.base, {:server_notice, message})
end)
end
defp set_portal_state(%__MODULE__{}, _portal_name, _state) do
# In real implementation, this would update the map portal state
# allowing or preventing players from entering
:ok
end
defp end_event(%__MODULE__{} = event) do
Logger.info("Fitness event ended on channel #{event.base.channel_id}")
# Warp out all remaining players
# In real implementation:
# - Get all players on event maps
# - Warp each back to saved location
# Unreset event
unreset(event)
end
end