248 lines
6.3 KiB
Elixir
248 lines
6.3 KiB
Elixir
defmodule Odinsea.Game.Events.Survival do
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@moduledoc """
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Survival Event - Last-man-standing platform challenge.
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Ported from Java `server.events.MapleSurvival`.
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## Gameplay
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- Players must navigate platforms without falling
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- Fall once = elimination
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- Last players to survive win
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## Maps
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- Stage 1: 809040000
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- Stage 2: 809040100
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## Win Condition
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- Survive until time runs out
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- Last players standing win
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"""
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alias Odinsea.Game.Event
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alias Odinsea.Game.Timer.EventTimer
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alias Odinsea.Game.Character
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require Logger
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# ============================================================================
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# Types
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# ============================================================================
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@typedoc "Survival event state"
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@type t :: %__MODULE__{
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base: Event.t(),
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time_started: integer() | nil,
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event_duration: non_neg_integer(),
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schedules: [reference()]
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}
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defstruct [
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:base,
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time_started: nil,
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event_duration: 360_000, # 6 minutes default
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schedules: []
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]
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# ============================================================================
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# Constants
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# ============================================================================
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@map_ids [809040000, 809040100]
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@default_duration 360_000 # 6 minutes in ms
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# ============================================================================
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# Event Implementation
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# ============================================================================
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@doc """
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Creates a new Survival event for the given channel.
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"""
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def new(channel_id) do
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base = Event.new(:survival, channel_id, @map_ids)
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%__MODULE__{
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base: base,
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time_started: nil,
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event_duration: @default_duration,
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schedules: []
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}
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end
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@doc """
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Returns the map IDs for this event type.
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"""
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def map_ids, do: @map_ids
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@doc """
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Resets the event state for a new game.
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"""
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def reset(%__MODULE__{} = event) do
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# Cancel existing schedules
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cancel_schedules(event)
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# Close entry portal
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set_portal_state(event, "join00", false)
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base = %{event.base | is_running: true, player_count: 0}
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%__MODULE__{
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event |
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base: base,
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time_started: nil,
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schedules: []
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}
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end
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@doc """
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Cleans up the event after it ends.
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"""
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def unreset(%__MODULE__{} = event) do
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cancel_schedules(event)
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# Open entry portal
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set_portal_state(event, "join00", true)
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base = %{event.base | is_running: false, player_count: 0}
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%__MODULE__{
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event |
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base: base,
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time_started: nil,
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schedules: []
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}
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end
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@doc """
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Called when a player finishes (reaches end map).
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Gives prize and achievement.
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"""
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def finished(%__MODULE__{} = event, character) do
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Logger.info("Player #{character.name} finished Survival event!")
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# Give prize
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Event.give_prize(character)
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# Give achievement (ID 25)
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Character.finish_achievement(character, 25)
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:ok
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end
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@doc """
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Called when a player loads into an event map.
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Sends clock if timer is running.
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"""
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def on_map_load(%__MODULE__{} = event, character) do
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if is_timer_started(event) do
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time_left = get_time_left(event)
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Logger.debug("Sending Survival clock to #{character.name}: #{div(time_left, 1000)}s remaining")
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# Send clock packet
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end
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:ok
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end
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@doc """
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Starts the Survival event gameplay.
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"""
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def start_event(%__MODULE__{} = event) do
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Logger.info("Starting Survival event on channel #{event.base.channel_id}")
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now = System.system_time(:millisecond)
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# Close entry portal
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set_portal_state(event, "join00", false)
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# Broadcast start
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Event.broadcast_to_event(event.base, :event_started)
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Event.broadcast_to_event(event.base, {:clock, div(event.event_duration, 1000)})
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Event.broadcast_to_event(event.base, {:server_notice, "The portal has now opened. Press the up arrow key at the portal to enter."})
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Event.broadcast_to_event(event.base, {:server_notice, "Fall down once, and never get back up again! Get to the top without falling down!"})
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# Schedule event end
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end_ref = EventTimer.schedule(
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fn -> end_event(event) end,
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event.event_duration
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)
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%__MODULE__{
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event |
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time_started: now,
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schedules: [end_ref]
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}
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end
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@doc """
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Checks if the timer has started.
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"""
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def is_timer_started(%__MODULE__{time_started: nil}), do: false
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def is_timer_started(%__MODULE__{}), do: true
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@doc """
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Gets the total event duration in milliseconds.
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"""
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def get_time(%__MODULE__{event_duration: duration}), do: duration
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@doc """
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Gets the time remaining in milliseconds.
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"""
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def get_time_left(%__MODULE__{time_started: nil, event_duration: duration}), do: duration
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def get_time_left(%__MODULE__{time_started: started, event_duration: duration}) do
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elapsed = System.system_time(:millisecond) - started
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max(0, duration - elapsed)
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end
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@doc """
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Handles a player falling (elimination).
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"""
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def player_fell(%__MODULE__{} = event, character) do
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Logger.info("Player #{character.name} fell and was eliminated from Survival event")
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# Warp player out
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Event.warp_back(character)
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# Unregister from event
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base = Event.unregister_player(event.base, character.id)
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%{event | base: base}
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end
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@doc """
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Checks if a player position is valid (on platform).
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Falling below a certain Y coordinate = elimination.
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"""
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def valid_position?(%__MODULE__{}, %{y: y}) do
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# Y threshold for falling (map-specific)
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y > -500 # Example threshold
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end
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# ============================================================================
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# Private Functions
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# ============================================================================
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defp cancel_schedules(%__MODULE__{schedules: schedules} = event) do
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Enum.each(schedules, fn ref ->
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EventTimer.cancel(ref)
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end)
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%{event | schedules: []}
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end
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defp set_portal_state(%__MODULE__{}, _portal_name, _state) do
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# In real implementation, update map portal state
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:ok
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end
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defp end_event(%__MODULE__{} = event) do
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Logger.info("Survival event ended on channel #{event.base.channel_id}")
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# Warp out all remaining players
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# In real implementation:
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# - Get all players on event maps
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# - Give prizes to survivors
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# - Warp each back to saved location
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# Unreset event
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unreset(event)
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end
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end
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