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odinsea-elixir/lib/odinsea/channel/handler/player.ex

323 lines
9.8 KiB
Elixir

defmodule Odinsea.Channel.Handler.Player do
@moduledoc """
Handles player action packets (movement, attacks, map changes).
Ported from src/handling/channel/handler/PlayerHandler.java
"""
require Logger
alias Odinsea.Net.Packet.{In, Out}
alias Odinsea.Net.Opcodes
alias Odinsea.Channel.Packets
alias Odinsea.Game.{Character, Movement, Map}
@doc """
Handles player movement (CP_MOVE_PLAYER).
Ported from PlayerHandler.MovePlayer()
"""
def handle_move_player(packet, client_state) do
with {:ok, character_pid} <- get_character(client_state),
{:ok, character} <- Character.get_state(character_pid),
{:ok, map_pid} <- get_map_pid(character.map_id, client_state.channel_id) do
# Decode movement header
{_dr0, packet} = In.decode_int(packet)
{_dr1, packet} = In.decode_int(packet)
# TODO: Check field key
{_dr2, packet} = In.decode_int(packet)
{_dr3, packet} = In.decode_int(packet)
# Skip 20 bytes
{_, packet} = In.skip(packet, 20)
# Store original position
original_pos = character.position
# Parse movement
case Movement.parse_movement(packet) do
{:ok, movement_data, final_pos} ->
# Update character position
Character.update_position(character_pid, final_pos)
# Broadcast movement to other players
move_packet =
Out.new(Opcodes.lp_move_player())
|> Out.encode_int(character.id)
|> Out.encode_bytes(movement_data)
|> Out.to_data()
Map.broadcast_except(
character.map_id,
client_state.channel_id,
character.id,
move_packet
)
Logger.debug(
"Player #{character.name} moved to (#{final_pos.x}, #{final_pos.y})"
)
{:ok, client_state}
{:error, reason} ->
Logger.warning("Movement parsing failed: #{inspect(reason)}")
{:ok, client_state}
end
else
{:error, reason} ->
Logger.warning("Move player failed: #{inspect(reason)}")
{:ok, client_state}
end
end
@doc """
Handles map change via portal (CP_CHANGE_MAP).
Ported from PlayerHandler.ChangeMap()
"""
def handle_change_map(packet, client_state) do
with {:ok, character_pid} <- get_character(client_state),
{:ok, character} <- Character.get_state(character_pid) do
# TODO: Check field key
{target_id, packet} = In.decode_int(packet)
# Skip GMS-specific field
{_, packet} = In.decode_int(packet)
{portal_name, packet} = In.decode_string(packet)
Logger.info(
"Character #{character.name} changing map: target=#{target_id}, portal=#{portal_name}"
)
# Handle different map change scenarios
cond do
# Death respawn
target_id == -1 and not character.alive? ->
# Respawn at return map
# TODO: Implement death respawn logic
Logger.info("Player #{character.name} respawning")
{:ok, client_state}
# GM warp to specific map
target_id != -1 and character.gm? ->
# TODO: Implement GM warp
Logger.info("GM #{character.name} warping to map #{target_id}")
{:ok, client_state}
# Portal-based map change
true ->
# TODO: Load portal data and handle map transition
# For now, just log the request
Logger.info(
"Portal map change: #{character.name} using portal '#{portal_name}'"
)
{:ok, client_state}
end
else
{:error, reason} ->
Logger.warning("Change map failed: #{inspect(reason)}")
{:ok, client_state}
end
end
@doc """
Handles keymap changes (CP_CHANGE_KEYMAP).
Ported from PlayerHandler.ChangeKeymap()
"""
def handle_change_keymap(packet, client_state) do
with {:ok, character_pid} <- get_character(client_state),
{:ok, _character} <- Character.get_state(character_pid) do
# Skip mode
{_, packet} = In.skip(packet, 4)
{num_changes, packet} = In.decode_int(packet)
# Parse keybinding changes
keybindings = parse_keybindings(packet, num_changes, [])
# TODO: Store keybindings in character state / database
Logger.debug("Keybindings updated: #{num_changes} changes")
{:ok, client_state}
else
{:error, reason} ->
Logger.warning("Change keymap failed: #{inspect(reason)}")
{:ok, client_state}
end
end
@doc """
Handles skill macro changes (CP_CHANGE_SKILL_MACRO).
Ported from PlayerHandler.ChangeSkillMacro()
"""
def handle_change_skill_macro(packet, client_state) do
with {:ok, character_pid} <- get_character(client_state),
{:ok, _character} <- Character.get_state(character_pid) do
{num_macros, packet} = In.decode_byte(packet)
# Parse macros
macros = parse_macros(packet, num_macros, [])
# TODO: Store macros in character state / database
Logger.debug("Skill macros updated: #{num_macros} macros")
{:ok, client_state}
else
{:error, reason} ->
Logger.warning("Change skill macro failed: #{inspect(reason)}")
{:ok, client_state}
end
end
@doc """
Handles close-range attack (CP_CLOSE_RANGE_ATTACK).
Ported from PlayerHandler.closeRangeAttack() - STUB for now
"""
def handle_close_range_attack(packet, client_state) do
with {:ok, character_pid} <- get_character(client_state),
{:ok, character} <- Character.get_state(character_pid) do
Logger.debug("Close range attack from #{character.name} (stub)")
# TODO: Implement attack logic
# - Parse attack info
# - Validate attack
# - Calculate damage
# - Apply damage to mobs
# - Broadcast attack packet
{:ok, client_state}
else
{:error, reason} ->
Logger.warning("Close range attack failed: #{inspect(reason)}")
{:ok, client_state}
end
end
@doc """
Handles ranged attack (CP_RANGED_ATTACK).
Ported from PlayerHandler.rangedAttack() - STUB for now
"""
def handle_ranged_attack(packet, client_state) do
with {:ok, character_pid} <- get_character(client_state),
{:ok, character} <- Character.get_state(character_pid) do
Logger.debug("Ranged attack from #{character.name} (stub)")
# TODO: Implement ranged attack logic
{:ok, client_state}
else
{:error, reason} ->
Logger.warning("Ranged attack failed: #{inspect(reason)}")
{:ok, client_state}
end
end
@doc """
Handles magic attack (CP_MAGIC_ATTACK).
Ported from PlayerHandler.MagicDamage() - STUB for now
"""
def handle_magic_attack(packet, client_state) do
with {:ok, character_pid} <- get_character(client_state),
{:ok, character} <- Character.get_state(character_pid) do
Logger.debug("Magic attack from #{character.name} (stub)")
# TODO: Implement magic attack logic
{:ok, client_state}
else
{:error, reason} ->
Logger.warning("Magic attack failed: #{inspect(reason)}")
{:ok, client_state}
end
end
@doc """
Handles taking damage (CP_TAKE_DAMAGE).
Ported from PlayerHandler.TakeDamage() - STUB for now
"""
def handle_take_damage(packet, client_state) do
with {:ok, character_pid} <- get_character(client_state),
{:ok, character} <- Character.get_state(character_pid) do
# Decode damage packet
{_tick, packet} = In.decode_int(packet)
{damage_type, packet} = In.decode_byte(packet)
{element, packet} = In.decode_byte(packet)
{damage, packet} = In.decode_int(packet)
Logger.debug(
"Character #{character.name} took #{damage} damage (type=#{damage_type}, element=#{element})"
)
# TODO: Apply damage to character
# TODO: Check for death
# TODO: Broadcast damage packet
{:ok, client_state}
else
{:error, reason} ->
Logger.warning("Take damage failed: #{inspect(reason)}")
{:ok, client_state}
end
end
# ============================================================================
# Private Helper Functions
# ============================================================================
defp get_character(client_state) do
case client_state.character_id do
nil ->
{:error, :no_character}
character_id ->
case Registry.lookup(Odinsea.CharacterRegistry, character_id) do
[{pid, _}] -> {:ok, pid}
[] -> {:error, :character_not_found}
end
end
end
defp get_map_pid(map_id, channel_id) do
case Registry.lookup(Odinsea.MapRegistry, {map_id, channel_id}) do
[{pid, _}] ->
{:ok, pid}
[] ->
# Map not loaded yet - load it
case DynamicSupervisor.start_child(
Odinsea.MapSupervisor,
{Map, {map_id, channel_id}}
) do
{:ok, pid} -> {:ok, pid}
{:error, {:already_started, pid}} -> {:ok, pid}
error -> error
end
end
end
defp parse_keybindings(packet, 0, acc), do: Enum.reverse(acc)
defp parse_keybindings(packet, count, acc) do
{key, packet} = In.decode_int(packet)
{key_type, packet} = In.decode_byte(packet)
{action, packet} = In.decode_int(packet)
binding = %{key: key, type: key_type, action: action}
parse_keybindings(packet, count - 1, [binding | acc])
end
defp parse_macros(packet, 0, acc), do: Enum.reverse(acc)
defp parse_macros(packet, count, acc) do
{name, packet} = In.decode_string(packet)
{shout, packet} = In.decode_byte(packet)
{skill1, packet} = In.decode_int(packet)
{skill2, packet} = In.decode_int(packet)
{skill3, packet} = In.decode_int(packet)
macro = %{
name: name,
shout: shout,
skill1: skill1,
skill2: skill2,
skill3: skill3
}
parse_macros(packet, count - 1, [macro | acc])
end
end