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import { Infer, ObjectType, v } from 'convex/values';
import { Point, Vector, path, point, vector } from '../util/types';
import { GameId, parseGameId } from './ids';
import { playerId } from './ids';
import {
PATHFINDING_TIMEOUT,
PATHFINDING_BACKOFF,
HUMAN_IDLE_TOO_LONG,
MAX_HUMAN_PLAYERS,
MAX_PATHFINDS_PER_STEP,
} from '../constants';
import { pointsEqual, pathPosition } from '../util/geometry';
import { Game } from './game';
import { stopPlayer, findRoute, blocked, movePlayer } from './movement';
import { inputHandler } from './inputHandler';
import { characters } from '../../data/characters';
import { CharacterType, CharacterTypeSchema, PlayerDescription } from './playerDescription';
import { gameVote, llmVote } from './voting';
const pathfinding = v.object({
destination: point,
started: v.number(),
state: v.union(
v.object({
kind: v.literal('needsPath'),
}),
v.object({
kind: v.literal('waiting'),
until: v.number(),
}),
v.object({
kind: v.literal('moving'),
path,
}),
),
});
export type Pathfinding = Infer<typeof pathfinding>;
export const activity = v.object({
description: v.string(),
emoji: v.optional(v.string()),
until: v.number(),
});
export type Activity = Infer<typeof activity>;
export const serializedPlayer = {
id: playerId,
human: v.optional(v.string()),
pathfinding: v.optional(pathfinding),
activity: v.optional(activity),
// The last time they did something.
lastInput: v.number(),
position: point,
facing: vector,
speed: v.number(),
};
export type SerializedPlayer = ObjectType<typeof serializedPlayer>;
export class Player {
id: GameId<'players'>;
human?: string;
pathfinding?: Pathfinding;
activity?: Activity;
lastInput: number;
position: Point;
facing: Vector;
speed: number;
constructor(serialized: SerializedPlayer) {
const { id, human, pathfinding, activity, lastInput, position, facing, speed } = serialized;
this.id = parseGameId('players', id);
this.human = human;
this.pathfinding = pathfinding;
this.activity = activity;
this.lastInput = lastInput;
this.position = position;
this.facing = facing;
this.speed = speed;
}
playerType(game: Game) {
const playerDescription = game.playerDescriptions.get(this.id)
return playerDescription?.type;
}
tick(game: Game, now: number) {
if (this.human && this.lastInput < now - HUMAN_IDLE_TOO_LONG) {
this.leave(game, now);
}
}
tickPathfinding(game: Game, now: number) {
// There's nothing to do if we're not moving.
const { pathfinding, position } = this;
if (!pathfinding) {
return;
}
// Stop pathfinding if we've reached our destination.
if (pathfinding.state.kind === 'moving' && pointsEqual(pathfinding.destination, position)) {
stopPlayer(this);
}
// Stop pathfinding if we've timed out.
if (pathfinding.started + PATHFINDING_TIMEOUT < now) {
console.warn(`Timing out pathfinding for ${this.id}`);
stopPlayer(this);
}
// Transition from "waiting" to "needsPath" if we're past the deadline.
if (pathfinding.state.kind === 'waiting' && pathfinding.state.until < now) {
pathfinding.state = { kind: 'needsPath' };
}
// Perform pathfinding if needed.
if (pathfinding.state.kind === 'needsPath' && game.numPathfinds < MAX_PATHFINDS_PER_STEP) {
game.numPathfinds++;
if (game.numPathfinds === MAX_PATHFINDS_PER_STEP) {
console.warn(`Reached max pathfinds for this step`);
}
const route = findRoute(game, now, this, pathfinding.destination);
if (route === null) {
console.log(`Failed to route to ${JSON.stringify(pathfinding.destination)}`);
stopPlayer(this);
} else {
if (route.newDestination) {
console.warn(
`Updating destination from ${JSON.stringify(
pathfinding.destination,
)} to ${JSON.stringify(route.newDestination)}`,
);
pathfinding.destination = route.newDestination;
}
pathfinding.state = { kind: 'moving', path: route.path };
}
}
}
tickPosition(game: Game, now: number) {
// There's nothing to do if we're not moving.
if (!this.pathfinding || this.pathfinding.state.kind !== 'moving') {
this.speed = 0;
return;
}
// Compute a candidate new position and check if it collides
// with anything.
const candidate = pathPosition(this.pathfinding.state.path as any, now);
if (!candidate) {
console.warn(`Path out of range of ${now} for ${this.id}`);
return;
}
const { position, facing, velocity } = candidate;
const collisionReason = blocked(game, now, position, this.id);
if (collisionReason !== null) {
const backoff = Math.random() * PATHFINDING_BACKOFF;
console.warn(`Stopping path for ${this.id}, waiting for ${backoff}ms: ${collisionReason}`);
this.pathfinding.state = {
kind: 'waiting',
until: now + backoff,
};
return;
}
// Update the player's location.
this.position = position;
this.facing = facing;
this.speed = velocity;
}
static join(
game: Game,
now: number,
name: string,
character: string,
description: string,
type: CharacterType,
tokenIdentifier?: string,
) {
if (tokenIdentifier) {
let numHumans = 0;
for (const player of game.world.players.values()) {
if (player.human) {
numHumans++;
}
if (player.human === tokenIdentifier) {
throw new Error(`You are already in this game!`);
}
}
if (numHumans >= MAX_HUMAN_PLAYERS) {
throw new Error(`Only ${MAX_HUMAN_PLAYERS} human players allowed at once.`);
}
}
let position;
for (let attempt = 0; attempt < 10; attempt++) {
const candidate = {
x: Math.floor(Math.random() * game.worldMap.width),
y: Math.floor(Math.random() * game.worldMap.height),
};
if (blocked(game, now, candidate)) {
continue;
}
position = candidate;
break;
}
if (!position) {
throw new Error(`Failed to find a free position!`);
}
const facingOptions = [
{ dx: 1, dy: 0 },
{ dx: -1, dy: 0 },
{ dx: 0, dy: 1 },
{ dx: 0, dy: -1 },
];
const facing = facingOptions[Math.floor(Math.random() * facingOptions.length)];
if (!characters.find((c) => c.name === character)) {
throw new Error(`Invalid character: ${character}`);
}
const playerId = game.allocId('players');
game.world.players.set(
playerId,
new Player({
id: playerId,
human: tokenIdentifier,
lastInput: now,
position,
facing,
speed: 0,
}),
);
// add to duplicate players
game.world.playersInit.set(
playerId,
new Player({
id: playerId,
human: tokenIdentifier,
lastInput: now,
position,
facing,
speed: 0,
}),
);
game.playerDescriptions.set(
playerId,
new PlayerDescription({
playerId,
character,
description,
name,
type,
}),
);
game.descriptionsModified = true;
return playerId;
}
leave(game: Game, now: number) {
// Stop our conversation if we're leaving the game.
const conversation = [...game.world.conversations.values()].find((c) =>
c.participants.has(this.id),
);
if (conversation) {
conversation.stop(game, now);
}
game.world.players.delete(this.id);
}
kill(game: Game, now: number) {
const playerId = this.id
console.log(`player ${ playerId } is killed`)
// first leave:
this.leave(game, now)
// if the player is npc, kill agent as well
const agent = [...game.world.agents.values()].find(
agent => agent.playerId === playerId
)
if (agent) {
agent.kill(game, now)
}
}
serialize(): SerializedPlayer {
const { id, human, pathfinding, activity, lastInput, position, facing, speed } = this;
return {
id,
human,
pathfinding,
activity,
lastInput,
position,
facing,
speed,
};
}
}
export const playerInputs = {
join: inputHandler({
args: {
name: v.string(),
character: v.string(),
description: v.string(),
tokenIdentifier: v.optional(v.string()),
type: CharacterTypeSchema
},
handler: (game, now, args) => {
console.log("PLayed joined with args : ", args.name, args.character, args.description, args.type ,args.tokenIdentifier )
Player.join(game, now, args.name, args.character, args.description, args.type ,args.tokenIdentifier);
// Temporary role assignment for testing
//game.assignRoles()
return null;
},
}),
leave: inputHandler({
args: { playerId },
handler: (game, now, args) => {
const playerId = parseGameId('players', args.playerId);
const player = game.world.players.get(playerId);
if (!player) {
throw new Error(`Invalid player ID ${playerId}`);
}
player.leave(game, now);
return null;
},
}),
moveTo: inputHandler({
args: {
playerId,
destination: v.union(point, v.null()),
},
handler: (game, now, args) => {
const playerId = parseGameId('players', args.playerId);
const player = game.world.players.get(playerId);
if (!player) {
throw new Error(`Invalid player ID ${playerId}`);
}
if (args.destination) {
movePlayer(game, now, player, args.destination);
} else {
stopPlayer(player);
}
return null;
},
}),
gameVote: inputHandler({
args: {
voter: playerId,
votedPlayerIds: v.array(playerId),
},
handler: (game, now, args) => {
const voterId = parseGameId('players', args.voter);
const votedPlayerIds = args.votedPlayerIds.map((playerId) => parseGameId('players', playerId));
gameVote(game, voterId, votedPlayerIds);
return null;
},
}),
llmVote: inputHandler({
args: {
voter: playerId,
votedPlayerIds: v.array(playerId),
},
handler: (game, now, args) => {
const voterId = parseGameId('players', args.voter);
const votedPlayerIds = args.votedPlayerIds.map((playerId) => parseGameId('players', playerId));
llmVote(game, voterId, votedPlayerIds);
return null;
},
}),
};