Implement core game functionalities: client prediction, coin collection, scoring, game state synchronization, and player management.
This commit is contained in:
129
pkg/server/scoring.go
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129
pkg/server/scoring.go
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package server
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import (
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"fmt"
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"log"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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)
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// CheckCoinCollision prüft ob Spieler Coins einsammelt
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func (r *Room) CheckCoinCollision(p *ServerPlayer) {
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if !p.IsAlive || p.IsSpectator {
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return
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}
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playerHitbox := game.Rect{
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OffsetX: p.X + r.pDrawOffX + r.pHitboxOffX,
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OffsetY: p.Y + r.pDrawOffY + r.pHitboxOffY,
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W: r.pW,
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H: r.pH,
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}
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// Durch alle aktiven Chunks iterieren
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for _, activeChunk := range r.ActiveChunks {
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chunkDef, exists := r.World.ChunkLibrary[activeChunk.ChunkID]
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if !exists {
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continue
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}
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// Durch alle Objekte im Chunk
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for objIdx, obj := range chunkDef.Objects {
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assetDef, ok := r.World.Manifest.Assets[obj.AssetID]
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if !ok {
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continue
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}
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// Nur Coins prüfen
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if assetDef.Type != "coin" {
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continue
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}
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// Eindeutiger Key für diesen Coin
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coinKey := fmt.Sprintf("%s_%d", activeChunk.ChunkID, objIdx)
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// Wurde bereits eingesammelt?
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if r.CollectedCoins[coinKey] {
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continue
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}
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// Coin-Hitbox
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coinHitbox := game.Rect{
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OffsetX: activeChunk.X + obj.X + assetDef.Hitbox.OffsetX,
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OffsetY: obj.Y + assetDef.Hitbox.OffsetY,
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W: assetDef.Hitbox.W,
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H: assetDef.Hitbox.H,
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}
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// Kollision?
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if game.CheckRectCollision(playerHitbox, coinHitbox) {
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// Coin einsammeln!
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r.CollectedCoins[coinKey] = true
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p.Score += 200
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log.Printf("💰 %s hat Coin eingesammelt! Score: %d", p.Name, p.Score)
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}
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}
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}
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}
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// UpdateDistanceScore aktualisiert Distanz-basierte Punkte
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func (r *Room) UpdateDistanceScore() {
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if r.Status != "RUNNING" {
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return
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}
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// Anzahl lebender Spieler zählen
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aliveCount := 0
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for _, p := range r.Players {
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if p.IsAlive && !p.IsSpectator {
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aliveCount++
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}
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}
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if aliveCount == 0 {
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return
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}
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// Multiplier = Anzahl lebender Spieler
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multiplier := float64(aliveCount)
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// Akkumulator erhöhen: multiplier Punkte pro Sekunde
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// Bei 60 FPS: multiplier / 60.0 Punkte pro Tick
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r.ScoreAccum += multiplier / 60.0
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// Wenn Akkumulator >= 1.0, Punkte vergeben
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if r.ScoreAccum >= 1.0 {
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pointsToAdd := int(r.ScoreAccum)
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r.ScoreAccum -= float64(pointsToAdd)
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for _, p := range r.Players {
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if p.IsAlive && !p.IsSpectator {
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p.Score += pointsToAdd
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}
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}
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}
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}
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// KillPlayer markiert Spieler als tot
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func (r *Room) KillPlayer(p *ServerPlayer) {
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if !p.IsAlive {
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return
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}
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p.IsAlive = false
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p.IsSpectator = true
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log.Printf("💀 %s ist gestorben! Final Score: %d", p.Name, p.Score)
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// Prüfen ob alle tot sind
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aliveCount := 0
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for _, pl := range r.Players {
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if pl.IsAlive && !pl.IsSpectator {
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aliveCount++
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}
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}
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if aliveCount == 0 && r.Status == "RUNNING" {
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log.Printf("🏁 Alle Spieler tot - Game Over!")
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r.Status = "GAMEOVER"
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}
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}
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