add offline mode for solo play with local game state simulation
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128
cmd/client/offline_logic.go
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128
cmd/client/offline_logic.go
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package main
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import (
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"log"
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"math/rand"
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"time"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/config"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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)
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// startOfflineGame initialisiert eine lokale Spielrunde ohne Server
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func (g *Game) startOfflineGame() {
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g.resetForNewGame()
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g.isOffline = true
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g.connected = false // Explizit offline
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g.appState = StateGame
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// Initialen GameState lokal erstellen
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g.stateMutex.Lock()
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g.gameState = game.GameState{
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Status: "RUNNING",
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RoomID: "offline_solo",
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Players: make(map[string]game.PlayerState),
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WorldChunks: []game.ActiveChunk{{ChunkID: "start", X: 0}},
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CurrentSpeed: config.RunSpeed,
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DifficultyFactor: 0,
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}
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// Lokalen Spieler hinzufügen
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g.gameState.Players[g.playerName] = game.PlayerState{
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ID: g.playerName,
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Name: g.playerName,
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X: 100,
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Y: 200,
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IsAlive: true,
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}
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g.stateMutex.Unlock()
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// Initialer Chunk-Library Check
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if len(g.world.ChunkLibrary) == 0 {
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log.Println("⚠️ Warnung: Keine Chunks in Library geladen!")
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}
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g.roundStartTime = time.Now()
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g.predictedX = 100
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g.predictedY = 200
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g.currentSpeed = config.RunSpeed
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g.audio.PlayMusic()
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g.notifyGameStarted()
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log.Println("🕹️ Offline-Modus gestartet")
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}
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// updateOfflineLoop simuliert die Server-Logik lokal
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func (g *Game) updateOfflineLoop() {
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if !g.isOffline || g.gameState.Status != "RUNNING" {
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return
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}
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g.stateMutex.Lock()
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defer g.stateMutex.Unlock()
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elapsed := time.Since(g.roundStartTime).Seconds()
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// 1. Schwierigkeit & Speed (analog zu pkg/server/room.go)
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g.gameState.DifficultyFactor = elapsed / config.MaxDifficultySeconds
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if g.gameState.DifficultyFactor > 1.0 {
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g.gameState.DifficultyFactor = 1.0
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}
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speedIncrease := g.gameState.DifficultyFactor * g.gameState.DifficultyFactor * 18.0
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g.gameState.CurrentSpeed = config.RunSpeed + speedIncrease
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g.currentSpeed = g.gameState.CurrentSpeed
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// 2. Scrolling
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g.gameState.ScrollX += g.currentSpeed
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// 3. Chunks nachladen
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// Wenn das Ende der Map nah am rechten Rand ist, neuen Chunk spawnen
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mapEnd := 0.0
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for _, c := range g.gameState.WorldChunks {
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chunkDef := g.world.ChunkLibrary[c.ChunkID]
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end := c.X + float64(chunkDef.Width*config.TileSize)
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if end > mapEnd {
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mapEnd = end
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}
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}
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if mapEnd < g.gameState.ScrollX+2500 {
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g.spawnOfflineChunk(mapEnd)
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}
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// 4. Entferne alte Chunks (links aus dem Bild)
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if len(g.gameState.WorldChunks) > 5 {
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// Behalte immer mindestens die letzten paar Chunks
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if g.gameState.WorldChunks[0].X < g.gameState.ScrollX-2000 {
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g.gameState.WorldChunks = g.gameState.WorldChunks[1:]
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}
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}
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// 5. Score Update (Distanz)
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p, ok := g.gameState.Players[g.playerName]
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if ok && p.IsAlive {
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// Grobe Score-Simulation
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p.Score = int(g.gameState.ScrollX / 10)
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g.gameState.Players[g.playerName] = p
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}
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}
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func (g *Game) spawnOfflineChunk(atX float64) {
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// Zufälligen Chunk wählen
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var pool []string
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for id := range g.world.ChunkLibrary {
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if id != "start" {
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pool = append(pool)
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pool = append(pool, id)
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}
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}
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if len(pool) > 0 {
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randomID := pool[rand.Intn(len(pool))]
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g.gameState.WorldChunks = append(g.gameState.WorldChunks, game.ActiveChunk{
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ChunkID: randomID,
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X: atX,
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})
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}
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}
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