package main import ( "encoding/json" "fmt" "strconv" ) func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[string]string) (bool, int, []ActiveObstacle) { // State laden posY := parseOr(vals["pos_y"], PlayerYBase) velY := parseOr(vals["vel_y"], 0.0) score := int(parseOr(vals["score"], 0)) // NEU: Wir laden die bisher vergangene Zeit (Ticks) ticksAlive := int(parseOr(vals["total_ticks"], 0)) rngStateVal, _ := strconv.ParseInt(vals["rng_state"], 10, 64) godLives := int(parseOr(vals["p_god_lives"], 0)) hasBat := vals["p_has_bat"] == "1" bootTicks := int(parseOr(vals["p_boot_ticks"], 0)) rng := NewRNG(rngStateVal) var obstacles []ActiveObstacle if val, ok := vals["obstacles"]; ok && val != "" { json.Unmarshal([]byte(val), &obstacles) } else { obstacles = []ActiveObstacle{} } playerDead := false for i := 0; i < totalTicks; i++ { // WICHTIG: Wir erhöhen die Zeit ticksAlive++ // LOGIK FIX: Geschwindigkeit basiert jetzt auf ZEIT (Ticks), nicht Score! // 3000 Ticks = ca. 50 Sekunden. Da wird es schneller. currentSpeed := BaseSpeed + (float64(ticksAlive)/3000.0)*0.5 if currentSpeed > 12.0 { currentSpeed = 12.0 } currentJumpPower := JumpPower if bootTicks > 0 { currentJumpPower = HighJumpPower bootTicks-- } // Input Verarbeitung didJump := false isCrouching := false for _, inp := range inputs { if inp.Tick == i { if inp.Act == "JUMP" { didJump = true } if inp.Act == "DUCK" { isCrouching = true } } } // Physik isGrounded := posY >= PlayerYBase-1.0 currentHeight := PlayerHeight if isCrouching { currentHeight = PlayerHeight / 2 if !isGrounded { velY += 2.0 } } if didJump && isGrounded && !isCrouching { velY = currentJumpPower } velY += Gravity posY += velY if posY > PlayerYBase { posY = PlayerYBase velY = 0 } hitboxY := posY if isCrouching { hitboxY = posY + (PlayerHeight - currentHeight) } // Obstacles nextObstacles := []ActiveObstacle{} rightmostX := 0.0 for _, obs := range obstacles { obs.X -= currentSpeed if obs.X+obs.Width < -50.0 { continue } // Passed Check (Verhindert Hängenbleiben an "toten" Objekten) paddingX := 10.0 if obs.X+obs.Width-paddingX < 55.0 { // Schon vorbei -> Keine Kollision mehr prüfen nextObstacles = append(nextObstacles, obs) if obs.X+obs.Width > rightmostX { rightmostX = obs.X + obs.Width } continue } paddingY_Top := 10.0 if obs.Type == "teacher" { paddingY_Top = 25.0 } pLeft, pRight := 50.0+paddingX, 50.0+30.0-paddingX pTop, pBottom := hitboxY+paddingY_Top, hitboxY+currentHeight-5.0 oLeft, oRight := obs.X+paddingX, obs.X+obs.Width-paddingX oTop, oBottom := obs.Y+paddingY_Top, obs.Y+obs.Height-5.0 isCollision := pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom if isCollision { if obs.Type == "coin" { score += 2000 // Score Bonus macht das Spiel nicht mehr kaputt! continue } else if obs.Type == "powerup" { if obs.ID == "p_god" { godLives = 3 } if obs.ID == "p_bat" { hasBat = true } if obs.ID == "p_boot" { bootTicks = 600 } continue } else { if hasBat && obs.Type == "teacher" { hasBat = false continue } if godLives > 0 { godLives-- continue } playerDead = true } } nextObstacles = append(nextObstacles, obs) if obs.X+obs.Width > rightmostX { rightmostX = obs.X + obs.Width } } obstacles = nextObstacles // Spawning if rightmostX < GameWidth-10.0 { gap := float64(int(400.0 + rng.NextRange(0, 500))) spawnX := rightmostX + gap if spawnX < GameWidth { spawnX = GameWidth } // LOGIK FIX: Boss Phase basiert auf ZEIT (Ticks) isBossPhase := (ticksAlive % 1500) > 1200 var possibleDefs []ObstacleDef for _, d := range defaultConfig.Obstacles { if isBossPhase { if d.ID == "principal" || d.ID == "trashcan" { possibleDefs = append(possibleDefs, d) } } else { if d.ID == "principal" { continue } // Eraser kommt ab Tick 3000 (ca. 50 sekunden) if d.ID == "eraser" && ticksAlive < 3000 { continue } possibleDefs = append(possibleDefs, d) } } def := rng.PickDef(possibleDefs) if def != nil && def.CanTalk { if rng.NextFloat() > 0.7 { rng.NextFloat() } } if def != nil { if def.Type == "powerup" && rng.NextFloat() > 0.1 { def = nil } if def != nil { spawnY := GroundY - def.Height - def.YOffset obstacles = append(obstacles, ActiveObstacle{ ID: def.ID, Type: def.Type, X: spawnX, Y: spawnY, Width: def.Width, Height: def.Height, }) } } } if !playerDead { score++ // Basis-Score läuft normal weiter } else { break } } obsJson, _ := json.Marshal(obstacles) batStr := "0" if hasBat { batStr = "1" } rdb.HSet(ctx, "session:"+sessionID, map[string]interface{}{ "score": score, "total_ticks": ticksAlive, // NEU: Speichern "pos_y": fmt.Sprintf("%f", posY), "vel_y": fmt.Sprintf("%f", velY), "rng_state": rng.State, "obstacles": string(obsJson), "p_god_lives": godLives, "p_has_bat": batStr, "p_boot_ticks": bootTicks, }) return playerDead, score, obstacles } func parseOr(s string, def float64) float64 { if s == "" { return def } v, err := strconv.ParseFloat(s, 64) if err != nil { return def } return v }