501 lines
11 KiB
Go
501 lines
11 KiB
Go
package main
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import (
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"encoding/json"
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"fmt"
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"log"
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"math"
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"strconv"
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)
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type SimState struct {
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SessionID string
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Score int
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Ticks int
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PosY float64
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VelY float64
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IsDead bool
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// Objekte
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Obstacles []ActiveObstacle
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Platforms []ActivePlatform
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// Powerups
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GodLives int
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HasBat bool
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BootTicks int
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// Spawning & RNG
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NextSpawnTick int
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RNG *PseudoRNG
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// Anti-Cheat
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LastJumpDist float64
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SuspicionScore int
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Chunks []ChunkDef
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}
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func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[string]string) (bool, int, []ActiveObstacle, []ActivePlatform, PowerUpState, int, int, uint32) {
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state := loadSimState(sessionID, vals)
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if isBotSpamming(inputs) {
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log.Printf("🤖 BOT-ALARM [%s]: Spammt Sprünge", sessionID)
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state.IsDead = true
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return packResponse(&state)
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}
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// 3. Game Loop
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for i := 0; i < totalTicks; i++ {
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state.Ticks++
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currentSpeed := calculateSpeed(state.Ticks)
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didJump, isCrouching := parseInput(inputs, i)
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updatePhysics(&state, didJump, isCrouching, currentSpeed)
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checkCollisions(&state, isCrouching, currentSpeed)
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if state.IsDead {
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break
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}
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moveWorld(&state, currentSpeed)
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handleSpawning(&state, currentSpeed)
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state.Score++
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}
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if state.SuspicionScore > 15 {
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log.Printf("🤖 BOT-ALARM [%s]: Zu perfekte Sprünge (Heuristik)", sessionID)
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state.IsDead = true
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}
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saveSimState(&state)
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return packResponse(&state)
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}
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func updatePhysics(s *SimState, didJump, isCrouching bool, currentSpeed float64) {
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jumpPower := JumpPower
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if s.BootTicks > 0 {
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jumpPower = HighJumpPower
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s.BootTicks--
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}
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isGrounded := checkGrounded(s)
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if isCrouching {
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if !isGrounded {
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s.VelY += 2.0
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}
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}
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if didJump && isGrounded && !isCrouching {
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s.VelY = jumpPower
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isGrounded = false
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}
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// 5. Schwerkraft anwenden
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s.VelY += Gravity
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oldY := s.PosY
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newY := s.PosY + s.VelY
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landed := false
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if s.VelY > 0 {
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playerFeetOld := oldY + PlayerHeight
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playerFeetNew := newY + PlayerHeight
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pLeft := 50.0
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pRight := 50.0 + 30.0
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for _, p := range s.Platforms {
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if (pRight-5.0 > p.X) && (pLeft+5.0 < p.X+p.Width) {
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if playerFeetOld <= p.Y && playerFeetNew >= p.Y {
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newY = p.Y - PlayerHeight
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s.VelY = 0
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landed = true
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isGrounded = true
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break
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}
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}
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}
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}
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if !landed {
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if newY >= PlayerYBase {
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newY = PlayerYBase
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s.VelY = 0
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isGrounded = true
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}
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}
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s.PosY = newY
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}
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func checkCollisions(s *SimState, isCrouching bool, currentSpeed float64) {
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hitboxH := PlayerHeight
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hitboxY := s.PosY
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if isCrouching {
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hitboxH = PlayerHeight / 2
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hitboxY = s.PosY + (PlayerHeight - hitboxH)
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}
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activeObs := []ActiveObstacle{}
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for _, obs := range s.Obstacles {
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paddingX := 10.0
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if obs.X+obs.Width-paddingX < 55.0 {
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activeObs = append(activeObs, obs)
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continue
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}
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pLeft, pRight := 50.0+paddingX, 50.0+30.0-paddingX
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pTop, pBottom := hitboxY+10.0, hitboxY+hitboxH-5.0
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if obs.Type == "teacher" {
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pTop = hitboxY + 25.0
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}
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oLeft, oRight := obs.X+paddingX, obs.X+obs.Width-paddingX
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oTop, oBottom := obs.Y+10.0, obs.Y+obs.Height-5.0
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isHit := pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom
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if isHit {
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if obs.Type == "coin" {
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s.Score += 2000
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continue
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}
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if obs.Type == "powerup" {
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applyPowerup(s, obs.ID)
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continue
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}
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if s.HasBat && obs.Type == "teacher" {
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s.HasBat = false
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log.Printf("[%s] ⚾ Bat used on %s", s.SessionID, obs.ID)
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continue
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}
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if s.GodLives > 0 {
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s.GodLives--
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log.Printf("[%s] 🛡️ Godmode saved life", s.SessionID)
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continue
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}
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_, pRight := 50.0+10.0, 50.0+30.0-10.0 // Player X ist fest
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// Player Y/Height ausrechnen (für Log)
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pH := PlayerHeight
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if isCrouching {
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pH = PlayerHeight / 2
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}
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pTopLog := s.PosY + 10.0
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pBottomLog := s.PosY + pH - 5.0
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log.Printf("\n💀 --- DEATH REPORT [%s] ---\n"+
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"⏱️ Tick: %d (Speed: %.2f)\n"+
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"🏃 Player: Y=%.2f (Top: %.2f, Bottom: %.2f) | VelY=%.2f | Duck=%v\n"+
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"🧱 Killer: ID='%s' (Type=%s)\n"+
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"📍 Object: X=%.2f (Left: %.2f, Right: %.2f)\n"+
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" Y=%.2f (Top: %.2f, Bottom: %.2f)\n"+
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"💥 Overlap: X-Diff=%.2f, Y-Diff=%.2f\n"+
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"------------------------------------------\n",
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s.SessionID,
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s.Ticks, currentSpeed,
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s.PosY, pTopLog, pBottomLog, s.VelY, isCrouching,
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obs.ID, obs.Type,
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obs.X, oLeft, oRight,
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obs.Y, oTop, oBottom,
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(oLeft - pRight), (oTop - pBottomLog), // Wenn negativ, überlappen sie
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)
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log.Printf("💀 DEATH [%s]: Hit %s at Tick %d", s.SessionID, obs.ID, s.Ticks)
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s.IsDead = true
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}
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activeObs = append(activeObs, obs)
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}
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s.Obstacles = activeObs
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}
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func moveWorld(s *SimState, speed float64) {
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nextObs := []ActiveObstacle{}
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for _, o := range s.Obstacles {
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o.X -= speed
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if o.X+o.Width > -200.0 {
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nextObs = append(nextObs, o)
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}
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}
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s.Obstacles = nextObs
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nextPlats := []ActivePlatform{}
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for _, p := range s.Platforms {
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p.X -= speed
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if p.X+p.Width > -200.0 {
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nextPlats = append(nextPlats, p)
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}
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}
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s.Platforms = nextPlats
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}
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func handleSpawning(s *SimState, speed float64) {
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if s.NextSpawnTick == 0 {
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s.NextSpawnTick = s.Ticks + 50
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}
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if s.Ticks >= s.NextSpawnTick {
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spawnX := GameWidth + 3200.0
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chunkCount := len(defaultConfig.Chunks)
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if chunkCount > 0 && s.RNG.NextFloat() > 0.8 {
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idx := int(s.RNG.NextRange(0, float64(chunkCount)))
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chunk := defaultConfig.Chunks[idx]
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for _, p := range chunk.Platforms {
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s.Platforms = append(s.Platforms, ActivePlatform{
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X: spawnX + p.X, Y: p.Y, Width: p.Width, Height: p.Height,
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})
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}
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for _, o := range chunk.Obstacles {
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s.Obstacles = append(s.Obstacles, ActiveObstacle{
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ID: o.ID, Type: o.Type, X: spawnX + o.X, Y: o.Y, Width: o.Width, Height: o.Height,
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})
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}
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width := chunk.TotalWidth
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if width == 0 {
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width = 2000
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}
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s.NextSpawnTick = s.Ticks + int(float64(width)/speed)
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} else {
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spawnRandomObstacle(s, speed, spawnX)
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}
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}
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}
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func loadSimState(sid string, vals map[string]string) SimState {
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rngState, _ := strconv.ParseInt(vals["rng_state"], 10, 64)
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s := SimState{
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SessionID: sid,
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Score: int(parseOr(vals["score"], 0)),
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Ticks: int(parseOr(vals["total_ticks"], 0)),
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PosY: parseOr(vals["pos_y"], PlayerYBase),
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VelY: parseOr(vals["vel_y"], 0.0),
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NextSpawnTick: int(parseOr(vals["next_spawn_tick"], 0)),
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GodLives: int(parseOr(vals["p_god_lives"], 0)),
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BootTicks: int(parseOr(vals["p_boot_ticks"], 0)),
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HasBat: vals["p_has_bat"] == "1",
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LastJumpDist: parseOr(vals["ac_last_dist"], 0.0),
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SuspicionScore: int(parseOr(vals["ac_suspicion"], 0)),
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RNG: NewRNG(rngState),
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}
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if v, ok := vals["obstacles"]; ok && v != "" {
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json.Unmarshal([]byte(v), &s.Obstacles)
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}
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if v, ok := vals["platforms"]; ok && v != "" {
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json.Unmarshal([]byte(v), &s.Platforms)
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}
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return s
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}
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func saveSimState(s *SimState) {
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obsJson, _ := json.Marshal(s.Obstacles)
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platJson, _ := json.Marshal(s.Platforms)
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batStr := "0"
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if s.HasBat {
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batStr = "1"
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}
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rdb.HSet(ctx, "session:"+s.SessionID, map[string]interface{}{
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"score": s.Score,
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"total_ticks": s.Ticks,
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"next_spawn_tick": s.NextSpawnTick,
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"pos_y": fmt.Sprintf("%f", s.PosY),
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"vel_y": fmt.Sprintf("%f", s.VelY),
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"rng_state": s.RNG.State,
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"obstacles": string(obsJson),
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"platforms": string(platJson),
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"p_god_lives": s.GodLives,
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"p_has_bat": batStr,
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"p_boot_ticks": s.BootTicks,
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"ac_last_dist": fmt.Sprintf("%f", s.LastJumpDist),
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"ac_suspicion": s.SuspicionScore,
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})
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}
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func packResponse(s *SimState) (bool, int, []ActiveObstacle, []ActivePlatform, PowerUpState, int, int, uint32) {
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pState := PowerUpState{
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GodLives: s.GodLives,
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HasBat: s.HasBat,
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BootTicks: s.BootTicks,
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}
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return s.IsDead, s.Score, s.Obstacles, s.Platforms, pState, s.Ticks, s.NextSpawnTick, s.RNG.State
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}
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func checkPlatformLanding(pX, pY, pW, playerX, oldPlayerY, newPlayerY, velY float64) (bool, float64) {
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if velY < 0 {
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return false, 0
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}
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const pTolerance = 10.0
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playerW := 30.0
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if (playerX+playerW-pTolerance > pX) && (playerX+pTolerance < pX+pW) {
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playerFeetOld := oldPlayerY + PlayerHeight
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playerFeetNew := newPlayerY + PlayerHeight
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if playerFeetOld <= pY && playerFeetNew >= pY {
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return true, pY - PlayerHeight
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}
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}
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return false, 0
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}
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func spawnRandomObstacle(s *SimState, speed, spawnX float64) {
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gapPixel := 400 + int(s.RNG.NextRange(0, 500))
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ticksToWait := int(float64(gapPixel) / speed)
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s.NextSpawnTick = s.Ticks + ticksToWait
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isBossPhase := (s.Ticks % 1500) > 1200
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var possibleDefs []ObstacleDef
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for _, d := range defaultConfig.Obstacles {
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if isBossPhase {
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if d.ID == "principal" || d.ID == "trashcan" {
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possibleDefs = append(possibleDefs, d)
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}
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} else {
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if d.ID == "principal" {
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continue
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}
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if d.ID == "eraser" && s.Ticks < 3000 {
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continue
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}
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possibleDefs = append(possibleDefs, d)
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}
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}
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def := s.RNG.PickDef(possibleDefs)
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if def != nil && def.CanTalk {
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if s.RNG.NextFloat() > 0.7 {
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s.RNG.NextFloat()
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}
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}
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if def != nil && def.Type == "powerup" {
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if s.RNG.NextFloat() > 0.1 {
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def = nil
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}
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}
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if def != nil {
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spawnY := GroundY - def.Height - def.YOffset
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s.Obstacles = append(s.Obstacles, ActiveObstacle{
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ID: def.ID, Type: def.Type, X: spawnX, Y: spawnY, Width: def.Width, Height: def.Height,
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})
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}
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}
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func applyPowerup(s *SimState, id string) {
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if id == "p_god" {
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s.GodLives = 3
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}
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if id == "p_bat" {
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s.HasBat = true
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}
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if id == "p_boot" {
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s.BootTicks = 600
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}
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}
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func checkGrounded(s *SimState) bool {
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if s.VelY != 0 {
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return false
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}
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if s.PosY >= PlayerYBase-0.1 {
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return true
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}
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for _, p := range s.Platforms {
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if math.Abs((s.PosY+PlayerHeight)-p.Y) < 0.5 {
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if 50+30 > p.X && 50 < p.X+p.Width {
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return true
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}
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}
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}
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return false
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}
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func isBotSpamming(inputs []Input) bool {
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jumpCount := 0
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for _, inp := range inputs {
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if inp.Act == "JUMP" {
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jumpCount++
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}
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}
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return jumpCount > 10
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}
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func parseInput(inputs []Input, currentTick int) (bool, bool) {
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jump := false
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duck := false
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for _, inp := range inputs {
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if inp.Tick == currentTick {
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if inp.Act == "JUMP" {
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jump = true
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}
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if inp.Act == "DUCK" {
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duck = true
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}
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}
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}
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return jump, duck
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}
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func calculateSpeed(ticks int) float64 {
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speed := BaseSpeed + (float64(ticks)/1000.0)*1.5
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if speed > 36.0 {
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return 36.0
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}
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return speed
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}
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func checkJumpSuspicion(s *SimState) {
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var distToObs float64 = -1.0
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for _, o := range s.Obstacles {
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if o.X > 50.0 {
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distToObs = o.X - 50.0
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break
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}
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}
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if distToObs > 0 {
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diff := math.Abs(distToObs - s.LastJumpDist)
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if diff < 1.0 {
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s.SuspicionScore++
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} else if s.SuspicionScore > 0 {
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s.SuspicionScore--
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}
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s.LastJumpDist = distToObs
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}
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}
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func parseOr(s string, def float64) float64 {
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if s == "" {
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return def
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}
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v, err := strconv.ParseFloat(s, 64)
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if err != nil {
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return def
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}
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return v
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}
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