diff --git a/docs/architecture-overview.md b/docs/architecture-overview.md new file mode 100644 index 0000000..04e79de --- /dev/null +++ b/docs/architecture-overview.md @@ -0,0 +1,188 @@ +# Nexus — Architecture Overview + +## What Is This + +A modular C# automation framework for POE2. The system reads game memory, builds a structured game state, runs AI systems (combat, navigation, threat assessment), and emits input commands. A separate trade pipeline monitors the trade site via a Node.js daemon and executes buy flows. + +When the real game isn't available, a standalone **Simulator** replaces the memory layer with a procedural game world — same bot systems, same interfaces, zero game dependency. + +## Solution Structure + +``` +Nexus.sln (net8.0-windows10.0.19041.0) +│ +├── Core Layer (shared types, no dependencies) +│ └── Nexus.Core +│ +├── Infrastructure Layer (reads from external sources) +│ ├── Nexus.GameOffsets Pure offset structs for memory reading +│ ├── Nexus.Memory Process memory reading (RPM, pattern scan) +│ ├── Nexus.Screen Screen capture, OCR, grid detection +│ ├── Nexus.Log Client.txt game log watcher +│ └── Nexus.Input Win32 SendInput / Interception driver +│ +├── Data Layer (transforms raw data into typed game state) +│ └── Nexus.Data EntityMapper, EntityClassifier, GameDataCache, MemoryPoller, GameStateEnricher +│ +├── Logic Layer (AI systems that decide what to do) +│ ├── Nexus.Systems ThreatSystem, MovementSystem, CombatSystem, ResourceSystem, LootSystem +│ ├── Nexus.Engine BotEngine (orchestrator), AreaProgressionSystem, MovementKeyTracker +│ └── Nexus.Pathfinding NavigationController, A* PathFinder +│ +├── Game Interaction Layer (acts on the game) +│ ├── Nexus.Game Window focus, input sending, clipboard +│ ├── Nexus.Items Item parsing via Sidekick +│ ├── Nexus.Inventory Stash/inventory grid management +│ ├── Nexus.Navigation Minimap-based real-time navigation +│ └── Nexus.Trade Trade daemon IPC (Node.js Playwright) +│ +├── Orchestration Layer (top-level coordination) +│ ├── Nexus.Bot BotOrchestrator, Trade/Mapping/Crafting executors +│ └── Nexus.Ui Avalonia 11.2 desktop GUI (entry point) +│ +└── Testing Layer + └── Nexus.Simulator Standalone game world for bot testing +``` + +## Dependency Flow + +``` +Nexus.Core + │ + ├── Nexus.GameOffsets ──→ Nexus.Memory ──→ Nexus.Data ──→ Nexus.Engine + │ │ │ + ├── Nexus.Input │ Nexus.Systems + │ │ │ + ├── Nexus.Screen ◄───────────────────────────────┘ │ + ├── Nexus.Game │ + ├── Nexus.Log │ + │ │ + ├── Nexus.Pathfinding ◄─────────────────────────────────────────┘ + │ + ├── Nexus.Items, Nexus.Inventory, Nexus.Navigation, Nexus.Trade + │ + ├── Nexus.Bot (consumes all above) + │ + ├── Nexus.Ui (DI hub, entry point, consumes all) + │ + └── Nexus.Simulator (Core, Data, Systems, Pathfinding — NOT Memory/Input/Screen) +``` + +## Data Flow — Per Tick + +``` +┌─────────────────────────────────────────────────────────────────────┐ +│ MemoryPoller Thread (60Hz hot / 10Hz cold) │ +│ │ +│ Hot tick (4 RPM calls): │ +│ Camera matrix, Player position, Player vitals, Loading state │ +│ │ +│ Cold tick (full hierarchical read): │ +│ Entity tree traversal → classification → EntitySnapshot[] │ +│ Terrain grid, Skills, Quests, UI elements │ +│ │ +│ Writes to GameDataCache (volatile references, lock-free) │ +└────────────────────────────┬────────────────────────────────────────┘ + │ + ▼ +┌─────────────────────────────────────────────────────────────────────┐ +│ BotEngine Logic Thread (25Hz default) │ +│ │ +│ 1. Read latest GameState from cache │ +│ 2. GameStateEnricher → NearestEnemies, ThreatMap, DangerLevel │ +│ 3. Clear ActionQueue │ +│ 4. NavigationController.Update() → path, DesiredDirection │ +│ 5. Run systems in priority order: │ +│ ThreatSystem (50) → MovementSystem (100) → │ +│ AreaProgressionSystem (199) → NavigationSystem (200) → │ +│ CombatSystem (300) → ResourceSystem (400) → LootSystem (500) │ +│ 6. ActionQueue.Resolve() → conflict resolution │ +│ 7. ExecuteActions() → IInputController │ +└────────────────────────────┬────────────────────────────────────────┘ + │ + ▼ +┌─────────────────────────────────────────────────────────────────────┐ +│ IInputController (Win32 SendInput or Interception driver) │ +│ │ +│ WASD keys (scan codes), mouse movement (Bézier curves), │ +│ skill casts, flask presses, clicks │ +└─────────────────────────────────────────────────────────────────────┘ +``` + +## Action Resolution + +Systems submit actions to a shared `ActionQueue`. The queue resolves conflicts: + +| Action Type | Behavior | +|-------------|----------| +| FlaskAction | Always passes through | +| MoveAction (priority ≤ 10) | Urgent flee — blocks CastAction | +| MoveAction (priority > 10) | Normal move — allows CastAction alongside | +| CastAction | Passes unless blocked by urgent flee | +| Other (Key, Click, Chat) | Always passes through | + +Priority values: lower number = higher priority. ThreatSystem uses priority 5 for emergency flee (blocks all casting). + +## System Priority Table + +| Priority | System | Purpose | +|----------|--------|---------| +| 50 | ThreatSystem | Emergency flee on High/Critical danger | +| 100 | MovementSystem | Soft avoidance via inverse-square repulsion | +| 199 | AreaProgressionSystem | Quest-driven area traversal and transitions | +| 200 | NavigationSystem | Submits NavigationController's direction | +| 300 | CombatSystem | Skill rotation, target selection, kiting | +| 400 | ResourceSystem | Flask usage on life/mana thresholds | +| 500 | LootSystem | Item pickup (stub) | + +## Thread Model + +| Thread | Rate | Responsibility | +|--------|------|----------------| +| MemoryPoller | 60Hz hot, 10Hz cold | Read game memory → GameDataCache | +| BotEngine Logic | 25Hz | Run AI systems → emit actions | +| Render (Simulator only) | vsync | ImGui + Veldrid drawing | +| Trade Daemon | event-driven | Node.js Playwright → stdin/stdout JSON IPC | +| Log Watcher | 200ms poll | Client.txt → area/whisper/trade events | + +Cross-thread safety: GameDataCache uses `volatile` references. No locks — writer (MemoryPoller) atomically swaps reference types, readers (BotEngine) get consistent snapshots. + +## Simulator Architecture + +When the real game isn't available, `Nexus.Simulator` replaces the memory pipeline: + +``` +┌─────────────────────────────────────────────────────┐ +│ Nexus.Simulator.exe │ +│ │ +│ ┌──────────┐ GameState ┌──────────────────┐ │ +│ │ SimWorld │───────────────►│ GameDataCache │ │ +│ │ (terrain, │ SimPoller + │ (same as prod) │ │ +│ │ enemies, │ StateBuilder └────────┬─────────┘ │ +│ │ player) │ │ │ +│ └─────┬────┘ ┌────────▼─────────┐ │ +│ │ │ Bot Systems │ │ +│ │◄─────────────────────│ (unchanged) │ │ +│ │ SimInputController └──────────────────┘ │ +│ │ │ +│ ┌─────▼───────────────────────────────────────┐ │ +│ │ ImGui + Veldrid Renderer (isometric 2D) │ │ +│ └─────────────────────────────────────────────┘ │ +└─────────────────────────────────────────────────────┘ +``` + +Bot systems don't know they're in a simulation — they see identical `GameState` objects and emit actions to `IInputController`. + +## Key Design Decisions + +| Decision | Rationale | +|----------|-----------| +| Immutable records (GameState, EntitySnapshot) | Thread-safe sharing without locks | +| Priority-based ActionQueue | Natural conflict resolution without hardcoded if-else | +| Two-tier memory polling (hot/cold) | Balance responsiveness (position at 60Hz) with CPU cost (entities at 10Hz) | +| Scan codes over virtual keys | Games read hardware scan codes, not VK codes | +| Separate Memory → Data layers | Memory reads raw bytes; Data interprets and classifies. Clean testability. | +| IInputController interface | Swap real Win32 input for simulated input without changing bot logic | +| BFS exploration + A* pathfinding | BFS finds what to explore; A* finds how to get there | +| CharacterProfile auto-detection | Automatically applies combat/flask settings per character name | +| External daemons (Trade, OCR) | Isolate browser/OCR concerns from main process | diff --git a/docs/core.md b/docs/core.md new file mode 100644 index 0000000..e3dfa68 --- /dev/null +++ b/docs/core.md @@ -0,0 +1,158 @@ +# Nexus.Core — Shared Types & Abstractions + +The foundation layer. Every other project depends on Core. Contains no logic — only types, interfaces, configuration, and utilities. + +## GameState + +Central immutable snapshot updated once per tick. All systems read from this; none mutate it. + +``` +GameState +├── Timing: TickNumber, DeltaTime, TimestampMs +├── Player: PlayerState +│ ├── CharacterName, Position, Z, HasPosition +│ ├── Life/Mana/ES: Current, Total, Percent (derived) +│ ├── ActionId (actor animation state) +│ ├── Skills: SkillState[] (cooldowns, charges, cast state) +│ ├── Flasks: FlaskState[] (charges, active, cooldown) +│ └── Buffs: Buff[] (name, duration, charges, isDebuff) +├── Entities: EntitySnapshot[] (all game entities) +├── HostileMonsters: EntitySnapshot[] (alive monsters, filtered) +├── NearbyLoot: EntitySnapshot[] (world items, filtered) +├── NearestEnemies: EntitySnapshot[] (sorted by distance — enriched) +├── Terrain: WalkabilitySnapshot (grid, offsets) +├── Area: AreaHash, AreaLevel, CurrentAreaName +├── UI: IsLoading, IsEscapeOpen, CameraMatrix +├── Quests: ActiveQuests[], UiQuests[], Quests[] (enriched with paths) +├── Threats: ThreatMap (zone buckets, centroid, rarity flags) +├── Danger: DangerLevel (Safe/Low/Medium/High/Critical — enriched) +└── GroundEffects: GroundEffect[] (hazard positions) +``` + +## EntitySnapshot + +Immutable record for any game entity: + +- **Identity**: Id (uint), Path, Metadata, Category (EntityCategory enum) +- **Spatial**: Position (Vector2), Z, DistanceToPlayer +- **Combat**: IsAlive, LifeCurrent/Total, IsTargetable, ThreatLevel, Rarity, ModNames +- **State**: ActionId, IsAttacking, IsMoving, Components (HashSet) +- **Special**: TransitionName/State, ItemBaseName, IsQuestItem, LabelOffset + +**EntityCategory** (17 types): Unknown, Player, Monster, Npc, WorldItem, Chest, Shrine, Portal, AreaTransition, Effect, Terrain, MiscObject, Waypoint, Door, Doodad, TownPortal, Critter + +**MonsterRarity**: White, Magic, Rare, Unique + +**MonsterThreatLevel**: None, Normal, Magic, Rare, Unique + +## Actions + +Polymorphic action system. All inherit from `BotAction` with a `Priority` field. + +| Action | Fields | Purpose | +|--------|--------|---------| +| MoveAction | Direction (Vector2) | WASD movement | +| CastAction | SkillScanCode, TargetScreenPos or TargetEntityId | Skill usage | +| FlaskAction | FlaskScanCode | Flask consumption | +| KeyAction | ScanCode, Type (Press/Down/Up) | Raw keyboard | +| ClickAction | ScreenPosition, Type (Left/Right/Middle) | Mouse click | +| ChatAction | Message | Send chat message | +| WaitAction | DurationMs | Delay | + +## ActionQueue + +Manages conflict resolution between competing system outputs. + +**Resolve() rules:** +1. FlaskActions always pass through +2. Get highest-priority MoveAction and CastAction +3. If MoveAction priority ≤ 10 (urgent flee): include move, **block** cast +4. Else: include both move and cast +5. All other action types pass through + +## ISystem Interface + +```csharp +public interface ISystem +{ + int Priority { get; } // Execution order (lower = first) + string Name { get; } + bool IsEnabled { get; set; } + void Update(GameState state, ActionQueue actions); +} +``` + +**SystemPriority constants**: Threat=50, Movement=100, Navigation=200, Combat=300, Resource=400, Loot=500 + +## IInputController Interface + +Abstraction over Win32 input. Two implementations: SendInputController (vanilla), InterceptionInputController (driver). + +```csharp +public interface IInputController +{ + bool IsInitialized { get; } + void KeyDown(ushort scanCode); + void KeyUp(ushort scanCode); + void KeyPress(ushort scanCode, int holdMs = 50); + void MouseMoveTo(int x, int y); + void SmoothMoveTo(int x, int y); // Bézier curve interpolation + void LeftClick(int x, int y); + void RightClick(int x, int y); + void MiddleClick(int x, int y); + void LeftDown(); void LeftUp(); + void RightDown(); void RightUp(); +} +``` + +## WalkabilitySnapshot + +Grid-based terrain with offset support for infinite expansion: + +```csharp +public record WalkabilitySnapshot +{ + public int Width, Height; + public byte[] Data; // Row-major; 0=wall, nonzero=walkable + public int OffsetX, OffsetY; // Absolute grid coords of top-left corner + + public bool IsWalkable(int gx, int gy) + { + var lx = gx - OffsetX; // Absolute → local + var ly = gy - OffsetY; + if (out of bounds) return false; + return Data[ly * Width + lx] != 0; + } +} +``` + +Coordinate conversion: `WorldToGrid = 23f / 250f ≈ 0.092` +- World → Grid: `gx = (int)(worldX * WorldToGrid)` +- Grid → World: `worldX = gx / WorldToGrid` + +## Configuration + +**BotConfig** — Static bot parameters: +- Tick rates: LogicTickRateHz=60, MemoryPollRateHz=30 +- Movement: SafeDistance=400, RepulsionWeight=1.5, WaypointReachedDistance=80 +- Humanization: MinReactionDelayMs=50, MaxReactionDelayMs=150, ClickJitterRadius=3, MaxApm=250 + +**CharacterProfile** — Per-character settings: +- Skills (8 slots: LMB, RMB, MMB, Q, E, R, T, F) with priority, cooldown, range, target selection +- Flasks (thresholds, scan codes, cooldown) +- Combat (global cooldown, attack/safe/kite ranges) + +**SkillProfile** — Per-skill configuration: +- InputType (KeyPress/LeftClick/RightClick/MiddleClick) +- TargetSelection (Nearest/All/Rarest/MagicPlus/RarePlus/UniqueOnly) +- RequiresTarget, IsAura, IsMovementSkill, MaintainPressed +- MinMonstersInRange (AOE threshold) + +## Utilities + +- **WorldToScreen.Project()** — Matrix projection: world coords → screen coords via camera matrix +- **TerrainQuery.HasLineOfSight()** — Bresenham line walk on walkability grid +- **TerrainQuery.FindWalkableDirection()** — Rotates direction ±45°/90°/135°/180° to find clear path +- **Helpers.Sleep()** — Task delay with ±10% variance +- **DangerLevel**: Safe, Low, Medium, High, Critical +- **ThreatMap**: TotalHostiles, CloseRange(<300), MidRange(300-600), FarRange(600-1200), ClosestDistance, ThreatCentroid, HasRareOrUnique diff --git a/docs/data-and-memory.md b/docs/data-and-memory.md new file mode 100644 index 0000000..82f9a2b --- /dev/null +++ b/docs/data-and-memory.md @@ -0,0 +1,229 @@ +# Nexus.Data & Nexus.Memory — The Data Pipeline + +## Overview + +Two-layer architecture: **Memory** reads raw bytes from the game process; **Data** interprets, classifies, and caches them. This separation keeps memory reading logic free of business rules and makes the data layer testable independently. + +``` +Game Process (RPM) + │ + ▼ +Nexus.Memory (raw reads, no business logic) + │ GameMemoryReader → hierarchical state tree + │ EntityList → red-black tree traversal + │ ComponentReader → ECS component extraction + │ + ▼ +Nexus.Data (interpretation, classification, caching) + │ MemoryPoller → two-tier event loop + │ EntityMapper → Memory.Entity → Core.EntitySnapshot + │ EntityClassifier → path + components → EntityCategory + │ GameStateEnricher → derived threat/danger metrics + │ + ▼ +GameDataCache (volatile references, lock-free) + │ + ▼ +Bot Systems (read-only consumers) +``` + +--- + +## GameDataCache — Single Source of Truth + +Thread-safe, volatile reference holder. Writer: MemoryPoller thread. Readers: bot systems. + +**Hot fields** (updated at 60Hz — 4 lightweight RPM calls): +- CameraMatrix (64 bytes) +- PlayerPosition (X, Y, Z) +- PlayerVitals (HP, mana, ES current/max) +- IsLoading, IsEscapeOpen + +**Cold fields** (updated at 10Hz — full hierarchical read): +- Entities, HostileMonsters, NearbyLoot +- Terrain (WalkabilitySnapshot) +- AreaHash, AreaLevel, CurrentAreaName +- Quest data (linked lists, UI groups, state entries) +- LatestState (complete GameState) + +**Slow fields** (updated at 1Hz): +- Character name +- Quest linked lists, quest state entries + +No locks — relies on volatile reference semantics for atomic swaps. + +--- + +## MemoryPoller — Two-Tier Event Loop + +Owns the memory-reading background thread. + +### Hot Tick (60Hz) + +4 pre-resolved RPM calls using cached addresses: +1. Camera matrix (64 bytes from cached address) +2. Player position (12 bytes: X, Y, Z) +3. Player vitals (24 bytes: HP, mana, ES) +4. Loading/escape state (pointer dereference + int) + +No allocations, no GC. Targeting ~3-5ms per tick. + +### Cold Tick (10Hz, every 6th hot tick) + +Full hierarchical read: +1. `GameMemoryReader.ReadSnapshot()` — cascades through state tree +2. Re-resolve hot addresses via `ResolveHotAddresses()` +3. `BuildGameState()` — map entities, filter lists, process quests +4. `GameStateEnricher.Enrich()` — compute derived fields +5. Update all cache fields + +### BuildGameState() Flow + +``` +ReadSnapshot() → GameStateSnapshot (raw) + │ + ├── Entity mapping: + │ for each entity in snapshot: + │ EntityMapper.MapEntity(entity, playerPos) → EntitySnapshot + │ + ├── Filter into: + │ - HostileMonsters (Category==Monster && IsAlive) + │ - NearbyLoot (Category==WorldItem) + │ - All entities + │ + ├── Quest processing: + │ - Filter active (StateId > 0) + │ - Resolve state text via QuestStateLookup + │ - Convert to QuestProgress, QuestInfo + │ + └── Returns GameState +``` + +--- + +## GameMemoryReader — Hierarchical State Tree + +Top-level orchestrator. Creates sub-readers on `Attach()`: + +``` +GameStates (top) +└── InGameState + ├── AreaInstance + │ ├── EntityList (MSVC std::map red-black tree) + │ ├── PlayerSkills (Actor component) + │ ├── QuestStates (dat file entries) + │ └── Terrain (walkability grid) + ├── UIElements (quest linked lists, UI tree) + └── WorldData (camera matrix) +``` + +Each `RemoteObject` caches its data and depends on parent for context. Single `Update()` call cascades through tree. + +### Infrastructure + +- **ProcessMemory**: P/Invoke wrapper for ReadProcessMemory. Tracks reads/sec and KB/sec. +- **MemoryContext**: Shared state — process handle, offsets, module base, pattern scanner. +- **ComponentReader**: Reads ECS components (Life, Render, Mods, etc.) from entities. +- **MsvcStringReader**: Reads MSVC std::wstring (SSO-aware: inline if capacity ≤ 8, heap pointer otherwise). +- **PatternScanner**: AOB scan for resolving base addresses. + +--- + +## EntityList — Tree Traversal + +Reads entities from AreaInstance's MSVC std::map (red-black tree, in-order traversal). + +**Tree node layout:** +``` ++0x00: left child ptr ++0x08: parent ptr ++0x10: right child ptr ++0x28: entity pointer +``` + +**Optimization**: Tree order is cached — re-walked only when entity count changes. + +**Per-entity reads:** +1. Path (EntityDetails → std::wstring) +2. Skip low-priority types (effects, terrain, critters — no components read) +3. Position (Render component: X, Y, Z) +4. Component lookup (STL hash map: name → index) +5. Component data: + - Targetable (bool flag) + - Mods/ObjectMagicProperties (rarity) + - Life (HP, dynamic — re-read every frame for monsters) + - Actor (action ID) + - WorldItem (inner entity for ground loot) + - AreaTransition (destination area) + +**Caching strategy:** +- Stable per entity: path, component list, targetable, rarity, transition name +- Dynamic (re-read every frame): monster HP, action ID + +--- + +## EntityClassifier — Path + Components → Category + +Single source of truth for entity classification. + +1. **Path-based** (primary): Parses `Metadata/[Category]/...` path segments +2. **Component override**: Monster, Chest, Shrine, Waypoint, AreaTransition, Portal, TownPortal, NPC, Player + +Output: `EntityCategory` (Core enum, 17 types) + +--- + +## EntityMapper — Memory.Entity → Core.EntitySnapshot + +Transforms raw memory data to enriched snapshots: + +``` +Memory.Entity (raw) + │ + ├── Copy: ID, path, metadata, position, Z, vitals, components, mods + ├── Classify: EntityClassifier.Classify(path, components) → EntityCategory + ├── Threat level: Rarity → MonsterThreatLevel + ├── Area name: AreaNameLookup.Resolve() for transitions + ├── Distance: Vector2.Distance(position, playerPos) + └── Alive state: HasVitals ? LifeCurrent > 0 : true + │ + ▼ +Core.EntitySnapshot (public, classified, enriched) +``` + +--- + +## GameStateEnricher — Derived Metrics + +Computed once per cold tick, before systems run. + +**NearestEnemies**: HostileMonsters sorted by distance to player. + +**ThreatMap**: +- TotalHostiles, CloseRange (<300u), MidRange (300-600u), FarRange (600-1200u) +- ClosestDistance, ThreatCentroid (position average), HasRareOrUnique + +**DangerLevel** — Weighted threat score: +``` +score = Σ (distance_weight × rarity_multiplier) + +Distance weights: <200u = 3×, <400u = 2×, else = 1× +Rarity multipliers: Unique=5×, Rare=3×, Magic=1.5×, White=1× + +Life override: HP < 30% → Critical, HP < 50% → High +Score thresholds: ≥15 = Critical, ≥8 = High, ≥4 = Medium, >0 = Low, 0 = Safe +``` + +--- + +## Key Architectural Patterns + +| Pattern | Implementation | +|---------|---------------| +| Lock-free cross-thread | Volatile references in GameDataCache; no locks needed | +| Two-tier polling | Hot (4 RPM, 60Hz) + Cold (full read, 10Hz) | +| Hierarchical caching | Each RemoteObject caches data, re-reads only on change | +| Entity caching | Stable data cached per entity/zone; dynamic data (HP) re-read per frame | +| Separation of concerns | Memory: raw bytes. Data: interpretation + classification | +| Area name resolution | AreaNameLookup loads areas.json, caches ID → display name | +| Area graph | BFS pathfinding for quest progression ordering | diff --git a/docs/engine-and-systems.md b/docs/engine-and-systems.md new file mode 100644 index 0000000..ed0ad66 --- /dev/null +++ b/docs/engine-and-systems.md @@ -0,0 +1,197 @@ +# Nexus.Engine & Nexus.Systems — Bot Brain + +## BotEngine (Orchestrator) + +The main loop. Owns systems, navigation, profiles, and action execution. + +### Logic Loop (25Hz, background thread) + +``` +1. Wait for MemoryPoller to provide latest GameState +2. CheckCharacterProfile() → auto-load profile if character changed +3. GameStateEnricher.Enrich() → compute NearestEnemies, ThreatMap, DangerLevel +4. Clear ActionQueue +5. NavigationController.Update(state) → compute path, set DesiredDirection +6. Run all ISystem implementations in priority order +7. NavigationSystem submits MoveAction if DesiredDirection is set +8. ActionQueue.Resolve() → merge conflicts +9. ExecuteActions() → emit key/mouse/click commands via IInputController +``` + +### Action Execution + +| Action | Execution | +|--------|-----------| +| MoveAction | Direction → MovementKeyTracker → WASD key state changes (delta-based) | +| CastAction | SmoothMoveTo target + key press. Re-projects moving entities. Adds ±30-50px jitter. | +| FlaskAction | Direct key press | +| KeyAction | Press/Down/Up operations | +| ClickAction | Left/Right/Middle click at screen position | + +### MovementKeyTracker + +Converts world-space direction vectors to WASD keys for isometric camera: + +``` +1. Rotate direction 45° to align with isometric axes +2. sx = dir.X * cos(45°) - dir.Y * sin(45°) +3. sy = dir.X * sin(45°) + dir.Y * cos(45°) +4. W if sy > 0.3, S if sy < -0.3, D if sx > 0.3, A if sx < -0.3 +5. Only emit key changes (delta-based — no redundant KeyDown/KeyUp) +``` + +### Mouse Drift (Navigation) + +During navigation, lazily repositions the mouse toward enemy clusters: +- Projects enemy centroid ahead of player movement +- Applies ±25° angular offset for organic appearance +- Fires every 800-1500ms (randomized) + +### Safety + +- Releases all held keys when loading screen or escape menu detected +- CombatSystem's `ReleaseAllHeld()` called on state transitions + +--- + +## Systems + +### ThreatSystem (Priority 50) + +Emergency threat response. Runs first, only acts on elevated danger. + +| Danger | Response | +|--------|----------| +| Safe / Low | No action | +| Medium | No action (MovementSystem handles soft avoidance) | +| High | Flee toward safety (priority 50, allows casting) | +| Critical or point-blank (<150 units) | **Urgent flee (priority 5) — blocks all casting** | + +**Flee direction**: `Player.Position - ThreatCentroid`, validated against terrain via `FindWalkableDirection()`. + +### MovementSystem (Priority 100) + +Continuous soft avoidance via **inverse-square repulsion field**. + +For each hostile monster within SafeDistance (400 units): +``` +force += (playerPos - enemyPos) / distanceSquared * RepulsionWeight +``` +Normalizes sum, validates against terrain, submits as lower-priority MoveAction. + +Effect: Player gently drifts away from enemies without hard fleeing. + +### AreaProgressionSystem (Priority 199) + +High-level area traversal. Runs before NavigationSystem to take precedence. + +**State machine (7 phases):** +``` +Exploring → Looting → NavigatingToChest → InteractingChest → +NavigatingToTransition → Interacting → TalkingToNpc +``` + +**Exploration strategy:** +1. Check for elite enemies (Rare/Unique within 800u) → yield to combat +2. Check for quest chests → navigate and interact +3. Check for loot (if danger ≤ Low) → pick up within 600u +4. Once fully explored → find area transition matching quest target +5. In towns with active quest → talk to NPC + +**Quest integration**: Queries active quests for target areas. Prioritizes tracked quests, then lowest act, then shortest path. Blacklists failed transitions after 5s timeout. + +**Navigation delegation**: Uses `NavigationController.NavigateToEntity()` and `.Explore()`. Sets targets and yields until reached. + +### NavigationSystem (Priority 200) + +Ultra-thin passthrough. If `NavigationController.DesiredDirection` is set, submits a MoveAction. All actual pathfinding logic lives in NavigationController (see [pathfinding.md](pathfinding.md)). + +### CombatSystem (Priority 300) + +Skill rotation and target selection. Hot-swappable via CharacterProfile. + +**Rotation loop:** +``` +1. Check global cooldown (skip if recently cast) +2. For each skill in priority order: + a. Check per-skill cooldown + b. Match skill to memory via slot index (fallback to name) + c. If aura: cast once per zone + d. If damage: find target → submit CastAction +3. Release held keys for skills without valid targets +``` + +**Target selection pipeline:** +``` +1. Filter by TargetSelection (Nearest, Rarest, MagicPlus, RarePlus, UniqueOnly) +2. Filter by range (SkillProfile.RangeMin/RangeMax) +3. Filter by line-of-sight (terrain query) +4. Check MinMonstersInRange (AOE threshold) +5. Pick best: Rarest mode → prefer higher rarity then nearer; others → nearest +6. Project to screen coordinates +``` + +**Skill input types:** +- LeftClick/RightClick/MiddleClick: Direct click at target position +- KeyPress with MaintainPressed: Hold key continuously +- KeyPress normal: Single tap + +**Kiting/orbit (during global cooldown):** +- Computes enemy centroid +- Moves perpendicular to centroid (orbital movement) +- Applies radial bias to maintain ideal distance +- Flips orbit direction if terrain blocks path +- Persists orbit sign across ticks for smooth motion + +**Cooldown management:** +- Per-skill: `max(skill.CooldownMs, globalCd + 50)` for rotation +- MaintainPressed skills: use skill.CooldownMs directly +- Area reset: clears aura tracking, resets orbit + +### ResourceSystem (Priority 400) + +Flask automation based on life/mana thresholds. + +``` +if LifePercent < LifeFlaskThreshold (50%) && cooldown expired → FlaskAction +if ManaPercent < ManaFlaskThreshold (50%) && cooldown expired → FlaskAction +``` + +Flask cooldown: 4000ms default. Hot-swappable on character profile change. + +### LootSystem (Priority 500) + +Stub — disabled by default. Item pickup logic handled by AreaProgressionSystem's looting phase. + +--- + +## System Interaction Diagram + +``` +GameState (read-only, shared) + │ + ├─→ ThreatSystem ──→ MoveAction (priority 5 or 50) + │ [blocks casting if priority ≤ 10] + │ + ├─→ MovementSystem ──→ MoveAction (priority 100) + │ [soft repulsion, overridable] + │ + ├─→ AreaProgressionSystem ──→ NavigateTo/Explore commands + │ [drives NavigationController] + │ + ├─→ NavigationSystem ──→ MoveAction (priority 200) + │ [passthrough from NavigationController] + │ + ├─→ CombatSystem ──→ CastAction (priority 300) + │ [skill rotation + target selection] + │ + ├─→ ResourceSystem ──→ FlaskAction (priority 400) + │ [always passes through] + │ + └─→ ActionQueue.Resolve() + │ + ├── Highest MoveAction wins + ├── CastAction passes unless blocked by urgent flee + ├── FlaskAction always passes + └──→ ExecuteActions() → IInputController +``` diff --git a/docs/infrastructure.md b/docs/infrastructure.md new file mode 100644 index 0000000..9ced350 --- /dev/null +++ b/docs/infrastructure.md @@ -0,0 +1,207 @@ +# Infrastructure & Game Interaction Projects + +## Nexus.GameOffsets — Memory Layout Definitions + +Pure offset structs for POE2 game memory. No logic, no reading — just struct layouts. + +**Contents:** +- **Entities/**: `EntityStruct`, `EntityDetails`, `ComponentLookup`, `ComponentNameAndIndex`, `ItemStruct`, `EntityTreeNode` +- **Components/** (22 structs): Actor, Animated, Buffs, Chest, Life, Mods, Player, Positioned, Render, Stats, Targetable, Transitionable, WorldItem, etc. +- **States/**: `InGameState`, `AreaInstance`, `AreaLoading`, `ServerData`, `WorldData`, `Inventory`, `ImportantUiElements` +- **Natives/**: C++ STL memory layouts — `StdVector`, `StdMap`, `StdList`, `StdBucket`, `StdWString`, `StdTuple` + +**Key offsets:** +- Actor skills: 0xB00 (ActiveSkillsVector), 0xB18 (CooldownsVector) +- UIElement: 0x10 (Children), 0x98 (StringId), 0x180 (Flags), 0x448 (Text) +- Entity: 0x80 (ID), 0x84 (Flags), 0x08 (EntityDetails) + +**Dependencies**: None. Used by Memory and Data layers. + +--- + +## Nexus.Screen — Screen Capture, OCR & Detection + +Screen capture, OCR, image processing, grid/item detection, loot label detection. + +### Core Components + +| Class | Purpose | +|-------|---------| +| ScreenReader | Main facade — OCR, template matching, screenshot, diff OCR | +| IScreenCapture | Desktop duplication or GDI capture | +| IOcrEngine | Interface for OCR backends (Win native, EasyOCR, OneOCR, WinOCR) | +| PythonOcrBridge | Calls Python script via subprocess for EasyOCR/YOLO | + +### Grid & Item Detection + +| Class | Purpose | +|-------|---------| +| GridReader | Reads stash/inventory grids (12-col 70×70px or 24-col 35×35px) | +| GridHandler | Template matching for cell occupancy, item size detection | +| TemplateMatchHandler | NCC-based visual matching (find identical items in grid) | +| DetectGridHandler | Edge detection to find grid boundaries | + +### Detection Systems + +| Class | Purpose | +|-------|---------| +| EnemyDetector | YOLO/ONNX object detection for enemy positions | +| BossDetector | Boss-specific recognition | +| HudReader | HUD element OCR (HP bar, mana, buffs) | +| GameStateDetector | Main menu vs in-game state | +| ScreenReader.DetectLootLabels() | Three-pass loot detection (polygon, contour, yellow text) | + +### Frame Pipeline + +Pub-sub for screen frames: `FramePipeline` distributes captured frames to multiple `IFrameConsumer` implementations (GameState, Enemy, Boss detectors, Minimap, Navigation). + +**Used by**: Bot, Navigation, Inventory, Ui + +--- + +## Nexus.Game — Game Interaction + +Low-level game control — window focus, input sending, clipboard operations. + +| Class | Purpose | +|-------|---------| +| GameController | Main facade — focus, chat, input, shortcuts | +| InputSender | Win32 SendInput (scan codes), Bézier mouse movement, Ctrl+click | +| WindowManager | SetForegroundWindow (with alt-key trick), GetWindowRect | +| ClipboardHelper | System clipboard read/write | + +**Key operations:** +- `FocusWindow()` — SetForegroundWindow + alt-key trick (required for background processes) +- `CtrlRightClick()` — buying from seller stash +- `MoveMouse()` — Bézier curve smooth move +- `MoveMouseInstant()` — direct teleport (no interpolation) +- `TypeText()`, `SelectAll()`, `Paste()` — clipboard operations + +**Used by**: Inventory, Trade, Items, Navigation, Bot + +--- + +## Nexus.Log — Game Log Watcher + +Parses Client.txt game log at 200ms poll intervals. + +| Event | Pattern | +|-------|---------| +| AreaEntered | `[SCENE] Set Source [AreaName]` or `You have entered AreaName` | +| WhisperReceived | Incoming whisper messages | +| WhisperSent | Outgoing whisper messages | +| TradeAccepted | Trade completion | +| PartyJoined/Left | Party state changes | +| LineReceived | Raw log lines | + +`CurrentArea` detected from log tail on startup. Used by Bot (reset navigation on area change), Inventory (wait for area transitions), Navigation. + +--- + +## Nexus.Trade — Trade Daemon IPC + +Manages trade search monitoring via external Node.js Playwright daemon. + +### TradeDaemonBridge + +Spawns `node tools/trade-daemon/daemon.mjs`, communicates via stdin/stdout JSON. + +**Commands (→ daemon):** +- `start`, `addSearch`, `addDiamondSearch` +- `pauseSearch`, `clickTravel` +- `openScrapPage`, `reloadScrapPage`, `closeScrapPage` + +**Events (← daemon):** +- `newListings` → `NewListings(searchId, items[])` +- `diamondListings` → `DiamondListings(searchId, pricedItems[])` +- `wsClose` → websocket disconnection + +**Trade flow**: Website "Travel to Hideout" button → stash opens → Ctrl+right-click to buy → `/hideout` to go home → store items + +--- + +## Nexus.Items — Item Parsing + +Parse item text from clipboard (Ctrl+C) using Sidekick item parser library. + +| Class | Purpose | +|-------|---------| +| ItemReader | Move to item → Ctrl+C → read clipboard → parse | +| SidekickBootstrapper | Initialize Sidekick parser on first use | + +**Used by**: Bot (identify items during scraping) + +--- + +## Nexus.Inventory — Stash & Grid Management + +Scan player inventory, track item placement, deposit to stash. + +| Class | Purpose | +|-------|---------| +| InventoryManager | Main interface — scan, deposit, clear | +| InventoryTracker | Cell occupancy matrix + item metadata | +| StashCalibrator | Grid boundary calibration via edge detection | + +**Key operations:** +- `ScanInventory()` → screenshot + grid scan → populate tracker +- `DepositItemsToStash()` → find stash NPC → click items with Shift+Ctrl +- `DepositAllToOpenStash()` → scan → click first occupied → repeat +- `ClearToStash()` → scan → deposit all → return to hideout +- `EnsureAtOwnHideout()` → `/hideout` command if needed + +**Grid calibration (2560×1440):** +- Cell sizes: 70×70px (12-col) or 35×35px (24-col), all 840px wide +- Inventory (12×5): origin (1696, 788) +- Stash 12×12: origin (23, 169) or (23, 216) in folder + +--- + +## Nexus.Navigation — Minimap-Based Movement + +Real-time navigation using minimap image matching + pathfinding. Separate from Nexus.Pathfinding (which is grid-based A*). + +| Class | Purpose | +|-------|---------| +| NavigationExecutor | State machine: Capture → Process → Plan → Move → Stuck | +| MinimapCapture | Frame pipeline consumer — wall color detection, checkpoint detection | +| WorldMap | Position matching via cross-correlation, canvas stitching | +| StuckDetector | No-progress detection | +| WallColorTracker | Learns wall palette from initial spawn | + +**Flow**: Capture minimap → detect position via wall color stitching → pathfind → send WASD keys + +--- + +## Nexus.Bot — Top-Level Orchestration + +Central coordinator that wires everything together. + +| Class | Purpose | +|-------|---------| +| BotOrchestrator | DI container, state machine, frame pipeline management | +| TradeExecutor | Single trade flow (navigate → buy → deposit) | +| MappingExecutor | Map exploration (navigate + loot) | +| KulemakExecutor | Boss fight with arena mechanics | +| CraftingExecutor | Crafting bench operations | +| DiamondExecutor | Diamond trade handling | +| ScrapExecutor | Vendor scrapping | +| TradeQueue | FIFO queue of trade tasks | +| LinkManager | Trade search management | + +**Bot modes**: Trading, Mapping, Crafting (via BotMode enum) + +--- + +## Nexus.Ui — Avalonia Desktop Application + +Entry point executable. Avalonia 11.2 + CommunityToolkit.MVVM + FluentTheme. + +**App.xaml.cs** wires all DI: +- Services: ConfigStore, GameController, ScreenReader, ClientLogWatcher, TradeMonitor, InventoryManager +- Bot: FramePipelineService, LinkManager, TradeExecutor, TradeQueue, BotOrchestrator, ModPoolService +- ViewModels: Main, Debug, Settings, Mapping, Atlas, Crafting, Memory, Nexus, ObjectBrowser + +**Additional dependencies**: Vortice.Direct2D1 (overlay rendering), Microsoft.Extensions.DependencyInjection + +**Views**: MainWindow, DebugWindow, SettingsWindow, MappingWindow, etc. with MVVM bindings. diff --git a/docs/input.md b/docs/input.md new file mode 100644 index 0000000..fa8ccb5 --- /dev/null +++ b/docs/input.md @@ -0,0 +1,67 @@ +# Nexus.Input — Input Controllers & Humanization + +## IInputController Implementations + +### SendInputController (Default, No Driver) + +Uses Win32 `SendInput` API with **KEYEVENTF_SCANCODE** flag. Games read hardware scan codes, not virtual key codes. + +- **KeyDown/KeyUp**: Raw keyboard scan code via SendInput struct +- **KeyPress**: Down → Sleep(holdMs) → Up with humanization +- **SmoothMoveTo**: Cubic Bézier curve interpolation (10-40 steps) with random perpendicular spread +- **MouseMoveTo**: Direct `SetCursorPos()` (instant teleport) +- **Clicks**: Smooth move to target → humanized delay → click + +### InterceptionInputController (Driver-Based) + +Uses Interception keyboard/mouse driver for lower-level control: +- Delegates to `KeyboardHook` and `MouseHook` via InputInterceptor COM library +- Same smooth movement and humanization as SendInput +- Returns false from `Initialize()` if driver not installed (graceful fallback) + +### SimInputController (Simulator) + +Implements `IInputController` but doesn't make Win32 calls. Instead: +- **WASD** → Tracks held state, converts to direction vector with 45° isometric rotation +- **Skills** → Queues skill casts to SimWorld via `QueueSkill()` +- **Mouse** → Tracks screen position, converts to world coords via inverse camera matrix +- **Visualization** → Maintains flash timers (0.15s) for InputOverlayRenderer + +## Scan Codes + +``` +Movement: W=0x11 A=0x1E S=0x1F D=0x20 +Skills: Q=0x10 E=0x12 R=0x13 T=0x14 +Numbers: 1=0x02 2=0x03 3=0x04 4=0x05 5=0x06 +Modifiers: LShift=0x2A LCtrl=0x1D LAlt=0x38 +Other: Space=0x39 Enter=0x1C Escape=0x01 Slash=0x35 +``` + +## Humanizer + +Anti-detection layer applied to all input operations. + +| Method | Purpose | +|--------|---------| +| GaussianDelay(baseMs) | Adds gaussian noise (Box-Muller transform), clamped to [50ms, 150ms] | +| JitterPosition(x, y) | Random pixel offset within ClickJitterRadius (3px) | +| ShouldThrottle() | Tracks actions in 60-second rolling window, blocks if APM > MaxApm (250) | +| RecordAction() | Enqueues timestamp for APM tracking | +| RandomizedInterval(baseMs) | Adds ±20% jitter to poll intervals | + +## MovementKeyTracker + +Converts normalized direction vectors to WASD key state for isometric camera: + +``` +Rotate direction 45°: + sx = dir.X * cos(45°) - dir.Y * sin(45°) + sy = dir.X * sin(45°) + dir.Y * cos(45°) + +Key mapping: + W if sy > 0.3, S if sy < -0.3 + D if sx > 0.3, A if sx < -0.3 + +Delta-based: only sends KeyDown/KeyUp when state changes. +Supports holding multiple keys (W+D for diagonal). +``` diff --git a/docs/pathfinding.md b/docs/pathfinding.md new file mode 100644 index 0000000..00bd003 --- /dev/null +++ b/docs/pathfinding.md @@ -0,0 +1,153 @@ +# Nexus.Pathfinding — Navigation & Exploration + +## Overview + +Two classes: **NavigationController** (state machine — decides *where* to go) and **PathFinder** (A* algorithm — decides *how* to get there). + +--- + +## NavigationController + +### Modes + +| Mode | Trigger | Behavior | +|------|---------|----------| +| Idle | `Stop()` | No movement | +| NavigatingToPosition | `NavigateTo(pos)` | Path to fixed world coordinates | +| NavigatingToEntity | `NavigateToEntity(id)` | Chase a moving entity (re-targets each tick) | +| Exploring | `Explore()` | BFS frontier exploration of unmapped terrain | + +### Update Loop (called every tick) + +``` +1. Area change detection → clear path, explored grid, stuck history +2. EnsureExploredGrid() → allocate/resize to match terrain (preserves old data on expansion) +3. MarkExplored(playerPos) → mark cells near player as visited (radius 150 grid cells) +4. ResolveGoal() → get target position based on mode +5. If no goal and Exploring → PickExploreTarget() via BFS +6. Reach detection → within WaypointReachedDistance (80u), clear goal or stop +7. Stuck detection → if < 30u movement in 60 ticks (~1s), repath or pick new target +8. Pathfinding → A* from player to goal (with explored grid bias in explore mode) +9. Waypoint advancement → advance index as player reaches each waypoint +10. Output → DesiredDirection (normalized vector to next waypoint) +``` + +### Explored Grid + +Parallel bool array matching terrain dimensions. Tracks which cells the player has visited. + +- **Mark radius**: 150 grid cells (~1630 world units) — circular region around player +- **Preservation**: On terrain expansion, overlapping explored data is copied to new grid +- **Offset-aware**: Uses same OffsetX/OffsetY as terrain for absolute grid coordinates + +### BFS Exploration (PickExploreTarget) + +When Exploring mode needs a new goal: + +1. **BFS frontier search** (up to 100,000 iterations) + - 8-directional BFS outward from player + - Finds nearest unexplored walkable cell + - Returns that cell as world coordinates + +2. **Random distant target** (if BFS finds nothing) + - 20 attempts at random directions, 1500-3500 world units away + - Pushes player toward terrain edges where expansion triggers + +3. **Edge fallback** (if random fails) + - Heads toward nearest terrain boundary (10 cells from edge) + - Guarantees continued exploration with infinite terrain + +4. **Exploration complete** (only if all fallbacks fail) + - Sets `IsExplorationComplete = true` + - Prevents expensive re-BFS every tick + - Reset on area change + +### Stuck Detection + +- **Window**: Last 60 positions (~1 second at 60Hz) +- **Threshold**: Must move at least 30 world units in window +- **Grace period**: 120 ticks (2 seconds) after picking new explore target +- **On stuck while exploring**: Mark failed goal as explored, pick new target, set grace period +- **On stuck otherwise**: Repath + +### Path Failure Handling + +- **Explored bias fallback**: If A* with explored grid bias fails, retry without bias (bias can make distant targets unreachable) +- **Cooldown**: 3 seconds before retrying after path failure (prevents CPU burn on impossible paths) + +--- + +## PathFinder — A* Implementation + +### Signature + +```csharp +public static List? FindPath( + WalkabilitySnapshot terrain, Vector2 start, Vector2 goal, float worldToGrid, + bool[]? exploredGrid, int exploredWidth, int exploredHeight, + int exploredOffsetX, int exploredOffsetY) +``` + +Returns world-coordinate waypoints or null if unreachable. + +### Movement Model + +- **8-directional grid**: Cardinal + diagonal +- **Costs**: Cardinal = 1.0, Diagonal = √2 ≈ 1.414 +- **Explored penalty**: ×1.5 multiplier for explored cells (biases paths through unexplored territory) + +### Heuristic + +``` +h = max(dx, dy) + 0.414 * min(dx, dy) +``` +Diagonal/Chebyshev-based. Admissible and consistent. + +### Algorithm + +1. **Snap to walkable**: If start/goal in wall, BFS search for nearest walkable cell (radius up to 20) +2. **A* search** (budget: 200,000 iterations): + - Priority queue ordered by f = g + h + - 8 neighbors per expansion + - **Corner-cut check**: Diagonals require at least one adjacent cardinal cell walkable + - **Explored grid bias**: Multiply step cost by 1.5 for explored cells + - Track `bestNode` (closest reachable) for fallback +3. **Path reconstruction**: Backtrack via cameFrom map +4. **Simplification**: Remove collinear waypoints, keep only turning points +5. **Fallback**: If goal unreachable but bestNode is meaningfully closer (within 80% of starting heuristic), path to closest reachable cell + +### Data Structures + +| Structure | Type | Purpose | +|-----------|------|---------| +| Open set | PriorityQueue<(int,int), float> | Nodes to expand, ordered by f-score | +| Closed set | HashSet<(int,int)> | Already expanded nodes | +| gScore | Dictionary<(int,int), float> | Best known cost to each node | +| cameFrom | Dictionary<(int,int), (int,int)> | Backtracking map | + +--- + +## Integration + +``` +AreaProgressionSystem + │ .Explore() / .NavigateTo() / .NavigateToEntity() + ▼ +NavigationController + │ .Update(GameState) → computes path, sets DesiredDirection + │ calls PathFinder.FindPath() for A* routing + ▼ +NavigationSystem + │ reads DesiredDirection → submits MoveAction + ▼ +ActionQueue → BotEngine → MovementKeyTracker → WASD keys +``` + +### Coordinate Systems + +| Space | Example | Conversion | +|-------|---------|------------| +| World | (1517, 4491) | Raw game units | +| Grid | (139, 413) | world × WorldToGrid (23/250) | +| Local grid | (139-ox, 413-oy) | grid - terrain offset | +| Screen | project via CameraMatrix | WorldToScreen.Project() | diff --git a/docs/simulator.md b/docs/simulator.md new file mode 100644 index 0000000..28a6d8c --- /dev/null +++ b/docs/simulator.md @@ -0,0 +1,180 @@ +# Nexus.Simulator — Standalone Game World + +## Purpose + +Test bot systems (combat, navigation, threat assessment) without the real game. Replaces the memory-reading pipeline with a procedural game world. Bot systems run unmodified — they see identical `GameState` objects and emit actions to `IInputController`. + +## Architecture + +``` +SimWorld (game tick loop) + │ + ├── SimPoller (60Hz background thread) + │ ├── FlushToWorld() → transfer input to SimWorld + │ ├── Tick(dt) → advance simulation + │ ├── SimStateBuilder.Build() → SimWorld → GameState + │ └── Push to GameDataCache + │ + ├── SimInputController (captures bot actions) + │ ├── WASD → MoveDirection vector (45° isometric conversion) + │ ├── Skills → QueueSkill(scanCode, targetWorldPos) + │ ├── Mouse → track position, screen↔world conversion + │ └── Flash timers for input visualization + │ + ├── Bot Logic Thread (60Hz) + │ ├── GameStateEnricher.Enrich(state) + │ ├── All 6 systems: Threat, Movement, Navigation, Combat, Resource, Loot + │ ├── NavigationController.Update() + │ └── ExecuteActions() → SimInputController + │ + └── Render Thread (ImGui + Veldrid) + ├── TerrainRenderer (diamond cells, isometric) + ├── EntityRenderer (player, enemies, health bars) + ├── EffectRenderer (melee cones, AOE circles, projectile lines) + ├── PathRenderer (A* waypoints) + ├── InputOverlayRenderer (keyboard + mouse state) + └── DebugPanel (system toggles, stats, spawn controls) +``` + +## SimWorld — Game Loop + +### Tick (dt-based, 60Hz) + +``` +1. CheckAndExpandTerrain() → expand when player within 50 cells of edge +2. MovePlayer(dt) → WASD direction × speed × dt, collision with terrain +3. ProcessSkills() → dequeue skill casts, dispatch by scan code +4. UpdateProjectiles(dt) → move, check terrain/enemy collisions +5. UpdateEffects(dt) → decay visual effects (0.3s duration) +6. UpdateEnemies(dt) → AI state machine per enemy +7. UpdateRespawns(dt) → cull far enemies, spawn new groups +``` + +### Terrain + +- Procedural: all walkable with scattered obstacles (rock clusters, wall segments, pillars) +- 500×500 initial grid, `WorldToGrid = 23/250` +- **Infinite expansion**: Expands 250 cells per side when player within 50 cells of edge +- Preserves existing data via array copy with offset adjustment + +### Player + +- Position (Vector2), Health/Mana with regen (5 HP/s, 10 MP/s) +- Move speed: 400 world units/s +- Collision: slide-along-X / slide-along-Y fallback if direct move blocked + +### Skills + +| Scan Code | Type | Behavior | +|-----------|------|----------| +| Q (0x10), R (0x13) | AOE | Damage all enemies within 250u of target position | +| E (0x12), T (0x14) | Projectile | Spawn projectile, 1200 speed, 800 range, 80u hit radius | +| LMB, RMB | Melee | 150u cone, 120° angle from player toward target | + +Base damage: 200 per hit. Configurable via SimConfig. + +### Enemy AI + +``` +State machine per SimEnemy: + +Idle → wander randomly within 200u of spawn, new target every 2-5s + │ player within 600u (aggro range) + ▼ +Chasing → move toward player at 75% player speed + │ player within 100u (attack range) + ▼ +Attacking → stand still, deal 30 damage every 1.5s + │ player escapes attack range + ▼ back to Chasing + │ health ≤ 0 + ▼ +Dead → visible for 2s → queue for respawn (5s delay) +``` + +### Enemy Spawning + +- **Groups**: 3-7 enemies per spawn, leader keeps rolled rarity, rest are Normal +- **Rarity distribution**: 70% Normal, 20% Magic, 8% Rare, 2% Unique +- **HP multipliers**: Magic=1.5×, Rare=3×, Unique=5× base (200) +- **Spawn ring**: 800-2000 world units from player +- **Direction bias**: ±90° cone ahead of player's movement direction +- **Culling**: Remove enemies > 3000u from player +- **Population**: Maintain 25 enemies, spawn new groups as needed + +## Bridge Layer + +### SimPoller + +Replaces MemoryPoller. Background thread at 60Hz: +1. `FlushToWorld()` — transfer accumulated input +2. `world.Tick(dt)` — advance simulation (dt clamped to 0.1s max) +3. `SimStateBuilder.Build()` — convert to GameState +4. Push to GameDataCache (same fields as production) + +### SimStateBuilder + +Converts SimWorld state → GameState: +- Each SimEnemy → EntitySnapshot (with rarity, threat level, AI state, HP) +- SimPlayer → PlayerState (position, vitals, skills) +- Camera matrix: orthographic projection (12800×7200 world units → 2560×1440 screen) + +### SimInputController + +Implements IInputController, captures actions instead of sending Win32 input: +- WASD → direction vector (with 45° isometric inversion) +- Skills → `SimWorld.QueueSkill(scanCode, worldPos)` +- Mouse → screen position tracking, inverse camera transform for world coords +- Input visualization: flash timers for keyboard/mouse overlay + +## Rendering + +### ViewTransform (Isometric Camera) + +45° counter-clockwise rotation matching the game's camera: + +``` +World → Grid: gx = worldX × WorldToGrid +Grid → Screen: rx = (gx - gy) × cos(45°) + ry = -(gx + gy) × cos(45°) +Screen = canvasOrigin + viewOffset + (rx, ry) × zoom +``` + +### Renderers + +| Renderer | Draws | +|----------|-------| +| TerrainRenderer | Diamond cells (rotated grid), explored overlay, minimap | +| EntityRenderer | Player (green circle), enemies (colored by rarity), health/mana bars | +| EffectRenderer | Melee cones (red triangle fan), AOE circles (blue), projectile lines (cyan) | +| PathRenderer | Cyan waypoint lines and dots from A* path | +| InputOverlayRenderer | Keyboard (3 rows: 1-5, QWERT, ASDF) + mouse (L/R/M buttons) | +| DebugPanel | Pause/speed, player stats, enemy counts, system toggles, threat info | + +### VeldridImGuiRenderer + +Custom ImGui backend for Veldrid 4.9.0 + D3D11: +- HLSL shaders compiled at runtime via D3DCompiler P/Invoke +- Dynamic vertex/index buffers, font texture from ImGui atlas +- Alpha blending pipeline with scissor rect support + +## SimConfig + +``` +Terrain: 500×500, WorldToGrid=23/250, ExpandThreshold=50, ExpandAmount=250 +Player: Speed=400, HP=1000, MP=500, HPRegen=5/s, MPRegen=10/s +Enemies: Count=25, Aggro=600u, Attack=100u, Speed=75%, HP=200, Damage=30 +Spawning: Ring=800-2000u, Groups=3-7, Cull=3000u +Skills: Melee=150u/120°, AOE=250u, Projectile=1200speed/800range, Damage=200 +Rarity: Normal=70%, Magic=20%, Rare=8%, Unique=2% +Simulation: SpeedMultiplier=1×, Pauseable +``` + +## Running + +``` +dotnet run --project src/Nexus.Simulator +``` + +Dependencies: Core, Data, Systems, Pathfinding, ImGui.NET, Veldrid, Veldrid.StartupUtilities +Does NOT depend on: Memory, Input, Screen, Game, Bot, Ui, Trade diff --git a/docs/test.html b/docs/test.html new file mode 100644 index 0000000..87f1b56 --- /dev/null +++ b/docs/test.html @@ -0,0 +1,95 @@ + + + + + + Hold Timer + + + +
+ +
Last hold: 0 ms
+
Current hold: 0 ms
+
+ + + + \ No newline at end of file diff --git a/imgui.ini b/imgui.ini index 6e55fd4..039b318 100644 --- a/imgui.ini +++ b/imgui.ini @@ -9,7 +9,7 @@ Size=219,425 Collapsed=0 [Window][Simulator] -Pos=11,220 +Pos=341,232 Size=1200,681 Collapsed=0 diff --git a/src/Nexus.Core/ActionExecutor.cs b/src/Nexus.Core/ActionExecutor.cs new file mode 100644 index 0000000..11b3ec6 --- /dev/null +++ b/src/Nexus.Core/ActionExecutor.cs @@ -0,0 +1,52 @@ +using System.Numerics; + +namespace Nexus.Core; + +public static class ActionExecutor +{ + public static void Execute(List resolved, IInputController input, + MovementKeyTracker moveTracker, MovementBlender blender, Vector2? playerPos = null) + { + if (!input.IsInitialized) return; + + // Discrete actions + foreach (var action in resolved) + { + switch (action) + { + case FlaskAction flask: + input.KeyPress(flask.FlaskScanCode); + break; + + case CastAction cast: + if (cast.TargetScreenPos.HasValue) + input.SmoothMoveTo((int)cast.TargetScreenPos.Value.X, (int)cast.TargetScreenPos.Value.Y); + input.KeyPress(cast.SkillScanCode); + break; + + case ClickAction click: + var cx = (int)click.ScreenPosition.X; + var cy = (int)click.ScreenPosition.Y; + switch (click.Type) + { + case ClickType.Left: input.LeftClick(cx, cy); break; + case ClickType.Right: input.RightClick(cx, cy); break; + case ClickType.Middle: input.MiddleClick(cx, cy); break; + } + break; + + case KeyAction key: + switch (key.Type) + { + case KeyActionType.Press: input.KeyPress(key.ScanCode); break; + case KeyActionType.Down: input.KeyDown(key.ScanCode); break; + case KeyActionType.Up: input.KeyUp(key.ScanCode); break; + } + break; + } + } + + // WASD movement (delta-based held keys) + moveTracker.Apply(input, blender.Direction, playerPos); + } +} diff --git a/src/Nexus.Core/ActionQueue.cs b/src/Nexus.Core/ActionQueue.cs index 377c87b..997b4fd 100644 --- a/src/Nexus.Core/ActionQueue.cs +++ b/src/Nexus.Core/ActionQueue.cs @@ -33,12 +33,11 @@ public class ActionQueue } /// - /// Resolve conflicts and return the final action list: + /// Resolve conflicts and return the final action list. + /// Movement is handled by MovementBlender — only non-movement actions remain here. /// 1. FlaskActions always pass through - /// 2. Get highest-priority MoveAction + CastAction - /// 3. Urgent move (priority ≤ 10) → include move, BLOCK cast (flee) - /// 4. Normal → include both cast + move - /// 5. All other actions pass through + /// 2. Get highest-priority CastAction + /// 3. All other actions pass through /// public List Resolve() { @@ -51,21 +50,9 @@ public class ActionQueue resolved.Add(action); } - var bestMove = GetHighestPriority(); var bestCast = GetHighestPriority(); - - if (bestMove is not null) - { - resolved.Add(bestMove); - - // Urgent flee (priority ≤ 10) blocks casting - if (bestMove.Priority > 10 && bestCast is not null) - resolved.Add(bestCast); - } - else if (bestCast is not null) - { + if (bestCast is not null) resolved.Add(bestCast); - } // Pass through everything else (Key, Click, Chat, Wait) except types already handled foreach (var action in _actions) diff --git a/src/Nexus.Core/BotConfig.cs b/src/Nexus.Core/BotConfig.cs index e06fe25..eac93b7 100644 --- a/src/Nexus.Core/BotConfig.cs +++ b/src/Nexus.Core/BotConfig.cs @@ -7,8 +7,8 @@ public class BotConfig public int MemoryPollRateHz { get; set; } = 30; // Movement - public float SafeDistance { get; set; } = 400f; - public float RepulsionWeight { get; set; } = 1.5f; + public float SafeDistance { get; set; } = 500f; + public float RepulsionWeight { get; set; } = 0.5f; public float WaypointReachedDistance { get; set; } = 80f; // Navigation diff --git a/src/Nexus.Core/ISystem.cs b/src/Nexus.Core/ISystem.cs index e904755..7b03dbe 100644 --- a/src/Nexus.Core/ISystem.cs +++ b/src/Nexus.Core/ISystem.cs @@ -5,5 +5,5 @@ public interface ISystem int Priority { get; } string Name { get; } bool IsEnabled { get; set; } - void Update(GameState state, ActionQueue actions); + void Update(GameState state, ActionQueue actions, MovementBlender movement); } diff --git a/src/Nexus.Core/Logging.cs b/src/Nexus.Core/Logging.cs index 742b887..67465d0 100644 --- a/src/Nexus.Core/Logging.cs +++ b/src/Nexus.Core/Logging.cs @@ -8,7 +8,7 @@ public static class Logging public static void Setup() { Log.Logger = new LoggerConfiguration() - .MinimumLevel.Information() + .MinimumLevel.Debug() .WriteTo.Console( outputTemplate: "[{Timestamp:HH:mm:ss.fff} {Level:u3}] {Message:lj}{NewLine}{Exception}") .WriteTo.File("logs/poe2trade-.log", diff --git a/src/Nexus.Core/MovementBlender.cs b/src/Nexus.Core/MovementBlender.cs new file mode 100644 index 0000000..0b25de0 --- /dev/null +++ b/src/Nexus.Core/MovementBlender.cs @@ -0,0 +1,231 @@ +using System.Numerics; + +namespace Nexus.Core; + +public readonly record struct MovementIntent( + int Layer, + Vector2 Direction, + float Override = 0f, + string? Source = null +); + +/// +/// Blends movement contributions from multiple systems using priority-layered attenuation. +/// Higher-priority layers (lower number) attenuate lower-priority ones via their Override factor. +/// Applies terrain validation once on the blended result. WASD hysteresis handles smoothing. +/// +public sealed class MovementBlender +{ + private readonly List _intents = new(); + + // Stuck detection + private Vector2 _lastResolvePos; + private int _stuckFrames; + private const int StuckFrameThreshold = 30; // ~0.5s at 60Hz + private const float StuckMovePerFrame = 3f; // must move > 3 world units per frame to count as moving + + // EMA smoothing to dampen terrain validation jitter. + // Snap decision based on INTENT change (pre-terrain), not terrain output — prevents + // terrain probe noise from bypassing the EMA via the snap threshold. + private Vector2? _smoothedDirection; + private Vector2? _lastIntentDir; // pre-terrain direction from previous frame + private const float SmoothingAlpha = 0.12f; // 12% new, 88% previous + + // Terrain validation cache — prevents re-probing within the same grid cell, + // breaking the position↔direction feedback loop that causes zigzag oscillation + private Vector2 _cachedTerrainInputDir; + private Vector2 _cachedTerrainResult; + private int _cachedTerrainGridX = int.MinValue; + private int _cachedTerrainGridY = int.MinValue; + + public Vector2? Direction { get; private set; } + public Vector2? RawDirection { get; private set; } + + /// True when layer 0 (critical flee) was submitted — blocks casting. + public bool IsUrgentFlee { get; private set; } + + /// True when the player hasn't moved for several frames — orbit/herd suppressed. + public bool IsStuck { get; private set; } + + /// Snapshot of intents from the last Resolve() call, for diagnostic logging. + public IReadOnlyList LastIntents => _lastIntents; + private List _lastIntents = new(); + + public void Submit(MovementIntent intent) => _intents.Add(intent); + + /// + /// Clears intents for a new frame. Called at the top of each logic tick. + /// + public void Clear() => _intents.Clear(); + + /// + /// Blends all submitted intents and validates against terrain. + /// Applies EMA smoothing after terrain validation to dampen probe jitter. + /// + public void Resolve(WalkabilitySnapshot? terrain, Vector2 playerPos, float worldToGrid) + { + IsUrgentFlee = false; + + // ── Stuck detection ── + // If player barely moves for ~0.5s, suppress orbit/herd so navigation can guide out + var moved = Vector2.Distance(playerPos, _lastResolvePos); + if (moved < StuckMovePerFrame) + _stuckFrames++; + else + _stuckFrames = Math.Max(0, _stuckFrames - 3); // recover 3x faster than building up + _lastResolvePos = playerPos; + IsStuck = _stuckFrames > StuckFrameThreshold; + + if (IsStuck) + { + // Keep only flee (L0, L1) and navigation (L3) — drop orbit (L2) and herd (L4) + _intents.RemoveAll(i => i.Layer == 2 || i.Layer == 4); + } + + _lastIntents = new List(_intents); + + if (_intents.Count == 0) + { + RawDirection = null; + Direction = null; + return; + } + + // Check for urgent flee (layer 0) + foreach (var intent in _intents) + { + if (intent.Layer == 0) + { + IsUrgentFlee = true; + break; + } + } + + // Group by layer, sum within layer, track max override per layer + var layers = new SortedDictionary(); + foreach (var intent in _intents) + { + if (layers.TryGetValue(intent.Layer, out var existing)) + layers[intent.Layer] = (existing.Sum + intent.Direction, Math.Max(existing.MaxOverride, intent.Override)); + else + layers[intent.Layer] = (intent.Direction, intent.Override); + } + + // Blend across layers with priority-based attenuation + var attenuation = 1f; + var result = Vector2.Zero; + + foreach (var (_, (sum, maxOverride)) in layers) + { + result += sum * attenuation; + attenuation *= (1f - maxOverride); + } + + if (result.LengthSquared() < 0.0001f) + { + RawDirection = null; + Direction = null; + return; + } + + // Normalize the blended result + var rawDir = Vector2.Normalize(result); + var intentDir = rawDir; // save pre-terrain direction for snap decision + + // Terrain validation with grid-cell caching. + // Re-probe only when the raw direction changes (>~14°) or the player enters a new grid cell. + // This prevents the feedback loop: direction jitter → zigzag movement → crosses cell boundary → more jitter. + if (terrain is not null) + { + var gx = (int)(playerPos.X * worldToGrid); + var gy = (int)(playerPos.Y * worldToGrid); + var dirSimilar = Vector2.Dot(rawDir, _cachedTerrainInputDir) > 0.97f; + var sameCell = gx == _cachedTerrainGridX && gy == _cachedTerrainGridY; + + if (dirSimilar && sameCell) + { + rawDir = _cachedTerrainResult; + } + else + { + var preTerrainDir = rawDir; + rawDir = TerrainQuery.FindWalkableDirection(terrain, playerPos, rawDir, worldToGrid); + _cachedTerrainInputDir = preTerrainDir; + _cachedTerrainResult = rawDir; + _cachedTerrainGridX = gx; + _cachedTerrainGridY = gy; + } + } + + RawDirection = rawDir; + + // EMA smoothing. Snap decision based on whether the INTENT (pre-terrain) changed, + // not the terrain output. This prevents terrain probe noise (which can produce 90°+ swings) + // from bypassing the EMA via the snap threshold. + if (_smoothedDirection.HasValue) + { + var intentChanged = _lastIntentDir.HasValue && + Vector2.Dot(_lastIntentDir.Value, intentDir) < 0f; + + if (intentChanged) + { + // Genuine intent reversal (flee, new waypoint) — snap immediately + } + else + { + // Intent is stable — all direction change is terrain noise, always smooth + var smoothed = Vector2.Lerp(_smoothedDirection.Value, rawDir, SmoothingAlpha); + if (smoothed.LengthSquared() > 0.0001f) + rawDir = Vector2.Normalize(smoothed); + } + } + + _smoothedDirection = rawDir; + _lastIntentDir = intentDir; + Direction = rawDir; + } + + /// + /// Full reset — call on area change or loading screen. + /// + public void Reset() + { + _intents.Clear(); + _lastIntents.Clear(); + Direction = null; + RawDirection = null; + IsUrgentFlee = false; + IsStuck = false; + _stuckFrames = 0; + _lastResolvePos = Vector2.Zero; + _smoothedDirection = null; + _lastIntentDir = null; + _cachedTerrainGridX = int.MinValue; + _cachedTerrainGridY = int.MinValue; + } + + /// + /// Compact diagnostic string: lists active intents and final direction. + /// Example: "Orbit(L2,0.0) Navigation(L3,0.0) Herd(L4,0.2) → (0.71,-0.31)" + /// + public string DiagnosticSummary() + { + if (_lastIntents.Count == 0) + return "none"; + + var parts = new List(); + foreach (var intent in _lastIntents) + { + var dir = intent.Direction; + var mag = dir.Length(); + parts.Add($"{intent.Source ?? "?"}(L{intent.Layer},ovr={intent.Override:F1},mag={mag:F2})"); + } + + var dirStr = Direction.HasValue + ? $"({Direction.Value.X:F2},{Direction.Value.Y:F2})" + : "null"; + + var stuckStr = IsStuck ? " [STUCK]" : ""; + return string.Join(" + ", parts) + " → " + dirStr + stuckStr; + } +} diff --git a/src/Nexus.Core/MovementKeyTracker.cs b/src/Nexus.Core/MovementKeyTracker.cs new file mode 100644 index 0000000..3f56c64 --- /dev/null +++ b/src/Nexus.Core/MovementKeyTracker.cs @@ -0,0 +1,122 @@ +using System.Numerics; +using Serilog; + +namespace Nexus.Core; + +/// +/// Translates a movement direction vector into WASD key presses. +/// Applies 45° rotation to account for isometric camera (W+A = one world axis). +/// Tracks which keys are currently held and only sends changes (delta). +/// Enforces a minimum hold duration (55±10ms gaussian) on every key press. +/// +public sealed class MovementKeyTracker +{ + private bool _wHeld, _aHeld, _sHeld, _dHeld; + private long _wDownAt, _aDownAt, _sDownAt, _dDownAt; + private int _wMinHold, _aMinHold, _sMinHold, _dMinHold; + private Vector2? _lastPlayerPos; + + private static readonly Random Rng = new(); + + // 45° rotation constants + private const float Cos45 = 0.70710678f; + private const float Sin45 = 0.70710678f; + + // Hysteresis: higher threshold to press, lower to release — prevents oscillation + private const float PressThreshold = 0.35f; + private const float ReleaseThreshold = 0.15f; + + /// + /// Apply a movement direction. Null or zero direction releases all keys. + /// Direction is in world space; we rotate 45° for the isometric camera before mapping to WASD. + /// Uses hysteresis to prevent key oscillation. + /// + public void Apply(IInputController input, Vector2? direction, Vector2? playerPos = null) + { + _lastPlayerPos = playerPos; + + bool wantW, wantA, wantS, wantD; + + if (direction is { } dir && dir.LengthSquared() > 0.001f) + { + // Rotate 45° for isometric camera alignment + var sx = dir.X * Cos45 - dir.Y * Sin45; + var sy = dir.X * Sin45 + dir.Y * Cos45; + + // Hysteresis: different thresholds for press vs release + wantW = _wHeld ? sy > ReleaseThreshold : sy > PressThreshold; + wantS = _sHeld ? sy < -ReleaseThreshold : sy < -PressThreshold; + wantD = _dHeld ? sx > ReleaseThreshold : sx > PressThreshold; + wantA = _aHeld ? sx < -ReleaseThreshold : sx < -PressThreshold; + } + else + { + wantW = wantA = wantS = wantD = false; + } + + var now = Environment.TickCount64; + SetKey(input, ScanCodes.W, ref _wHeld, ref _wDownAt, ref _wMinHold, wantW, now, _lastPlayerPos); + SetKey(input, ScanCodes.A, ref _aHeld, ref _aDownAt, ref _aMinHold, wantA, now, _lastPlayerPos); + SetKey(input, ScanCodes.S, ref _sHeld, ref _sDownAt, ref _sMinHold, wantS, now, _lastPlayerPos); + SetKey(input, ScanCodes.D, ref _dHeld, ref _dDownAt, ref _dMinHold, wantD, now, _lastPlayerPos); + } + + /// + /// Release all movement keys immediately (bypasses min hold — for shutdown/area change). + /// + public void ReleaseAll(IInputController input) + { + if (_wHeld) { input.KeyUp(ScanCodes.W); _wHeld = false; } + if (_aHeld) { input.KeyUp(ScanCodes.A); _aHeld = false; } + if (_sHeld) { input.KeyUp(ScanCodes.S); _sHeld = false; } + if (_dHeld) { input.KeyUp(ScanCodes.D); _dHeld = false; } + } + + private static string KeyName(ushort scanCode) => scanCode switch + { + 0x11 => "W", 0x1E => "A", 0x1F => "S", 0x20 => "D", _ => $"0x{scanCode:X2}" + }; + + private static void SetKey(IInputController input, ushort scanCode, + ref bool held, ref long downAt, ref int minHold, bool want, long now, Vector2? pos) + { + if (want && !held) + { + input.KeyDown(scanCode); + held = true; + downAt = now; + minHold = HoldMs(); + if (pos.HasValue) + Log.Information("[WASD] {Key} DOWN (minHold={MinHold}ms) pos=({X:F0},{Y:F0})", + KeyName(scanCode), minHold, pos.Value.X, pos.Value.Y); + else + Log.Information("[WASD] {Key} DOWN (minHold={MinHold}ms)", KeyName(scanCode), minHold); + } + else if (!want && held) + { + var elapsed = now - downAt; + if (elapsed < minHold) return; // enforce minimum hold + input.KeyUp(scanCode); + held = false; + if (pos.HasValue) + Log.Information("[WASD] {Key} UP (held={Elapsed}ms, min={MinHold}ms) pos=({X:F0},{Y:F0})", + KeyName(scanCode), elapsed, minHold, pos.Value.X, pos.Value.Y); + else + Log.Information("[WASD] {Key} UP (held={Elapsed}ms, min={MinHold}ms)", KeyName(scanCode), elapsed, minHold); + } + } + + /// Gaussian hold duration peaked at 55ms, range [44, 76]. + private static int HoldMs() + { + double u, v, s; + do + { + u = Rng.NextDouble() * 2.0 - 1.0; + v = Rng.NextDouble() * 2.0 - 1.0; + s = u * u + v * v; + } while (s >= 1.0 || s == 0.0); + var g = u * Math.Sqrt(-2.0 * Math.Log(s) / s); + return Math.Clamp((int)Math.Round(55.0 + g * 6.0), 44, 76); + } +} diff --git a/src/Nexus.Core/ScanCodes.cs b/src/Nexus.Core/ScanCodes.cs new file mode 100644 index 0000000..16c1069 --- /dev/null +++ b/src/Nexus.Core/ScanCodes.cs @@ -0,0 +1,56 @@ +namespace Nexus.Core; + +/// +/// Hardware scan codes for keyboard input. +/// +public static class ScanCodes +{ + // WASD movement + public const ushort W = 0x11; + public const ushort A = 0x1E; + public const ushort S = 0x1F; + public const ushort D = 0x20; + + // Number row + public const ushort Key1 = 0x02; + public const ushort Key2 = 0x03; + public const ushort Key3 = 0x04; + public const ushort Key4 = 0x05; + public const ushort Key5 = 0x06; + public const ushort Key6 = 0x07; + public const ushort Key7 = 0x08; + public const ushort Key8 = 0x09; + public const ushort Key9 = 0x0A; + public const ushort Key0 = 0x0B; + + // Modifiers + public const ushort LShift = 0x2A; + public const ushort RShift = 0x36; + public const ushort LCtrl = 0x1D; + public const ushort LAlt = 0x38; + + // Common keys + public const ushort Escape = 0x01; + public const ushort Tab = 0x0F; + public const ushort Space = 0x39; + public const ushort Enter = 0x1C; + public const ushort Backspace = 0x0E; + + // Function keys + public const ushort F1 = 0x3B; + public const ushort F2 = 0x3C; + public const ushort F3 = 0x3D; + public const ushort F4 = 0x3E; + public const ushort F5 = 0x3F; + + // Letters (commonly used) + public const ushort Q = 0x10; + public const ushort E = 0x12; + public const ushort R = 0x13; + public const ushort T = 0x14; + public const ushort I = 0x17; + public const ushort F = 0x21; + + // Slash (for chat commands like /hideout) + public const ushort Slash = 0x35; +} diff --git a/src/Nexus.Core/TerrainQuery.cs b/src/Nexus.Core/TerrainQuery.cs index 87ed1da..e6237fc 100644 --- a/src/Nexus.Core/TerrainQuery.cs +++ b/src/Nexus.Core/TerrainQuery.cs @@ -46,7 +46,7 @@ public static class TerrainQuery /// public static Vector2 FindWalkableDirection( WalkabilitySnapshot terrain, Vector2 playerPos, Vector2 desiredDir, float worldToGrid, - float probeDistance = 200f) + float probeDistance = 60f) { if (IsDirectionClear(terrain, playerPos, desiredDir, worldToGrid, probeDistance)) return desiredDir; @@ -67,15 +67,59 @@ public static class TerrainQuery private static bool IsDirectionClear( WalkabilitySnapshot terrain, Vector2 origin, Vector2 dir, float worldToGrid, float distance) { - var endpoint = origin + dir * distance; + // Check near (2-3 grid cells), mid, and far probes + var nearpoint = origin + dir * 30f; var midpoint = origin + dir * (distance * 0.5f); + var endpoint = origin + dir * distance; + int nx = (int)(nearpoint.X * worldToGrid); + int ny = (int)(nearpoint.Y * worldToGrid); int mx = (int)(midpoint.X * worldToGrid); int my = (int)(midpoint.Y * worldToGrid); int ex = (int)(endpoint.X * worldToGrid); int ey = (int)(endpoint.Y * worldToGrid); - return terrain.IsWalkable(mx, my) && terrain.IsWalkable(ex, ey); + return terrain.IsWalkable(nx, ny) && terrain.IsWalkable(mx, my) && terrain.IsWalkable(ex, ey); + } + + /// + /// Probes 8 directions around the player for nearby walls. + /// Returns a normalized push-away vector, or Zero if no walls are close. + /// + public static Vector2 ComputeWallRepulsion(WalkabilitySnapshot terrain, Vector2 playerPos, float worldToGrid) + { + const float probeNear = 25f; // ~2-3 grid cells + const float probeFar = 60f; // ~5-6 grid cells + + var push = Vector2.Zero; + + for (var i = 0; i < 8; i++) + { + var angle = i * MathF.PI / 4f; + var dir = new Vector2(MathF.Cos(angle), MathF.Sin(angle)); + + // Near probe — strong push + var near = playerPos + dir * probeNear; + var nx = (int)(near.X * worldToGrid); + var ny = (int)(near.Y * worldToGrid); + if (!terrain.IsWalkable(nx, ny)) + { + push -= dir * 1.0f; + continue; // don't double-count + } + + // Far probe — gentle push + var far = playerPos + dir * probeFar; + var fx = (int)(far.X * worldToGrid); + var fy = (int)(far.Y * worldToGrid); + if (!terrain.IsWalkable(fx, fy)) + push -= dir * 0.4f; + } + + if (push.LengthSquared() < 0.0001f) + return Vector2.Zero; + + return Vector2.Normalize(push); } private static Vector2 Rotate(Vector2 v, float degrees) diff --git a/src/Nexus.Core/WalkabilitySnapshot.cs b/src/Nexus.Core/WalkabilitySnapshot.cs index cb1fecc..f3acd7a 100644 --- a/src/Nexus.Core/WalkabilitySnapshot.cs +++ b/src/Nexus.Core/WalkabilitySnapshot.cs @@ -6,10 +6,23 @@ public record WalkabilitySnapshot public int Height { get; init; } public byte[] Data { get; init; } = []; - public bool IsWalkable(int x, int y) + /// + /// Absolute grid X coordinate of the top-left corner of Data. + /// Grid coord gx maps to local index gx - OffsetX. + /// + public int OffsetX { get; init; } + + /// + /// Absolute grid Y coordinate of the top-left corner of Data. + /// + public int OffsetY { get; init; } + + public bool IsWalkable(int gx, int gy) { - if (x < 0 || x >= Width || y < 0 || y >= Height) + var lx = gx - OffsetX; + var ly = gy - OffsetY; + if (lx < 0 || lx >= Width || ly < 0 || ly >= Height) return false; - return Data[y * Width + x] != 0; + return Data[ly * Width + lx] != 0; } } diff --git a/src/Nexus.Data/GameStateEnricher.cs b/src/Nexus.Data/GameStateEnricher.cs index 1cb35fb..545dc47 100644 --- a/src/Nexus.Data/GameStateEnricher.cs +++ b/src/Nexus.Data/GameStateEnricher.cs @@ -63,26 +63,50 @@ public static class GameStateEnricher } /// - /// Computes danger using a weighted threat score. + /// Computes danger using effective HP (life + energy shield) and a weighted threat score. /// Close enemies count more, rares/uniques escalate significantly. + /// Hysteresis: de-escalation requires a larger margin than escalation to prevent oscillation. /// + private static DangerLevel _previousDanger = DangerLevel.Safe; + private static float _smoothedThreatScore; + private static long _lastEscalationMs; + private static DangerLevel ComputeDangerLevel(GameState state) { - if (state.Player.LifePercent < 30f) return DangerLevel.Critical; - if (state.Player.LifePercent < 50f) return DangerLevel.High; + // Effective HP = life + ES combined + var effectiveHp = state.Player.LifeCurrent + state.Player.EsCurrent; + var effectiveMax = state.Player.LifeTotal + state.Player.EsTotal; + var effectivePercent = effectiveMax > 0 ? (float)effectiveHp / effectiveMax * 100f : 0f; - // Weighted threat score: proximity × rarity multiplier + // Pure life check — if ES is gone and life is low, it's critical (no hysteresis) + if (state.Player.LifePercent < 25f) + { + _previousDanger = DangerLevel.Critical; + return DangerLevel.Critical; + } + if (effectivePercent < 35f) + { + _previousDanger = DangerLevel.Critical; + return DangerLevel.Critical; + } + if (effectivePercent < 50f) + { + var hpLevel = DangerLevel.High; + if (hpLevel < _previousDanger) + hpLevel = _previousDanger; // don't de-escalate from HP alone + _previousDanger = hpLevel; + return hpLevel; + } + + // Weighted threat score: smooth distance falloff × rarity multiplier var threatScore = 0f; foreach (var m in state.HostileMonsters) { var d = m.DistanceToPlayer; if (d > 800f) continue; - // Distance weight: closer = more dangerous - float distWeight; - if (d < 200f) distWeight = 3f; - else if (d < 400f) distWeight = 2f; - else distWeight = 1f; + // Smooth distance weight: linear falloff from 3.0 at d=0 to 0.5 at d=800 + var distWeight = 3f - 2.5f * (d / 800f); // Rarity multiplier var rarityMul = m.Rarity switch @@ -96,10 +120,48 @@ public static class GameStateEnricher threatScore += distWeight * rarityMul; } - if (threatScore >= 15f) return DangerLevel.Critical; - if (threatScore >= 8f) return DangerLevel.High; - if (threatScore >= 4f) return DangerLevel.Medium; - if (threatScore > 0f) return DangerLevel.Low; - return DangerLevel.Safe; + // EMA smoothing — prevents single-frame score spikes from causing oscillation. + // Snap upward (escalation is instant), smooth downward (de-escalation is gradual). + const float deescalationAlpha = 0.08f; + if (threatScore >= _smoothedThreatScore) + _smoothedThreatScore = threatScore; // snap up — react instantly to new threats + else + _smoothedThreatScore += (threatScore - _smoothedThreatScore) * deescalationAlpha; + threatScore = _smoothedThreatScore; + + // Escalation thresholds + var level = DangerLevel.Safe; + if (threatScore >= 15f) level = DangerLevel.Critical; + else if (threatScore >= 8f) level = DangerLevel.High; + else if (threatScore >= 4f) level = DangerLevel.Medium; + else if (threatScore > 0f) level = DangerLevel.Low; + + // Hysteresis: minimum hold time + score margins prevent oscillation + var now = Environment.TickCount64; + if (level != _previousDanger) + { + // Hold any level for at least 1.5 seconds before allowing ANY transition + if (now - _lastEscalationMs < 1500) + { + level = _previousDanger; + } + else if (level < _previousDanger) + { + // Score-based hysteresis — only drop one level at a time + if (_previousDanger >= DangerLevel.Critical) + level = DangerLevel.High; + else if (_previousDanger >= DangerLevel.High) + level = DangerLevel.Medium; + else if (_previousDanger >= DangerLevel.Medium && threatScore >= 2f) + level = DangerLevel.Medium; + } + } + + // Track any transition + if (level != _previousDanger) + _lastEscalationMs = now; + + _previousDanger = level; + return level; } } diff --git a/src/Nexus.Input/InterceptionInputController.cs b/src/Nexus.Input/InterceptionInputController.cs index 12dfcae..33bbde4 100644 --- a/src/Nexus.Input/InterceptionInputController.cs +++ b/src/Nexus.Input/InterceptionInputController.cs @@ -73,10 +73,12 @@ public sealed partial class InterceptionInputController : IInputController, IDis if (_humanizer is not null) { if (_humanizer.ShouldThrottle()) return; - holdMs = _humanizer.GaussianDelay(holdMs); _humanizer.RecordAction(); } - _keyboard?.SimulateKeyPress((KeyCode)scanCode, holdMs); + var hold = HoldMs(); + Log.Information("[Key] 0x{ScanCode:X2} DOWN (hold={HoldMs}ms)", scanCode, hold); + _keyboard?.SimulateKeyPress((KeyCode)scanCode, hold); + Log.Information("[Key] 0x{ScanCode:X2} UP", scanCode); } public void MouseMoveTo(int x, int y) @@ -150,7 +152,10 @@ public sealed partial class InterceptionInputController : IInputController, IDis } SmoothMoveTo(x, y); Thread.Sleep(_humanizer is not null ? _humanizer.GaussianDelay(10) : 10); - _mouse?.SimulateLeftButtonClick(_humanizer?.GaussianDelay(50) ?? 50); + var hold = HoldMs(); + Log.Information("[Click] Left DOWN (hold={HoldMs}ms)", hold); + _mouse?.SimulateLeftButtonClick(hold); + Log.Information("[Click] Left UP"); } public void RightClick(int x, int y) @@ -164,7 +169,10 @@ public sealed partial class InterceptionInputController : IInputController, IDis } SmoothMoveTo(x, y); Thread.Sleep(_humanizer is not null ? _humanizer.GaussianDelay(10) : 10); - _mouse?.SimulateRightButtonClick(_humanizer?.GaussianDelay(50) ?? 50); + var hold = HoldMs(); + Log.Information("[Click] Right DOWN (hold={HoldMs}ms)", hold); + _mouse?.SimulateRightButtonClick(hold); + Log.Information("[Click] Right UP"); } public void MiddleClick(int x, int y) @@ -178,7 +186,24 @@ public sealed partial class InterceptionInputController : IInputController, IDis } SmoothMoveTo(x, y); Thread.Sleep(_humanizer is not null ? _humanizer.GaussianDelay(10) : 10); - _mouse?.SimulateMiddleButtonClick(_humanizer?.GaussianDelay(50) ?? 50); + var hold = HoldMs(); + Log.Information("[Click] Middle DOWN (hold={HoldMs}ms)", hold); + _mouse?.SimulateMiddleButtonClick(hold); + Log.Information("[Click] Middle UP"); + } + + /// Gaussian hold duration peaked at 55ms, range [44, 76]. + private static int HoldMs() + { + double u, v, s; + do + { + u = Rng.NextDouble() * 2.0 - 1.0; + v = Rng.NextDouble() * 2.0 - 1.0; + s = u * u + v * v; + } while (s >= 1.0 || s == 0.0); + var g = u * Math.Sqrt(-2.0 * Math.Log(s) / s); + return Math.Clamp((int)Math.Round(55.0 + g * 6.0), 44, 76); } public void LeftDown() diff --git a/src/Nexus.Input/ScanCodes.cs b/src/Nexus.Input/ScanCodes.cs index 959b878..aa2dbf9 100644 --- a/src/Nexus.Input/ScanCodes.cs +++ b/src/Nexus.Input/ScanCodes.cs @@ -1,56 +1,44 @@ -namespace Nexus.Input; - -/// -/// Hardware scan codes for keyboard input via Interception driver. -/// -public static class ScanCodes +// ScanCodes has moved to Nexus.Core. This file re-exports for backward compatibility. +// ReSharper disable once CheckNamespace +namespace Nexus.Input { - // WASD movement - public const ushort W = 0x11; - public const ushort A = 0x1E; - public const ushort S = 0x1F; - public const ushort D = 0x20; - - // Number row - public const ushort Key1 = 0x02; - public const ushort Key2 = 0x03; - public const ushort Key3 = 0x04; - public const ushort Key4 = 0x05; - public const ushort Key5 = 0x06; - public const ushort Key6 = 0x07; - public const ushort Key7 = 0x08; - public const ushort Key8 = 0x09; - public const ushort Key9 = 0x0A; - public const ushort Key0 = 0x0B; - - // Modifiers - public const ushort LShift = 0x2A; - public const ushort RShift = 0x36; - public const ushort LCtrl = 0x1D; - public const ushort LAlt = 0x38; - - // Common keys - public const ushort Escape = 0x01; - public const ushort Tab = 0x0F; - public const ushort Space = 0x39; - public const ushort Enter = 0x1C; - public const ushort Backspace = 0x0E; - - // Function keys - public const ushort F1 = 0x3B; - public const ushort F2 = 0x3C; - public const ushort F3 = 0x3D; - public const ushort F4 = 0x3E; - public const ushort F5 = 0x3F; - - // Letters (commonly used) - public const ushort Q = 0x10; - public const ushort E = 0x12; - public const ushort R = 0x13; - public const ushort T = 0x14; - public const ushort I = 0x17; - public const ushort F = 0x21; - - // Slash (for chat commands like /hideout) - public const ushort Slash = 0x35; + /// Re-exports Nexus.Core.ScanCodes for backward compatibility. + public static class ScanCodes + { + public const ushort W = Core.ScanCodes.W; + public const ushort A = Core.ScanCodes.A; + public const ushort S = Core.ScanCodes.S; + public const ushort D = Core.ScanCodes.D; + public const ushort Key1 = Core.ScanCodes.Key1; + public const ushort Key2 = Core.ScanCodes.Key2; + public const ushort Key3 = Core.ScanCodes.Key3; + public const ushort Key4 = Core.ScanCodes.Key4; + public const ushort Key5 = Core.ScanCodes.Key5; + public const ushort Key6 = Core.ScanCodes.Key6; + public const ushort Key7 = Core.ScanCodes.Key7; + public const ushort Key8 = Core.ScanCodes.Key8; + public const ushort Key9 = Core.ScanCodes.Key9; + public const ushort Key0 = Core.ScanCodes.Key0; + public const ushort LShift = Core.ScanCodes.LShift; + public const ushort RShift = Core.ScanCodes.RShift; + public const ushort LCtrl = Core.ScanCodes.LCtrl; + public const ushort LAlt = Core.ScanCodes.LAlt; + public const ushort Escape = Core.ScanCodes.Escape; + public const ushort Tab = Core.ScanCodes.Tab; + public const ushort Space = Core.ScanCodes.Space; + public const ushort Enter = Core.ScanCodes.Enter; + public const ushort Backspace = Core.ScanCodes.Backspace; + public const ushort F1 = Core.ScanCodes.F1; + public const ushort F2 = Core.ScanCodes.F2; + public const ushort F3 = Core.ScanCodes.F3; + public const ushort F4 = Core.ScanCodes.F4; + public const ushort F5 = Core.ScanCodes.F5; + public const ushort Q = Core.ScanCodes.Q; + public const ushort E = Core.ScanCodes.E; + public const ushort R = Core.ScanCodes.R; + public const ushort T = Core.ScanCodes.T; + public const ushort I = Core.ScanCodes.I; + public const ushort F = Core.ScanCodes.F; + public const ushort Slash = Core.ScanCodes.Slash; + } } diff --git a/src/Nexus.Input/SendInputController.cs b/src/Nexus.Input/SendInputController.cs index 8e4ed9d..b9b3873 100644 --- a/src/Nexus.Input/SendInputController.cs +++ b/src/Nexus.Input/SendInputController.cs @@ -46,13 +46,15 @@ public sealed partial class SendInputController : IInputController if (_humanizer is not null) { if (_humanizer.ShouldThrottle()) return; - holdMs = _humanizer.GaussianDelay(holdMs); _humanizer.RecordAction(); } + var hold = HoldMs(); + Log.Information("[Key] 0x{ScanCode:X2} DOWN (hold={HoldMs}ms)", scanCode, hold); KeyDown(scanCode); - Thread.Sleep(holdMs); + Thread.Sleep(hold); KeyUp(scanCode); + Log.Information("[Key] 0x{ScanCode:X2} UP", scanCode); } // ── Mouse movement ── @@ -113,7 +115,7 @@ public sealed partial class SendInputController : IInputController } SmoothMoveTo(x, y); Thread.Sleep(_humanizer is not null ? _humanizer.GaussianDelay(10) : 10); - MouseClick(MOUSEEVENTF_LEFTDOWN, MOUSEEVENTF_LEFTUP, _humanizer?.GaussianDelay(50) ?? 50); + MouseClick(MOUSEEVENTF_LEFTDOWN, MOUSEEVENTF_LEFTUP, HoldMs()); } public void RightClick(int x, int y) @@ -127,7 +129,7 @@ public sealed partial class SendInputController : IInputController } SmoothMoveTo(x, y); Thread.Sleep(_humanizer is not null ? _humanizer.GaussianDelay(10) : 10); - MouseClick(MOUSEEVENTF_RIGHTDOWN, MOUSEEVENTF_RIGHTUP, _humanizer?.GaussianDelay(50) ?? 50); + MouseClick(MOUSEEVENTF_RIGHTDOWN, MOUSEEVENTF_RIGHTUP, HoldMs()); } public void MiddleClick(int x, int y) @@ -141,7 +143,7 @@ public sealed partial class SendInputController : IInputController } SmoothMoveTo(x, y); Thread.Sleep(_humanizer is not null ? _humanizer.GaussianDelay(10) : 10); - MouseClick(MOUSEEVENTF_MIDDLEDOWN, MOUSEEVENTF_MIDDLEUP, _humanizer?.GaussianDelay(50) ?? 50); + MouseClick(MOUSEEVENTF_MIDDLEDOWN, MOUSEEVENTF_MIDDLEUP, HoldMs()); } public void LeftDown() @@ -170,13 +172,38 @@ public sealed partial class SendInputController : IInputController // ── Private helpers ── + /// Gaussian hold duration peaked at 55ms, range [44, 76]. + private static int HoldMs() + { + double u, v, s; + do + { + u = Rng.NextDouble() * 2.0 - 1.0; + v = Rng.NextDouble() * 2.0 - 1.0; + s = u * u + v * v; + } while (s >= 1.0 || s == 0.0); + var g = u * Math.Sqrt(-2.0 * Math.Log(s) / s); + return Math.Clamp((int)Math.Round(55.0 + g * 6.0), 44, 76); + } + + private static string ClickName(uint downFlag) => downFlag switch + { + MOUSEEVENTF_LEFTDOWN => "Left", + MOUSEEVENTF_RIGHTDOWN => "Right", + MOUSEEVENTF_MIDDLEDOWN => "Middle", + _ => "?" + }; + private void MouseClick(uint downFlag, uint upFlag, int holdMs) { + var name = ClickName(downFlag); + Log.Information("[Click] {Button} DOWN (hold={HoldMs}ms)", name, holdMs); var down = MakeMouseInput(downFlag); var up = MakeMouseInput(upFlag); SendInput(1, [down], INPUT_SIZE); Thread.Sleep(holdMs); SendInput(1, [up], INPUT_SIZE); + Log.Information("[Click] {Button} UP", name); } private static double EaseInOutQuad(double t) => diff --git a/src/Nexus.Pathfinding/NavigationController.cs b/src/Nexus.Pathfinding/NavigationController.cs index 831d587..b24f646 100644 --- a/src/Nexus.Pathfinding/NavigationController.cs +++ b/src/Nexus.Pathfinding/NavigationController.cs @@ -28,16 +28,20 @@ public sealed class NavigationController // Explored grid — tracks which terrain cells the player has visited private bool[]? _exploredGrid; private int _exploredWidth, _exploredHeight; + private int _exploredOffsetX, _exploredOffsetY; private const int ExploreMarkRadius = 150; // grid cells (~1630 world units) // Stuck detection: rolling window of recent positions private readonly Queue _positionHistory = new(); - private const int StuckWindowSize = 10; - private const float StuckThreshold = 5f; + private const int StuckWindowSize = 120; // ~2 seconds at 60Hz + private const float StuckThreshold = 50f; // must move at least 50 world units in that window // Path failure cooldown — don't retry immediately when pathfinding fails private long _pathFailCooldownMs; + // Grace period after picking a new explore target — don't check stuck immediately + private int _stuckGraceTicks; + public NavMode Mode { get; private set; } = NavMode.Idle; public Vector2? DesiredDirection { get; private set; } public IReadOnlyList? CurrentPath => _path; @@ -45,6 +49,8 @@ public sealed class NavigationController public bool[]? ExploredGrid => _exploredGrid; public int ExploredWidth => _exploredWidth; public int ExploredHeight => _exploredHeight; + public int ExploredOffsetX => _exploredOffsetX; + public int ExploredOffsetY => _exploredOffsetY; /// /// True when BFS exploration finds no more unexplored walkable cells in the current area. @@ -136,39 +142,14 @@ public sealed class NavigationController IsExplorationComplete = false; } - // Allocate explored grid on first tick with terrain, after area change, - // or when terrain dimensions change (prevents bounds mismatch crash) + // Allocate or resize explored grid to match terrain (preserving old data on expansion) var terrain = state.Terrain; - if (terrain is not null && - (_exploredGrid is null || terrain.Width != _exploredWidth || terrain.Height != _exploredHeight)) - { - _exploredWidth = terrain.Width; - _exploredHeight = terrain.Height; - _exploredGrid = new bool[_exploredWidth * _exploredHeight]; - } + if (terrain is not null) + EnsureExploredGrid(terrain); // Mark cells near player as explored if (_exploredGrid is not null && terrain is not null) - { - var pgx = (int)(playerPos.X * _config.WorldToGrid); - var pgy = (int)(playerPos.Y * _config.WorldToGrid); - var r = ExploreMarkRadius; - var r2 = r * r; - var minX = Math.Max(0, pgx - r); - var maxX = Math.Min(_exploredWidth - 1, pgx + r); - var minY = Math.Max(0, pgy - r); - var maxY = Math.Min(_exploredHeight - 1, pgy + r); - for (var y = minY; y <= maxY; y++) - { - var dy = y - pgy; - for (var x = minX; x <= maxX; x++) - { - var dx = x - pgx; - if (dx * dx + dy * dy <= r2) - _exploredGrid[y * _exploredWidth + x] = true; - } - } - } + MarkExplored(playerPos); // Resolve goal based on mode var goal = ResolveGoal(state); @@ -211,8 +192,11 @@ public sealed class NavigationController if (_positionHistory.Count > StuckWindowSize) _positionHistory.Dequeue(); + if (_stuckGraceTicks > 0) + _stuckGraceTicks--; + var isStuck = false; - if (_positionHistory.Count >= StuckWindowSize && _path is not null) + if (_stuckGraceTicks <= 0 && _positionHistory.Count >= StuckWindowSize && _path is not null) { var oldest = _positionHistory.Peek(); if (Vector2.Distance(oldest, playerPos) < StuckThreshold) @@ -221,10 +205,16 @@ public sealed class NavigationController if (Mode == NavMode.Exploring) { Log.Information("NavigationController: stuck while exploring, picking new target"); + + // Mark cells around the failed goal as explored so BFS won't pick the same target + if (_goalPosition.HasValue && _exploredGrid is not null) + MarkExplored(_goalPosition.Value); + _goalPosition = null; _path = null; _waypointIndex = 0; _positionHistory.Clear(); + _stuckGraceTicks = 120; // 2 seconds grace for next target return; } Log.Debug("NavigationController: stuck detected, repathing"); @@ -264,7 +254,7 @@ public sealed class NavigationController _path = Mode == NavMode.Exploring ? PathFinder.FindPath(terrain, playerPos, goal.Value, _config.WorldToGrid, - _exploredGrid, _exploredWidth, _exploredHeight) + _exploredGrid, _exploredWidth, _exploredHeight, _exploredOffsetX, _exploredOffsetY) : PathFinder.FindPath(terrain, playerPos, goal.Value, _config.WorldToGrid); _waypointIndex = 0; _pathTimestampMs = now; @@ -321,18 +311,54 @@ public sealed class NavigationController // Diagnostic: log every ~60 ticks (once per second at 60Hz) if (state.TickNumber % 60 == 0) { - var gx = (int)(playerPos.X * _config.WorldToGrid); - var gy = (int)(playerPos.Y * _config.WorldToGrid); - var walkable = state.Terrain?.IsWalkable(gx, gy) ?? false; + var gx2 = (int)(playerPos.X * _config.WorldToGrid); + var gy2 = (int)(playerPos.Y * _config.WorldToGrid); + var walkable = state.Terrain?.IsWalkable(gx2, gy2) ?? false; Log.Information( "NAV DIAG: playerWorld=({Px:F0},{Py:F0}) playerGrid=({Gx},{Gy}) walkable={W} " + "waypointWorld=({Tx:F0},{Ty:F0}) dir=({Dx:F2},{Dy:F2})", - playerPos.X, playerPos.Y, gx, gy, walkable, + playerPos.X, playerPos.Y, gx2, gy2, walkable, target.X, target.Y, DesiredDirection.Value.X, DesiredDirection.Value.Y); } } + private void EnsureExploredGrid(WalkabilitySnapshot terrain) + { + var needsResize = _exploredGrid is null + || terrain.Width != _exploredWidth || terrain.Height != _exploredHeight + || terrain.OffsetX != _exploredOffsetX || terrain.OffsetY != _exploredOffsetY; + + if (!needsResize) return; + + var newGrid = new bool[terrain.Width * terrain.Height]; + + // Preserve old explored data in overlapping region + if (_exploredGrid is not null) + { + var overlapMinX = Math.Max(terrain.OffsetX, _exploredOffsetX); + var overlapMinY = Math.Max(terrain.OffsetY, _exploredOffsetY); + var overlapMaxX = Math.Min(terrain.OffsetX + terrain.Width, _exploredOffsetX + _exploredWidth); + var overlapMaxY = Math.Min(terrain.OffsetY + terrain.Height, _exploredOffsetY + _exploredHeight); + + for (var ay = overlapMinY; ay < overlapMaxY; ay++) + for (var ax = overlapMinX; ax < overlapMaxX; ax++) + { + var oldLx = ax - _exploredOffsetX; + var oldLy = ay - _exploredOffsetY; + var newLx = ax - terrain.OffsetX; + var newLy = ay - terrain.OffsetY; + newGrid[newLy * terrain.Width + newLx] = _exploredGrid[oldLy * _exploredWidth + oldLx]; + } + } + + _exploredGrid = newGrid; + _exploredWidth = terrain.Width; + _exploredHeight = terrain.Height; + _exploredOffsetX = terrain.OffsetX; + _exploredOffsetY = terrain.OffsetY; + } + private Vector2? ResolveGoal(GameState state) { switch (Mode) @@ -365,22 +391,26 @@ public sealed class NavigationController if (state.Terrain is null || _exploredGrid is null) return null; var terrain = state.Terrain; - // Bail if terrain dimensions don't match the allocated grid (area transition in progress) if (terrain.Width != _exploredWidth || terrain.Height != _exploredHeight) return null; var gridToWorld = 1f / _config.WorldToGrid; var playerPos = state.Player.Position; + var ox = terrain.OffsetX; + var oy = terrain.OffsetY; var w = terrain.Width; var h = terrain.Height; - var startGx = Math.Clamp((int)(playerPos.X * _config.WorldToGrid), 0, w - 1); - var startGy = Math.Clamp((int)(playerPos.Y * _config.WorldToGrid), 0, h - 1); + // Player in local grid coords + var pgx = (int)(playerPos.X * _config.WorldToGrid); + var pgy = (int)(playerPos.Y * _config.WorldToGrid); + var startLx = Math.Clamp(pgx - ox, 0, w - 1); + var startLy = Math.Clamp(pgy - oy, 0, h - 1); // BFS outward from player to find nearest unexplored walkable cell var visited = new bool[w * h]; - var queue = new Queue<(int x, int y)>(); - queue.Enqueue((startGx, startGy)); - visited[startGy * w + startGx] = true; + var queue = new Queue<(int lx, int ly)>(); + queue.Enqueue((startLx, startLy)); + visited[startLy * w + startLx] = true; var iterations = 0; const int maxIterations = 100_000; @@ -388,13 +418,15 @@ public sealed class NavigationController while (queue.Count > 0 && iterations++ < maxIterations) { var (cx, cy) = queue.Dequeue(); + var ax = cx + ox; + var ay = cy + oy; // Found an unexplored walkable cell - if (terrain.IsWalkable(cx, cy) && !_exploredGrid[cy * w + cx]) + if (terrain.IsWalkable(ax, ay) && !IsExploredAt(ax, ay)) { - var worldPos = new Vector2(cx * gridToWorld, cy * gridToWorld); + var worldPos = new Vector2(ax * gridToWorld, ay * gridToWorld); _goalPosition = worldPos; - Log.Debug("BFS frontier: target ({Gx},{Gy}) after {Iter} iterations", cx, cy, iterations); + Log.Debug("BFS frontier: target ({Gx},{Gy}) after {Iter} iterations", ax, ay, iterations); return worldPos; } @@ -406,17 +438,101 @@ public sealed class NavigationController if (nx < 0 || nx >= w || ny < 0 || ny >= h) continue; var idx = ny * w + nx; if (visited[idx]) continue; - if (!terrain.IsWalkable(nx, ny)) continue; + if (!terrain.IsWalkable(nx + ox, ny + oy)) continue; visited[idx] = true; queue.Enqueue((nx, ny)); } } + // Don't declare exploration complete — with infinite terrain, new cells appear at edges. + // Pick a random distant target to push toward terrain boundaries where expansion triggers. + var randomTarget = PickRandomDistantTarget(playerPos, terrain, gridToWorld); + if (randomTarget is not null) + { + _goalPosition = randomTarget; + Log.Information("BFS frontier: no unexplored cells nearby, roaming to ({X:F0},{Y:F0})", + randomTarget.Value.X, randomTarget.Value.Y); + return randomTarget; + } + Log.Information("BFS frontier: no unexplored cells found — exploration complete"); IsExplorationComplete = true; return null; } + private Vector2? PickRandomDistantTarget(Vector2 playerPos, WalkabilitySnapshot terrain, float gridToWorld) + { + // Try random directions at a moderate distance — aim for terrain edges + for (var attempt = 0; attempt < 20; attempt++) + { + var angle = _rng.NextSingle() * MathF.Tau; + var dist = 1500f + _rng.NextSingle() * 2000f; // 1500-3500 world units away + var target = playerPos + new Vector2(MathF.Cos(angle), MathF.Sin(angle)) * dist; + var gx = (int)(target.X * _config.WorldToGrid); + var gy = (int)(target.Y * _config.WorldToGrid); + if (terrain.IsWalkable(gx, gy)) + return target; + } + + // Fallback: pick a point toward the nearest terrain edge (guaranteed to push toward expansion) + var pgx = (int)(playerPos.X * _config.WorldToGrid); + var pgy = (int)(playerPos.Y * _config.WorldToGrid); + var ox = terrain.OffsetX; + var oy = terrain.OffsetY; + var distToLeft = pgx - ox; + var distToRight = (ox + terrain.Width) - pgx; + var distToTop = pgy - oy; + var distToBottom = (oy + terrain.Height) - pgy; + + // Find the nearest edge and go toward it + var minEdgeDist = Math.Min(Math.Min(distToLeft, distToRight), Math.Min(distToTop, distToBottom)); + int tgx, tgy; + if (minEdgeDist == distToLeft) + { tgx = ox + 10; tgy = pgy; } + else if (minEdgeDist == distToRight) + { tgx = ox + terrain.Width - 10; tgy = pgy; } + else if (minEdgeDist == distToTop) + { tgx = pgx; tgy = oy + 10; } + else + { tgx = pgx; tgy = oy + terrain.Height - 10; } + + if (terrain.IsWalkable(tgx, tgy)) + return new Vector2(tgx * gridToWorld, tgy * gridToWorld); + + return null; + } + + private void MarkExplored(Vector2 worldPos) + { + if (_exploredGrid is null) return; + var gx = (int)(worldPos.X * _config.WorldToGrid); + var gy = (int)(worldPos.Y * _config.WorldToGrid); + var r = ExploreMarkRadius; + var r2 = r * r; + for (var dy = -r; dy <= r; dy++) + for (var dx = -r; dx <= r; dx++) + { + if (dx * dx + dy * dy > r2) continue; + SetExploredAt(gx + dx, gy + dy); + } + } + + private void SetExploredAt(int gx, int gy) + { + var lx = gx - _exploredOffsetX; + var ly = gy - _exploredOffsetY; + if (lx >= 0 && lx < _exploredWidth && ly >= 0 && ly < _exploredHeight) + _exploredGrid![ly * _exploredWidth + lx] = true; + } + + private bool IsExploredAt(int gx, int gy) + { + var lx = gx - _exploredOffsetX; + var ly = gy - _exploredOffsetY; + if (lx < 0 || lx >= _exploredWidth || ly < 0 || ly >= _exploredHeight) return false; + return _exploredGrid![ly * _exploredWidth + lx]; + } + private static readonly int[] _bfsDx = [-1, 0, 1, 0, -1, -1, 1, 1]; private static readonly int[] _bfsDy = [0, -1, 0, 1, -1, 1, -1, 1]; } diff --git a/src/Nexus.Pathfinding/PathFinder.cs b/src/Nexus.Pathfinding/PathFinder.cs index cbc05c9..c29fdf5 100644 --- a/src/Nexus.Pathfinding/PathFinder.cs +++ b/src/Nexus.Pathfinding/PathFinder.cs @@ -12,24 +12,27 @@ public static class PathFinder /// /// A* pathfinding on WalkabilitySnapshot. Returns world-coord waypoints or null if no path. - /// When exploredGrid is provided, explored cells cost 3x more — biasing paths through unexplored territory. + /// When exploredGrid is provided, explored cells cost 1.5x more — biasing paths through unexplored territory. /// public static List? FindPath( WalkabilitySnapshot terrain, Vector2 start, Vector2 goal, float worldToGrid, - bool[]? exploredGrid = null, int exploredWidth = 0, int exploredHeight = 0) + bool[]? exploredGrid = null, int exploredWidth = 0, int exploredHeight = 0, + int exploredOffsetX = 0, int exploredOffsetY = 0) { var w = terrain.Width; var h = terrain.Height; + var ox = terrain.OffsetX; + var oy = terrain.OffsetY; var gridToWorld = 1f / worldToGrid; - var startGx = Math.Clamp((int)(start.X * worldToGrid), 0, w - 1); - var startGy = Math.Clamp((int)(start.Y * worldToGrid), 0, h - 1); - var goalGx = Math.Clamp((int)(goal.X * worldToGrid), 0, w - 1); - var goalGy = Math.Clamp((int)(goal.Y * worldToGrid), 0, h - 1); + var startGx = Math.Clamp((int)(start.X * worldToGrid), ox, ox + w - 1); + var startGy = Math.Clamp((int)(start.Y * worldToGrid), oy, oy + h - 1); + var goalGx = Math.Clamp((int)(goal.X * worldToGrid), ox, ox + w - 1); + var goalGy = Math.Clamp((int)(goal.Y * worldToGrid), oy, oy + h - 1); // Snap to nearest walkable if start/goal are in walls - (startGx, startGy) = SnapToWalkable(terrain, startGx, startGy, w, h); - (goalGx, goalGy) = SnapToWalkable(terrain, goalGx, goalGy, w, h); + (startGx, startGy) = SnapToWalkable(terrain, startGx, startGy); + (goalGx, goalGy) = SnapToWalkable(terrain, goalGx, goalGy); var startNode = (startGx, startGy); var goalNode = (goalGx, goalGy); @@ -78,7 +81,7 @@ public static class PathFinder var nx = current.x + Dx[i]; var ny = current.y + Dy[i]; - if (nx < 0 || nx >= w || ny < 0 || ny >= h) continue; + // IsWalkable handles offset and bounds if (!terrain.IsWalkable(nx, ny)) continue; var neighbor = (nx, ny); @@ -93,8 +96,15 @@ public static class PathFinder } var stepCost = Cost[i]; - if (exploredGrid is not null && nx < exploredWidth && ny < exploredHeight && exploredGrid[ny * exploredWidth + nx]) - stepCost *= 1.5f; + if (exploredGrid is not null) + { + var elx = nx - exploredOffsetX; + var ely = ny - exploredOffsetY; + if (elx >= 0 && elx < exploredWidth && ely >= 0 && ely < exploredHeight + && exploredGrid[ely * exploredWidth + elx]) + stepCost *= 1.5f; + } + var tentativeG = currentG + stepCost; if (tentativeG < gScore.GetValueOrDefault(neighbor, float.MaxValue)) @@ -129,7 +139,7 @@ public static class PathFinder return Math.Max(dx, dy) + 0.414f * Math.Min(dx, dy); } - private static (int, int) SnapToWalkable(WalkabilitySnapshot terrain, int gx, int gy, int w, int h) + private static (int, int) SnapToWalkable(WalkabilitySnapshot terrain, int gx, int gy) { if (terrain.IsWalkable(gx, gy)) return (gx, gy); @@ -143,7 +153,7 @@ public static class PathFinder if (Math.Abs(dx) != r && Math.Abs(dy) != r) continue; var nx = gx + dx; var ny = gy + dy; - if (nx >= 0 && nx < w && ny >= 0 && ny < h && terrain.IsWalkable(nx, ny)) + if (terrain.IsWalkable(nx, ny)) return (nx, ny); } } diff --git a/src/Nexus.Simulator/Bridge/SimInputController.cs b/src/Nexus.Simulator/Bridge/SimInputController.cs index 794c67e..aed2596 100644 --- a/src/Nexus.Simulator/Bridge/SimInputController.cs +++ b/src/Nexus.Simulator/Bridge/SimInputController.cs @@ -1,6 +1,7 @@ using System.Numerics; using Nexus.Core; using Nexus.Simulator.World; +using Serilog; namespace Nexus.Simulator.Bridge; @@ -22,8 +23,27 @@ public class SimInputController : IInputController // Camera matrix for screen→world conversion private Matrix4x4? _cameraMatrix; + // Input visualization tracking + private readonly Dictionary _keyTimers = new(); + private readonly float[] _mouseTimers = new float[3]; + private const float FlashDuration = 0.3f; + + // Smooth mouse interpolation + private Vector2 _mouseMoveStartPos; + private Vector2 _mouseTargetPos; + private float _mouseMoveProgress = 1f; // 1 = arrived + private const float MouseMoveSpeed = 6f; // interpolation speed (higher = faster) + public bool IsInitialized => true; + /// + /// The bot's current mouse position in screen coordinates (for mock cursor rendering). + /// + public Vector2 MouseScreenPos + { + get { lock (_lock) return _mouseScreenPos; } + } + public SimInputController(SimWorld world) { _world = world; @@ -74,6 +94,11 @@ public class SimInputController : IInputController // IInputController implementation — captures actions, no actual Win32 calls + private static string KeyName(ushort sc) => sc switch + { + 0x11 => "W", 0x1E => "A", 0x1F => "S", 0x20 => "D", _ => $"0x{sc:X2}" + }; + public void KeyDown(ushort scanCode) { lock (_lock) @@ -85,6 +110,7 @@ public class SimInputController : IInputController case 0x1F: _sHeld = true; break; // S case 0x20: _dHeld = true; break; // D } + _keyTimers[scanCode] = float.MaxValue; } } @@ -99,11 +125,16 @@ public class SimInputController : IInputController case 0x1F: _sHeld = false; break; case 0x20: _dHeld = false; break; } + _keyTimers.Remove(scanCode); } } public void KeyPress(ushort scanCode, int holdMs = 50) { + lock (_lock) + { + _keyTimers[scanCode] = FlashDuration; + } // Queue as skill cast var target = ScreenToWorld(_mouseScreenPos); _world.QueueSkill(scanCode, target); @@ -114,7 +145,15 @@ public class SimInputController : IInputController lock (_lock) { _mouseScreenPos = new Vector2(x, y); } } - public void SmoothMoveTo(int x, int y) => MouseMoveTo(x, y); + public void SmoothMoveTo(int x, int y) + { + lock (_lock) + { + _mouseMoveStartPos = _mouseScreenPos; + _mouseTargetPos = new Vector2(x, y); + _mouseMoveProgress = 0f; + } + } public void MouseMoveBy(int dx, int dy) { lock (_lock) { _mouseScreenPos += new Vector2(dx, dy); } @@ -122,14 +161,17 @@ public class SimInputController : IInputController public void LeftClick(int x, int y) { + Log.Information("[Click] Left at ({X},{Y})", x, y); + lock (_lock) { _mouseTimers[0] = FlashDuration; } MouseMoveTo(x, y); var target = ScreenToWorld(new Vector2(x, y)); - // LMB = default attack / melee _world.QueueSkill(0, target); } public void RightClick(int x, int y) { + Log.Information("[Click] Right at ({X},{Y})", x, y); + lock (_lock) { _mouseTimers[1] = FlashDuration; } MouseMoveTo(x, y); var target = ScreenToWorld(new Vector2(x, y)); _world.QueueSkill(1, target); @@ -137,13 +179,93 @@ public class SimInputController : IInputController public void MiddleClick(int x, int y) { + Log.Information("[Click] Middle at ({X},{Y})", x, y); + lock (_lock) { _mouseTimers[2] = FlashDuration; } MouseMoveTo(x, y); var target = ScreenToWorld(new Vector2(x, y)); _world.QueueSkill(2, target); } - public void LeftDown() { } - public void LeftUp() { } - public void RightDown() { } - public void RightUp() { } + public void LeftDown() { lock (_lock) { _mouseTimers[0] = float.MaxValue; } } + public void LeftUp() { lock (_lock) { _mouseTimers[0] = 0; } } + public void RightDown() { lock (_lock) { _mouseTimers[1] = float.MaxValue; } } + public void RightUp() { lock (_lock) { _mouseTimers[1] = 0; } } + + /// + /// Decrement flash timers and interpolate mouse. Call once per frame with frame delta time. + /// + public void UpdateTimers(float dt) + { + lock (_lock) + { + // Key flash timers + var expired = new List(); + var updates = new List<(ushort key, float time)>(); + + foreach (var kvp in _keyTimers) + { + if (kvp.Value < 1000f) // not held (held = MaxValue) + { + var t = kvp.Value - dt; + if (t <= 0) expired.Add(kvp.Key); + else updates.Add((kvp.Key, t)); + } + } + + foreach (var k in expired) _keyTimers.Remove(k); + foreach (var (k, t) in updates) _keyTimers[k] = t; + + // Mouse button flash timers + for (var i = 0; i < 3; i++) + if (_mouseTimers[i] > 0 && _mouseTimers[i] < 1000f) + _mouseTimers[i] = MathF.Max(0, _mouseTimers[i] - dt); + + // Smooth mouse interpolation toward target + if (_mouseMoveProgress < 1f) + { + _mouseMoveProgress = MathF.Min(1f, _mouseMoveProgress + dt * MouseMoveSpeed); + // Ease-out: fast start, slow end + var t = 1f - MathF.Pow(1f - _mouseMoveProgress, 3f); + _mouseScreenPos = Vector2.Lerp(_mouseMoveStartPos, _mouseTargetPos, t); + } + } + } + + /// + /// Snapshot of currently active keys and mouse buttons for visualization. + /// + public InputSnapshot GetInputSnapshot() + { + lock (_lock) + { + var keys = new HashSet(); + foreach (var (k, t) in _keyTimers) + if (t > 0) keys.Add(k); + return new InputSnapshot(keys, _mouseTimers[0] > 0, _mouseTimers[1] > 0, _mouseTimers[2] > 0); + } + } +} + +public readonly struct InputSnapshot +{ + private readonly HashSet? _activeKeys; + private readonly bool _leftMouse, _rightMouse, _middleMouse; + + public InputSnapshot(HashSet activeKeys, bool left, bool right, bool middle) + { + _activeKeys = activeKeys; + _leftMouse = left; + _rightMouse = right; + _middleMouse = middle; + } + + public bool IsKeyActive(ushort scanCode) => _activeKeys?.Contains(scanCode) ?? false; + + public bool IsMouseActive(int button) => button switch + { + 0 => _leftMouse, + 1 => _rightMouse, + 2 => _middleMouse, + _ => false, + }; } diff --git a/src/Nexus.Simulator/Bridge/SimPoller.cs b/src/Nexus.Simulator/Bridge/SimPoller.cs index 872c569..d88218f 100644 --- a/src/Nexus.Simulator/Bridge/SimPoller.cs +++ b/src/Nexus.Simulator/Bridge/SimPoller.cs @@ -83,7 +83,8 @@ public sealed class SimPoller : IDisposable _world.Player.Position.X, _world.Player.Position.Y, 0f); _cache.PlayerVitals = new PlayerVitalsData( _world.Player.Health, _world.Player.MaxHealth, - _world.Player.Mana, _world.Player.MaxMana, 0, 0); + _world.Player.Mana, _world.Player.MaxMana, + _world.Player.Es, _world.Player.MaxEs); _cache.IsLoading = false; _cache.IsEscapeOpen = false; _cache.Entities = state.Entities; diff --git a/src/Nexus.Simulator/Bridge/SimStateBuilder.cs b/src/Nexus.Simulator/Bridge/SimStateBuilder.cs index e209499..e441879 100644 --- a/src/Nexus.Simulator/Bridge/SimStateBuilder.cs +++ b/src/Nexus.Simulator/Bridge/SimStateBuilder.cs @@ -71,6 +71,8 @@ public static class SimStateBuilder LifeTotal = player.MaxHealth, ManaCurrent = player.Mana, ManaTotal = player.MaxMana, + EsCurrent = player.Es, + EsTotal = player.MaxEs, Skills = BuildSkillStates(), }, }; diff --git a/src/Nexus.Simulator/Config/SimConfig.cs b/src/Nexus.Simulator/Config/SimConfig.cs index 7231c97..e0c23e0 100644 --- a/src/Nexus.Simulator/Config/SimConfig.cs +++ b/src/Nexus.Simulator/Config/SimConfig.cs @@ -9,25 +9,45 @@ public class SimConfig // Player public float PlayerMoveSpeed { get; set; } = 400f; - public int PlayerMaxHealth { get; set; } = 1000; + public int PlayerMaxHealth { get; set; } = 800; public int PlayerMaxMana { get; set; } = 500; - public float PlayerHealthRegen { get; set; } = 5f; + public int PlayerMaxEs { get; set; } = 400; + public float PlayerHealthRegen { get; set; } = 8f; public float PlayerManaRegen { get; set; } = 10f; + public float PlayerEsRegen { get; set; } = 30f; // ES recharge rate (per second, once recharging) + public float PlayerEsRechargeDelay { get; set; } = 2f; // Seconds after last damage before ES recharges - // Enemies - public int TargetEnemyCount { get; set; } = 25; + // Enemies — melee + public int TargetEnemyCount { get; set; } = 50; public float EnemyAggroRange { get; set; } = 600f; - public float EnemyAttackRange { get; set; } = 100f; + public float EnemyMeleeAttackRange { get; set; } = 100f; public float EnemyMoveSpeedFactor { get; set; } = 0.75f; public int EnemyBaseHealth { get; set; } = 200; - public int EnemyAttackDamage { get; set; } = 30; - public float EnemyAttackCooldown { get; set; } = 1.5f; + public int EnemyMeleeBaseDamage { get; set; } = 60; + public float EnemyMeleeAttackCooldown { get; set; } = 1.2f; + + // Enemies — ranged + public float RangedEnemyChance { get; set; } = 0.30f; // 30% of enemies are ranged + public float EnemyRangedAttackRange { get; set; } = 500f; + public float EnemyRangedPreferredRange { get; set; } = 350f; + public int EnemyRangedBaseDamage { get; set; } = 40; + public float EnemyRangedAttackCooldown { get; set; } = 2.0f; + public float EnemyProjectileSpeed { get; set; } = 800f; + public float EnemyProjectileHitRadius { get; set; } = 40f; + + // Enemies — general public float EnemyDespawnTime { get; set; } = 2f; public float EnemyRespawnTime { get; set; } = 5f; public float EnemyWanderRadius { get; set; } = 200f; + public float EnemySpawnMinDist { get; set; } = 800f; + public float EnemySpawnMaxDist { get; set; } = 2000f; + public float EnemyCullDist { get; set; } = 3000f; + public int EnemyGroupMin { get; set; } = 3; + public int EnemyGroupMax { get; set; } = 7; + public float EnemyGroupSpread { get; set; } = 120f; - // Skills - public float MeleeRange { get; set; } = 150f; + // Player skills + public float MeleeRange { get; set; } = 350f; public float MeleeConeAngle { get; set; } = 120f; public float AoeRadius { get; set; } = 250f; public float ProjectileSpeed { get; set; } = 1200f; @@ -35,6 +55,10 @@ public class SimConfig public float ProjectileHitRadius { get; set; } = 80f; public int SkillBaseDamage { get; set; } = 200; + // Terrain expansion + public int ExpandThreshold { get; set; } = 50; + public int ExpandAmount { get; set; } = 250; + // Simulation public float SpeedMultiplier { get; set; } = 1f; public bool IsPaused { get; set; } diff --git a/src/Nexus.Simulator/Program.cs b/src/Nexus.Simulator/Program.cs index 30330f0..aecf079 100644 --- a/src/Nexus.Simulator/Program.cs +++ b/src/Nexus.Simulator/Program.cs @@ -14,8 +14,8 @@ using Veldrid.Sdl2; using Veldrid.StartupUtilities; Log.Logger = new LoggerConfiguration() - .MinimumLevel.Information() - .WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss} {Level:u3}] {Message:lj}{NewLine}{Exception}") + .MinimumLevel.Debug() + .WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss.fff} {Level:u3}] {Message:lj}{NewLine}{Exception}") .CreateLogger(); Log.Information("Nexus Simulator starting..."); @@ -36,24 +36,7 @@ var poller = new SimPoller(world, input, cache, simConfig); var nav = new NavigationController(botConfig); // ── Create systems (same as BotEngine, minus AreaProgression) ── -var systems = new List -{ - new ThreatSystem { WorldToGrid = botConfig.WorldToGrid }, - new MovementSystem - { - SafeDistance = botConfig.SafeDistance, - RepulsionWeight = botConfig.RepulsionWeight, - WorldToGrid = botConfig.WorldToGrid, - }, - new NavigationSystem - { - WorldToGrid = botConfig.WorldToGrid, - WaypointReachedDistance = botConfig.WaypointReachedDistance, - }, - new CombatSystem(botConfig), - new ResourceSystem(botConfig), - new LootSystem(), -}; +var systems = SystemFactory.CreateSystems(botConfig, nav); // Apply a default profile with configured skills var profile = new CharacterProfile @@ -61,15 +44,15 @@ var profile = new CharacterProfile Name = "SimPlayer", Skills = [ - new() { SlotIndex = 0, Label = "LMB", InputType = SkillInputType.LeftClick, Priority = 0, RangeMax = 150f, RequiresTarget = true }, - new() { SlotIndex = 1, Label = "RMB", InputType = SkillInputType.RightClick, Priority = 1, RangeMax = 150f, RequiresTarget = true }, - new() { SlotIndex = 3, Label = "Q", InputType = SkillInputType.KeyPress, ScanCode = 0x10, Priority = 3, RangeMax = 600f, CooldownMs = 500, MinMonstersInRange = 2 }, - new() { SlotIndex = 4, Label = "E", InputType = SkillInputType.KeyPress, ScanCode = 0x12, Priority = 4, RangeMax = 800f, CooldownMs = 300 }, + new() { SlotIndex = 0, Label = "LMB", InputType = SkillInputType.LeftClick, Priority = 0, RangeMax = 350f }, + new() { SlotIndex = 1, Label = "RMB", InputType = SkillInputType.RightClick, Priority = 1, RangeMax = 350f, CooldownMs = 800 }, + new() { SlotIndex = 3, Label = "Q", InputType = SkillInputType.KeyPress, ScanCode = 0x10, Priority = 3, RangeMax = 350f, CooldownMs = 2000, MinMonstersInRange = 3 }, + new() { SlotIndex = 4, Label = "E", InputType = SkillInputType.KeyPress, ScanCode = 0x12, Priority = 4, RangeMax = 800f, CooldownMs = 1500 }, ], Combat = new CombatSettings { GlobalCooldownMs = 400, - AttackRange = 600f, + AttackRange = 350f, }, }; @@ -88,7 +71,10 @@ nav.Explore(); // ── Bot logic thread ── var actionQueue = new ActionQueue(); +var movementBlender = new MovementBlender(); +var moveTracker = new MovementKeyTracker(); var botRunning = true; +var lastStatusLogMs = 0L; var botThread = new Thread(() => { @@ -102,26 +88,36 @@ var botThread = new Thread(() => var state = cache.LatestState; if (state is not null && !state.IsLoading && !state.IsEscapeOpen) { - // Enrich - GameStateEnricher.Enrich(state); + var resolved = BotTick.Run(state, systems, actionQueue, movementBlender, nav, botConfig); + ActionExecutor.Execute(resolved, input, moveTracker, movementBlender, state.Player.Position); - // Clear and run systems - actionQueue.Clear(); - nav.Update(state); - - foreach (var sys in systems) + // Periodic status log (every 2 seconds) + var nowMs = Environment.TickCount64; + if (nowMs - lastStatusLogMs >= 2000) { - if (sys.IsEnabled) - sys.Update(state, actionQueue); + lastStatusLogMs = nowMs; + var p = state.Player; + var enemySnapshot = world.Enemies.ToArray(); + var melee = enemySnapshot.Count(e => e.IsAlive && !e.IsRanged); + var ranged = enemySnapshot.Count(e => e.IsAlive && e.IsRanged); + var actions = string.Join(",", resolved.Select(a => a switch + { + CastAction c => $"Cast({c.SkillScanCode:X2})", + FlaskAction => "Flask", + ClickAction => "Click", + KeyAction k => $"Key({k.ScanCode:X2})", + _ => a.GetType().Name, + })); + if (actions.Length == 0) actions = "none"; + + Log.Information( + "Status: HP={HP}/{MaxHP} ES={ES}/{MaxES} Mana={MP}/{MaxMP} Danger={Danger} " + + "Enemies={Total}({Melee}m/{Ranged}r) Nav={NavMode} Actions=[{Actions}] " + + "Move=[{Blender}]", + p.LifeCurrent, p.LifeTotal, p.EsCurrent, p.EsTotal, p.ManaCurrent, p.ManaTotal, + state.Danger, melee + ranged, melee, ranged, + nav.Mode, actions, movementBlender.DiagnosticSummary()); } - - // Nav direction - if (nav.DesiredDirection.HasValue) - actionQueue.Submit(new MoveAction(SystemPriority.Navigation, nav.DesiredDirection.Value)); - - // Resolve and execute - var resolved = actionQueue.Resolve(); - ExecuteActions(resolved, state, input); } } catch (Exception ex) @@ -163,7 +159,7 @@ var imguiRenderer = new VeldridImGuiRenderer( gd, gd.MainSwapchain.Framebuffer.OutputDescription, window.Width, window.Height); -var renderer = new SimRenderer(simConfig, world, nav, systems); +var renderer = new SimRenderer(simConfig, world, nav, systems, input); var cl = gd.ResourceFactory.CreateCommandList(); window.Resized += () => @@ -187,7 +183,8 @@ while (window.Exists) imguiRenderer.Update(deltaSeconds, snapshot); - // Render sim world + // Update input flash timers & render sim world + input.UpdateTimers(deltaSeconds); renderer.Render(cache.LatestState); cl.Begin(); @@ -208,57 +205,3 @@ imguiRenderer.Dispose(); gd.Dispose(); Log.Information("Nexus Simulator stopped."); -// ── Helper: Execute bot actions via SimInputController ── -static void ExecuteActions(List resolved, GameState state, SimInputController input) -{ - foreach (var action in resolved) - { - switch (action) - { - case MoveAction move: - // MovementKeyTracker equivalent — convert direction to WASD key presses - // The SimInputController interprets these directly - const float cos45 = 0.70710678f; - const float sin45 = 0.70710678f; - var sx = move.Direction.X * cos45 - move.Direction.Y * sin45; - var sy = move.Direction.X * sin45 + move.Direction.Y * cos45; - - const float threshold = 0.3f; - if (sy > threshold) input.KeyDown(0x11); else input.KeyUp(0x11); // W - if (sy < -threshold) input.KeyDown(0x1F); else input.KeyUp(0x1F); // S - if (sx > threshold) input.KeyDown(0x20); else input.KeyUp(0x20); // D - if (sx < -threshold) input.KeyDown(0x1E); else input.KeyUp(0x1E); // A - break; - - case CastAction cast: - if (cast.TargetScreenPos.HasValue) - input.SmoothMoveTo((int)cast.TargetScreenPos.Value.X, (int)cast.TargetScreenPos.Value.Y); - input.KeyPress(cast.SkillScanCode); - break; - - case FlaskAction flask: - input.KeyPress(flask.FlaskScanCode); - break; - - case ClickAction click: - var cx = (int)click.ScreenPosition.X; - var cy = (int)click.ScreenPosition.Y; - switch (click.Type) - { - case ClickType.Left: input.LeftClick(cx, cy); break; - case ClickType.Right: input.RightClick(cx, cy); break; - case ClickType.Middle: input.MiddleClick(cx, cy); break; - } - break; - - case KeyAction key: - switch (key.Type) - { - case KeyActionType.Press: input.KeyPress(key.ScanCode); break; - case KeyActionType.Down: input.KeyDown(key.ScanCode); break; - case KeyActionType.Up: input.KeyUp(key.ScanCode); break; - } - break; - } - } -} diff --git a/src/Nexus.Simulator/Rendering/DebugPanel.cs b/src/Nexus.Simulator/Rendering/DebugPanel.cs index cbb586b..9b67f9c 100644 --- a/src/Nexus.Simulator/Rendering/DebugPanel.cs +++ b/src/Nexus.Simulator/Rendering/DebugPanel.cs @@ -64,12 +64,13 @@ public class DebugPanel // Enemy stats if (ImGui.CollapsingHeader("Enemies", ImGuiTreeNodeFlags.DefaultOpen)) { - var alive = _world.Enemies.Count(e => e.IsAlive); - var dead = _world.Enemies.Count(e => !e.IsAlive); - var chasing = _world.Enemies.Count(e => e.AiState == EnemyAiState.Chasing); - var attacking = _world.Enemies.Count(e => e.AiState == EnemyAiState.Attacking); + var enemies = _world.Enemies.ToArray(); // snapshot — list mutated by SimPoller thread + var alive = enemies.Count(e => e.IsAlive); + var dead = enemies.Count(e => !e.IsAlive); + var chasing = enemies.Count(e => e.AiState == EnemyAiState.Chasing); + var attacking = enemies.Count(e => e.AiState == EnemyAiState.Attacking); - ImGui.Text($"Total: {_world.Enemies.Count} Alive: {alive} Dead: {dead}"); + ImGui.Text($"Total: {enemies.Length} Alive: {alive} Dead: {dead}"); ImGui.Text($"Chasing: {chasing} Attacking: {attacking}"); ImGui.Separator(); diff --git a/src/Nexus.Simulator/Rendering/EffectRenderer.cs b/src/Nexus.Simulator/Rendering/EffectRenderer.cs index 45a8cb6..a402aeb 100644 --- a/src/Nexus.Simulator/Rendering/EffectRenderer.cs +++ b/src/Nexus.Simulator/Rendering/EffectRenderer.cs @@ -6,25 +6,24 @@ namespace Nexus.Simulator.Rendering; public static class EffectRenderer { - public static void DrawEffects(ImDrawListPtr drawList, List effects, - Vector2 viewOffset, float zoom, Vector2 canvasOrigin, float worldToGrid) + public static void DrawEffects(ImDrawListPtr drawList, IReadOnlyList effects, ViewTransform vt) { foreach (var effect in effects) { var alpha = (byte)(255 * (1f - effect.Progress)); - var originScreen = canvasOrigin + viewOffset + effect.Origin * worldToGrid * zoom; - var targetScreen = canvasOrigin + viewOffset + effect.TargetPosition * worldToGrid * zoom; + var originScreen = vt.WorldToScreen(effect.Origin); + var targetScreen = vt.WorldToScreen(effect.TargetPosition); switch (effect.Type) { case SkillEffectType.Melee: DrawMeleeCone(drawList, originScreen, targetScreen, - effect.Radius * worldToGrid * zoom, effect.ConeAngle, alpha); + effect.Radius * vt.WorldScale, effect.ConeAngle, alpha); break; case SkillEffectType.Aoe: DrawAoeCircle(drawList, targetScreen, - effect.Radius * worldToGrid * zoom, alpha); + effect.Radius * vt.WorldScale, alpha); break; case SkillEffectType.Projectile: @@ -34,15 +33,25 @@ public static class EffectRenderer } } - public static void DrawProjectiles(ImDrawListPtr drawList, List projectiles, - Vector2 viewOffset, float zoom, Vector2 canvasOrigin, float worldToGrid) + public static void DrawProjectiles(ImDrawListPtr drawList, IReadOnlyList projectiles, ViewTransform vt) { foreach (var proj in projectiles) { - var pos = canvasOrigin + viewOffset + proj.Position * worldToGrid * zoom; - var radius = proj.HitRadius * worldToGrid * zoom * 0.3f; - drawList.AddCircleFilled(pos, Math.Max(3f, radius), 0xFF00DDFF); - drawList.AddCircle(pos, Math.Max(4f, radius + 1), 0xFF00AAFF); + var pos = vt.WorldToScreen(proj.Position); + var radius = proj.HitRadius * vt.WorldScale * 0.3f; + + if (proj.IsEnemyProjectile) + { + // Red/orange for enemy projectiles + drawList.AddCircleFilled(pos, Math.Max(3f, radius), 0xFF3344FF); + drawList.AddCircle(pos, Math.Max(4f, radius + 1), 0xFF0000FF); + } + else + { + // Cyan for player projectiles + drawList.AddCircleFilled(pos, Math.Max(3f, radius), 0xFF00DDFF); + drawList.AddCircle(pos, Math.Max(4f, radius + 1), 0xFF00AAFF); + } } } diff --git a/src/Nexus.Simulator/Rendering/EntityRenderer.cs b/src/Nexus.Simulator/Rendering/EntityRenderer.cs index 52aaac1..b099953 100644 --- a/src/Nexus.Simulator/Rendering/EntityRenderer.cs +++ b/src/Nexus.Simulator/Rendering/EntityRenderer.cs @@ -7,33 +7,40 @@ namespace Nexus.Simulator.Rendering; public static class EntityRenderer { - public static void DrawPlayer(ImDrawListPtr drawList, SimPlayer player, - Vector2 viewOffset, float zoom, Vector2 canvasOrigin, float worldToGrid) + public static void DrawPlayer(ImDrawListPtr drawList, SimPlayer player, ViewTransform vt) { - var gridPos = player.Position * worldToGrid; - var screenPos = canvasOrigin + viewOffset + gridPos * zoom; + var screenPos = vt.WorldToScreen(player.Position); var radius = 8f; drawList.AddCircleFilled(screenPos, radius, 0xFF00FF00); // Green drawList.AddCircle(screenPos, radius + 1, 0xFF00AA00); - // Health bar above player - DrawHealthBar(drawList, screenPos - new Vector2(15, radius + 8), 30, 4, + var barY = radius + 8; + + // ES bar (purple, above health) + if (player.MaxEs > 0) + { + DrawHealthBar(drawList, screenPos - new Vector2(15, barY), 30, 3, + player.Es, player.MaxEs, 0xFFFF8800); // Cyan/purple in ABGR + barY += 5; + } + + // Health bar + DrawHealthBar(drawList, screenPos - new Vector2(15, barY), 30, 4, player.Health, player.MaxHealth, 0xFF00DD00); + barY += 6; // Mana bar - DrawHealthBar(drawList, screenPos - new Vector2(15, radius + 14), 30, 3, + DrawHealthBar(drawList, screenPos - new Vector2(15, barY), 30, 3, player.Mana, player.MaxMana, 0xFFDD6600); } - public static void DrawEnemies(ImDrawListPtr drawList, List enemies, - Vector2 viewOffset, float zoom, Vector2 canvasOrigin, float worldToGrid, - Vector2 canvasMin, Vector2 canvasMax) + public static void DrawEnemies(ImDrawListPtr drawList, IReadOnlyList enemies, + ViewTransform vt, Vector2 canvasMin, Vector2 canvasMax) { foreach (var enemy in enemies) { - var gridPos = enemy.Position * worldToGrid; - var screenPos = canvasOrigin + viewOffset + gridPos * zoom; + var screenPos = vt.WorldToScreen(enemy.Position); // Cull off-screen if (screenPos.X < canvasMin.X - 20 || screenPos.X > canvasMax.X + 20 || @@ -54,12 +61,30 @@ public static class EntityRenderer radius *= 0.7f; } - drawList.AddCircleFilled(screenPos, radius, color); + if (enemy.IsRanged) + { + // Diamond shape for ranged enemies + var s = radius * 1.2f; + var pts = new[] + { + screenPos + new Vector2(0, -s), + screenPos + new Vector2(s, 0), + screenPos + new Vector2(0, s), + screenPos + new Vector2(-s, 0), + }; + drawList.AddQuadFilled(pts[0], pts[1], pts[2], pts[3], color); + } + else + { + drawList.AddCircleFilled(screenPos, radius, color); + } if (enemy.AiState == EnemyAiState.Chasing) drawList.AddCircle(screenPos, radius + 2, 0xFF0000FF); // Red ring when chasing else if (enemy.AiState == EnemyAiState.Attacking) drawList.AddCircle(screenPos, radius + 3, 0xFF0000FF, 0, 3f); + else if (enemy.AiState == EnemyAiState.Retreating) + drawList.AddCircle(screenPos, radius + 2, 0xFF00AAAA); // Teal ring when retreating // Health bar if (enemy.IsAlive && enemy.Health < enemy.MaxHealth) diff --git a/src/Nexus.Simulator/Rendering/InputOverlayRenderer.cs b/src/Nexus.Simulator/Rendering/InputOverlayRenderer.cs new file mode 100644 index 0000000..6695c88 --- /dev/null +++ b/src/Nexus.Simulator/Rendering/InputOverlayRenderer.cs @@ -0,0 +1,155 @@ +using System.Numerics; +using ImGuiNET; +using Nexus.Simulator.Bridge; + +namespace Nexus.Simulator.Rendering; + +/// +/// Draws a keyboard + mouse + mousepad overlay showing which keys/buttons are currently pressed. +/// Keys are white normally, yellow when active. +/// +public static class InputOverlayRenderer +{ + private const float KeySize = 26f; + private const float Gap = 2f; + private const float Stride = KeySize + Gap; + + // Colors (ABGR) + private const uint White = 0xFFFFFFFF; + private const uint Yellow = 0xFF00FFFF; + private const uint DarkBg = 0xFF1E1E1E; + private const uint ActiveBg = 0xFF1A5C8C; + private const uint Outline = 0xFF555555; + private const uint DimText = 0xFFAAAAAA; + private const uint ScrollBg = 0xFF333333; + private const uint CursorDot = 0xFF00DDFF; // Cyan dot for cursor position + private const uint CrosshairColor = 0x44FFFFFF; // Dim crosshair + + // Keyboard rows: (label, scanCode, column offset) + private static readonly (string L, ushort S, float C)[] Row0 = + [("1", 0x02, 0), ("2", 0x03, 1), ("3", 0x04, 2), ("4", 0x05, 3), ("5", 0x06, 4)]; + + private static readonly (string L, ushort S, float C)[] Row1 = + [("Q", 0x10, 0.25f), ("W", 0x11, 1.25f), ("E", 0x12, 2.25f), ("R", 0x13, 3.25f), ("T", 0x14, 4.25f)]; + + private static readonly (string L, ushort S, float C)[] Row2 = + [("A", 0x1E, 0.5f), ("S", 0x1F, 1.5f), ("D", 0x20, 2.5f), ("F", 0x21, 3.5f)]; + + // Screen dimensions the bot thinks it has + private const float ScreenW = 2560f; + private const float ScreenH = 1440f; + + public static void Draw(ImDrawListPtr drawList, InputSnapshot input, Vector2 mouseScreenPos, + Vector2 canvasOrigin, Vector2 canvasSize) + { + var padSize = 80f; + var mouseH = 64f; + var kbH = 3 * Stride; + var totalH = kbH + 6 + mouseH + 6 + padSize; + var origin = canvasOrigin + new Vector2(15, canvasSize.Y - totalH - 15); + + // Keyboard + DrawKeyRow(drawList, origin, Row0, 0, input); + DrawKeyRow(drawList, origin, Row1, 1, input); + DrawKeyRow(drawList, origin, Row2, 2, input); + + // Mouse to the right of keyboard + var kbW = 4.25f * Stride + KeySize; + var mouseOrigin = origin + new Vector2(kbW + 12, (kbH - mouseH) / 2); + DrawMouse(drawList, input, mouseOrigin); + + // Mousepad below keyboard + mouse row + var padOrigin = origin + new Vector2(0, kbH + 6); + DrawMousepad(drawList, mouseScreenPos, input, padOrigin, kbW + 12 + 44); + } + + private static void DrawKeyRow(ImDrawListPtr drawList, Vector2 origin, + (string L, ushort S, float C)[] keys, int row, InputSnapshot input) + { + foreach (var (label, scan, col) in keys) + { + var pos = origin + new Vector2(col * Stride, row * Stride); + var on = input.IsKeyActive(scan); + + drawList.AddRectFilled(pos, pos + new Vector2(KeySize), on ? ActiveBg : DarkBg, 3f); + drawList.AddRect(pos, pos + new Vector2(KeySize), on ? Yellow : Outline, 3f); + + var ts = ImGui.CalcTextSize(label); + drawList.AddText(pos + (new Vector2(KeySize) - ts) * 0.5f, on ? Yellow : White, label); + } + } + + private static void DrawMouse(ImDrawListPtr drawList, InputSnapshot input, Vector2 o) + { + const float w = 44, h = 64, hw = w / 2, bh = 26; + + // Body + drawList.AddRectFilled(o, o + new Vector2(w, h), DarkBg, 10f); + drawList.AddRect(o, o + new Vector2(w, h), Outline, 10f); + + // Left button highlight + var lOn = input.IsMouseActive(0); + if (lOn) + drawList.AddRectFilled(o + new Vector2(2, 2), o + new Vector2(hw - 1, bh), ActiveBg, 4f); + + // Right button highlight + var rOn = input.IsMouseActive(1); + if (rOn) + drawList.AddRectFilled(o + new Vector2(hw + 1, 2), o + new Vector2(w - 2, bh), ActiveBg, 4f); + + // Dividers + drawList.AddLine(o + new Vector2(hw, 2), o + new Vector2(hw, bh), Outline); + drawList.AddLine(o + new Vector2(4, bh), o + new Vector2(w - 4, bh), Outline); + + // Scroll wheel + var mOn = input.IsMouseActive(2); + var sw = new Vector2(8, 14); + var sp = o + new Vector2((w - sw.X) / 2, (bh - sw.Y) / 2); + drawList.AddRectFilled(sp, sp + sw, mOn ? ActiveBg : ScrollBg, 3f); + drawList.AddRect(sp, sp + sw, mOn ? Yellow : Outline, 3f); + + // Labels + DrawCentered(drawList, "L", o + new Vector2(hw / 2, bh / 2), lOn ? Yellow : DimText); + DrawCentered(drawList, "R", o + new Vector2(hw + hw / 2, bh / 2), rOn ? Yellow : DimText); + } + + private static void DrawMousepad(ImDrawListPtr drawList, Vector2 mouseScreenPos, + InputSnapshot input, Vector2 origin, float width) + { + // Mousepad: maps the bot's 2560x1440 screen space to a small rectangle + var aspect = ScreenH / ScreenW; + var padW = width; + var padH = padW * aspect; + + // Background + drawList.AddRectFilled(origin, origin + new Vector2(padW, padH), DarkBg, 4f); + drawList.AddRect(origin, origin + new Vector2(padW, padH), Outline, 4f); + + // Crosshair at center + var center = origin + new Vector2(padW, padH) * 0.5f; + drawList.AddLine(center - new Vector2(8, 0), center + new Vector2(8, 0), CrosshairColor); + drawList.AddLine(center - new Vector2(0, 8), center + new Vector2(0, 8), CrosshairColor); + + // Map mouse screen position to pad coordinates + var nx = Math.Clamp(mouseScreenPos.X / ScreenW, 0f, 1f); + var ny = Math.Clamp(mouseScreenPos.Y / ScreenH, 0f, 1f); + var dotPos = origin + new Vector2(nx * padW, ny * padH); + + // Cursor dot — changes color on click + var anyClick = input.IsMouseActive(0) || input.IsMouseActive(1) || input.IsMouseActive(2); + var dotColor = anyClick ? Yellow : CursorDot; + drawList.AddCircleFilled(dotPos, 4f, dotColor); + drawList.AddCircle(dotPos, 5f, anyClick ? Yellow : Outline); + + // Coordinates text + var coordText = $"{mouseScreenPos.X:F0},{mouseScreenPos.Y:F0}"; + var ts = ImGui.CalcTextSize(coordText); + drawList.AddText(origin + new Vector2(padW - ts.X - 4, padH - ts.Y - 2), DimText, coordText); + } + + private static void DrawCentered(ImDrawListPtr drawList, string text, Vector2 center, uint color) + { + var ts = ImGui.CalcTextSize(text); + drawList.AddText(center - ts * 0.5f, color, text); + } +} diff --git a/src/Nexus.Simulator/Rendering/PathRenderer.cs b/src/Nexus.Simulator/Rendering/PathRenderer.cs index 66335b7..314309b 100644 --- a/src/Nexus.Simulator/Rendering/PathRenderer.cs +++ b/src/Nexus.Simulator/Rendering/PathRenderer.cs @@ -6,32 +6,23 @@ namespace Nexus.Simulator.Rendering; public static class PathRenderer { - public static void Draw(ImDrawListPtr drawList, NavigationController nav, - Vector2 viewOffset, float zoom, Vector2 canvasOrigin, float worldToGrid) + public static void Draw(ImDrawListPtr drawList, NavigationController nav, ViewTransform vt) { var path = nav.CurrentPath; if (path is null || path.Count < 2) return; for (var i = 0; i < path.Count - 1; i++) { - var a = canvasOrigin + viewOffset + path[i] * worldToGrid * zoom; - var b = canvasOrigin + viewOffset + path[i + 1] * worldToGrid * zoom; + var a = vt.WorldToScreen(path[i]); + var b = vt.WorldToScreen(path[i + 1]); drawList.AddLine(a, b, 0xFFFFFF00, 2f); // Cyan } // Draw waypoint dots foreach (var wp in path) { - var pos = canvasOrigin + viewOffset + wp * worldToGrid * zoom; + var pos = vt.WorldToScreen(wp); drawList.AddCircleFilled(pos, 3f, 0xFFFFFF00); } } - - public static void DrawExploredOverlay(ImDrawListPtr drawList, - bool[]? exploredGrid, int exploredWidth, int exploredHeight, - Vector2 viewOffset, float zoom, Vector2 canvasOrigin, Vector2 canvasSize) - { - // Already handled in TerrainRenderer via brightness difference - // This method is a placeholder for additional explore visualization - } } diff --git a/src/Nexus.Simulator/Rendering/SimRenderer.cs b/src/Nexus.Simulator/Rendering/SimRenderer.cs index c8bae7c..79d3860 100644 --- a/src/Nexus.Simulator/Rendering/SimRenderer.cs +++ b/src/Nexus.Simulator/Rendering/SimRenderer.cs @@ -2,31 +2,35 @@ using System.Numerics; using ImGuiNET; using Nexus.Core; using Nexus.Pathfinding; +using Nexus.Simulator.Bridge; using Nexus.Simulator.Config; using Nexus.Simulator.World; namespace Nexus.Simulator.Rendering; /// -/// Main renderer: draws the top-down game world viewport using ImGui draw lists. +/// Main renderer: draws the 45°-rotated isometric game world viewport using ImGui draw lists. /// public class SimRenderer { private readonly SimConfig _config; private readonly SimWorld _world; private readonly NavigationController _nav; + private readonly SimInputController _input; private readonly DebugPanel _debugPanel; // Camera private Vector2 _viewOffset; private float _zoom = 2f; // pixels per grid cell + private const float C = 0.70710678f; public SimRenderer(SimConfig config, SimWorld world, NavigationController nav, - IReadOnlyList systems) + IReadOnlyList systems, SimInputController input) { _config = config; _world = world; _nav = nav; + _input = input; _debugPanel = new DebugPanel(config, world, nav, systems); // Center view on player @@ -53,31 +57,39 @@ public class SimRenderer CenterOnPlayer(canvasSize); var drawList = ImGui.GetWindowDrawList(); + var vt = new ViewTransform(canvasOrigin, _viewOffset, _zoom, _config.WorldToGrid); // Clip to canvas drawList.PushClipRect(canvasOrigin, canvasOrigin + canvasSize); // 1. Terrain - TerrainRenderer.Draw(drawList, _world.Terrain, _viewOffset, _zoom, canvasOrigin, canvasSize, - _nav.ExploredGrid, _nav.ExploredWidth, _nav.ExploredHeight); + TerrainRenderer.Draw(drawList, _world.Terrain, vt, canvasSize, + _nav.ExploredGrid, _nav.ExploredWidth, _nav.ExploredHeight, + _nav.ExploredOffsetX, _nav.ExploredOffsetY); // 2. Path - PathRenderer.Draw(drawList, _nav, _viewOffset, _zoom, canvasOrigin, _config.WorldToGrid); + PathRenderer.Draw(drawList, _nav, vt); - // 3. Effects - EffectRenderer.DrawEffects(drawList, _world.ActiveEffects, _viewOffset, _zoom, canvasOrigin, _config.WorldToGrid); - EffectRenderer.DrawProjectiles(drawList, _world.Projectiles, _viewOffset, _zoom, canvasOrigin, _config.WorldToGrid); + // 3. Effects — snapshot shared lists to avoid concurrent modification from SimPoller thread + var effects = _world.ActiveEffects.ToArray(); + var projectiles = _world.Projectiles.ToArray(); + var enemies = _world.Enemies.ToArray(); + + EffectRenderer.DrawEffects(drawList, effects, vt); + EffectRenderer.DrawProjectiles(drawList, projectiles, vt); // 4. Enemies - EntityRenderer.DrawEnemies(drawList, _world.Enemies, _viewOffset, _zoom, canvasOrigin, _config.WorldToGrid, - canvasOrigin, canvasOrigin + canvasSize); + EntityRenderer.DrawEnemies(drawList, enemies, vt, canvasOrigin, canvasOrigin + canvasSize); // 5. Player - EntityRenderer.DrawPlayer(drawList, _world.Player, _viewOffset, _zoom, canvasOrigin, _config.WorldToGrid); + EntityRenderer.DrawPlayer(drawList, _world.Player, vt); + + // 6. Mock cursor — shows where the bot's mouse is pointing in the world + DrawMockCursor(drawList, vt); drawList.PopClipRect(); - // Minimap (bottom-right corner) + // Minimap (bottom-right corner, top-down view) var minimapSize = 150f; var minimapOrigin = canvasOrigin + canvasSize - new Vector2(minimapSize + 10, minimapSize + 10); var playerGridPos = _world.Player.Position * _config.WorldToGrid; @@ -86,14 +98,22 @@ public class SimRenderer // HUD text DrawHud(drawList, canvasOrigin, state); + // Input overlay (keyboard + mouse + mousepad) + InputOverlayRenderer.Draw(drawList, _input.GetInputSnapshot(), _input.MouseScreenPos, + canvasOrigin, canvasSize); + ImGui.End(); } private void CenterOnPlayer(Vector2? canvasSize = null) { var cs = canvasSize ?? new Vector2(1200, 900); - var playerGrid = _world.Player.Position * _config.WorldToGrid; - _viewOffset = cs * 0.5f - playerGrid * _zoom; + var gx = _world.Player.Position.X * _config.WorldToGrid; + var gy = _world.Player.Position.Y * _config.WorldToGrid; + // Rotated grid position + var rx = (gx - gy) * C; + var ry = -(gx + gy) * C; + _viewOffset = cs * 0.5f - new Vector2(rx, ry) * _zoom; } private void HandleInput(Vector2 canvasOrigin, Vector2 canvasSize) @@ -102,7 +122,7 @@ public class SimRenderer var io = ImGui.GetIO(); - // Scroll to zoom + // Scroll to zoom (works in rotated space — no change needed) if (io.MouseWheel != 0) { var mousePos = io.MousePos - canvasOrigin; @@ -115,6 +135,37 @@ public class SimRenderer } } + private void DrawMockCursor(ImDrawListPtr drawList, ViewTransform vt) + { + // Convert the bot's mouse screen position to world, then to our viewport + var mouseWorld = _world.MouseWorldPos; + var screenPos = vt.WorldToScreen(mouseWorld); + + const float s = 12f; // cursor size + var col = 0xFFFFFFFF; // white + var shadow = 0xAA000000; // black shadow + + // Arrow cursor shape (triangle + tail) + var tip = screenPos; + var left = tip + new Vector2(0, s); + var right = tip + new Vector2(s * 0.55f, s * 0.75f); + var mid = tip + new Vector2(s * 0.2f, s * 0.65f); + var tailEnd = tip + new Vector2(s * 0.55f, s * 1.1f); + var tailRight = tip + new Vector2(s * 0.4f, s * 0.95f); + + // Shadow (offset by 1px) + var off = new Vector2(1, 1); + drawList.AddTriangleFilled(tip + off, left + off, right + off, shadow); + drawList.AddTriangleFilled(mid + off, tailEnd + off, tailRight + off, shadow); + + // Cursor body + drawList.AddTriangleFilled(tip, left, right, col); + drawList.AddTriangleFilled(mid, tailEnd, tailRight, col); + + // Outline + drawList.AddTriangle(tip, left, right, 0xFF000000); + } + private void DrawHud(ImDrawListPtr drawList, Vector2 canvasOrigin, GameState? state) { var textPos = canvasOrigin + new Vector2(10, 10); diff --git a/src/Nexus.Simulator/Rendering/TerrainRenderer.cs b/src/Nexus.Simulator/Rendering/TerrainRenderer.cs index 6722a74..b68d76c 100644 --- a/src/Nexus.Simulator/Rendering/TerrainRenderer.cs +++ b/src/Nexus.Simulator/Rendering/TerrainRenderer.cs @@ -7,23 +7,38 @@ namespace Nexus.Simulator.Rendering; public static class TerrainRenderer { /// - /// Draws the walkability grid as colored rectangles on the ImGui draw list. + /// Draws the walkability grid as rotated diamond cells on the ImGui draw list. /// Only draws cells visible in the current viewport for performance. /// public static void Draw(ImDrawListPtr drawList, WalkabilitySnapshot terrain, - Vector2 viewOffset, float zoom, Vector2 canvasOrigin, Vector2 canvasSize, - bool[]? exploredGrid = null, int exploredWidth = 0, int exploredHeight = 0) + ViewTransform vt, Vector2 canvasSize, + bool[]? exploredGrid = null, int exploredWidth = 0, int exploredHeight = 0, + int exploredOffsetX = 0, int exploredOffsetY = 0) { - var cellSize = zoom; - if (cellSize < 0.5f) return; // Too zoomed out to draw individual cells + var cellSize = vt.Zoom; + if (cellSize < 0.5f) return; - // Visible range in grid coords - var minGx = Math.Max(0, (int)(-viewOffset.X / cellSize)); - var minGy = Math.Max(0, (int)(-viewOffset.Y / cellSize)); - var maxGx = Math.Min(terrain.Width - 1, (int)((-viewOffset.X + canvasSize.X) / cellSize)); - var maxGy = Math.Min(terrain.Height - 1, (int)((-viewOffset.Y + canvasSize.Y) / cellSize)); + var ox = terrain.OffsetX; + var oy = terrain.OffsetY; - // Skip pixels if too many cells + // Compute visible grid bounds from screen corners (inverse transform) + var c0 = vt.ScreenToGrid(0, 0); + var c1 = vt.ScreenToGrid(canvasSize.X, 0); + var c2 = vt.ScreenToGrid(canvasSize.X, canvasSize.Y); + var c3 = vt.ScreenToGrid(0, canvasSize.Y); + + var minGx = (int)MathF.Floor(Min4(c0.X, c1.X, c2.X, c3.X)); + var maxGx = (int)MathF.Ceiling(Max4(c0.X, c1.X, c2.X, c3.X)); + var minGy = (int)MathF.Floor(Min4(c0.Y, c1.Y, c2.Y, c3.Y)); + var maxGy = (int)MathF.Ceiling(Max4(c0.Y, c1.Y, c2.Y, c3.Y)); + + // Clamp to terrain bounds + minGx = Math.Max(ox, minGx); + maxGx = Math.Min(ox + terrain.Width - 1, maxGx); + minGy = Math.Max(oy, minGy); + maxGy = Math.Min(oy + terrain.Height - 1, maxGy); + + // Skip cells if too many var step = 1; if (cellSize < 2f) step = 4; else if (cellSize < 4f) step = 2; @@ -31,9 +46,6 @@ public static class TerrainRenderer for (var gy = minGy; gy <= maxGy; gy += step) for (var gx = minGx; gx <= maxGx; gx += step) { - var screenX = canvasOrigin.X + viewOffset.X + gx * cellSize; - var screenY = canvasOrigin.Y + viewOffset.Y + gy * cellSize; - var w = terrain.IsWalkable(gx, gy); uint color; @@ -43,23 +55,26 @@ public static class TerrainRenderer } else { + var elx = gx - exploredOffsetX; + var ely = gy - exploredOffsetY; var explored = exploredGrid is not null - && gx < exploredWidth && gy < exploredHeight - && exploredGrid[gy * exploredWidth + gx]; + && elx >= 0 && elx < exploredWidth && ely >= 0 && ely < exploredHeight + && exploredGrid[ely * exploredWidth + elx]; - color = explored ? 0xFF3D3D5C : 0xFF2A2A3F; // Brighter if explored + color = explored ? 0xFF3D3D5C : 0xFF2A2A3F; } - var size = cellSize * step; - drawList.AddRectFilled( - new Vector2(screenX, screenY), - new Vector2(screenX + size, screenY + size), - color); + // Draw diamond (rotated grid cell) + var p0 = vt.GridToScreen(gx, gy); // top + var p1 = vt.GridToScreen(gx + step, gy); // right + var p2 = vt.GridToScreen(gx + step, gy + step); // bottom + var p3 = vt.GridToScreen(gx, gy + step); // left + drawList.AddQuadFilled(p0, p1, p2, p3, color); } } /// - /// Draws a minimap in the corner. + /// Draws a minimap in the corner (top-down, no rotation). /// public static void DrawMinimap(ImDrawListPtr drawList, WalkabilitySnapshot terrain, Vector2 playerGridPos, Vector2 minimapOrigin, float minimapSize) @@ -73,22 +88,23 @@ public static class TerrainRenderer minimapOrigin + new Vector2(terrain.Width * scale, terrain.Height * scale), 0xFF0A0A15); - // Draw walkable cells (sampled) + // Draw walkable cells (sampled) — local coords var step = Math.Max(1, terrain.Width / 200); - for (var gy = 0; gy < terrain.Height; gy += step) - for (var gx = 0; gx < terrain.Width; gx += step) + for (var ly = 0; ly < terrain.Height; ly += step) + for (var lx = 0; lx < terrain.Width; lx += step) { - if (!terrain.IsWalkable(gx, gy)) continue; - var px = minimapOrigin.X + gx * scale; - var py = minimapOrigin.Y + gy * scale; + if (!terrain.IsWalkable(lx + terrain.OffsetX, ly + terrain.OffsetY)) continue; + var px = minimapOrigin.X + lx * scale; + var py = minimapOrigin.Y + ly * scale; drawList.AddRectFilled( new Vector2(px, py), new Vector2(px + scale * step, py + scale * step), 0xFF2A2A3F); } - // Player dot - var playerPx = minimapOrigin + playerGridPos * scale; + // Player dot — convert absolute grid pos to local + var playerLocalPos = playerGridPos - new Vector2(terrain.OffsetX, terrain.OffsetY); + var playerPx = minimapOrigin + playerLocalPos * scale; drawList.AddCircleFilled(playerPx, 3f, 0xFF00FF00); // Border @@ -96,4 +112,10 @@ public static class TerrainRenderer minimapOrigin + new Vector2(terrain.Width * scale, terrain.Height * scale), 0xFF666666); } + + private static float Min4(float a, float b, float c, float d) + => MathF.Min(MathF.Min(a, b), MathF.Min(c, d)); + + private static float Max4(float a, float b, float c, float d) + => MathF.Max(MathF.Max(a, b), MathF.Max(c, d)); } diff --git a/src/Nexus.Simulator/Rendering/VeldridImGuiRenderer.cs b/src/Nexus.Simulator/Rendering/VeldridImGuiRenderer.cs index 85eaf71..28d01cc 100644 --- a/src/Nexus.Simulator/Rendering/VeldridImGuiRenderer.cs +++ b/src/Nexus.Simulator/Rendering/VeldridImGuiRenderer.cs @@ -21,10 +21,11 @@ public sealed class VeldridImGuiRenderer : IDisposable private Texture _fontTexture = null!; private TextureView _fontTextureView = null!; private ResourceSet _fontResourceSet = null!; - private ResourceLayout _layout = null!; + private ResourceLayout _projSamplerLayout = null!; private ResourceLayout _textureLayout = null!; private Pipeline _pipeline = null!; private Shader[] _shaders = null!; + private ResourceSet _projSamplerSet = null!; private int _windowWidth; private int _windowHeight; @@ -49,7 +50,6 @@ public sealed class VeldridImGuiRenderer : IDisposable io.DisplayFramebufferScale = Vector2.One; CreateDeviceResources(gd, outputDescription); - SetupKeyMappings(); } public void WindowResized(int width, int height) @@ -84,14 +84,11 @@ public sealed class VeldridImGuiRenderer : IDisposable _indexBuffer = factory.CreateBuffer(new BufferDescription(2000, BufferUsage.IndexBuffer | BufferUsage.Dynamic)); _projMatrixBuffer = factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer | BufferUsage.Dynamic)); - // Create shaders using HLSL + // Create shaders _shaders = CreateShaders(gd); - // Font texture - RecreateFontDeviceTexture(gd); - // Resource layouts - _layout = factory.CreateResourceLayout(new ResourceLayoutDescription( + _projSamplerLayout = factory.CreateResourceLayout(new ResourceLayoutDescription( new ResourceLayoutElementDescription("ProjectionMatrixBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex), new ResourceLayoutElementDescription("MainSampler", ResourceKind.Sampler, ShaderStages.Fragment))); @@ -126,12 +123,19 @@ public sealed class VeldridImGuiRenderer : IDisposable FaceCullMode.None, PolygonFillMode.Solid, FrontFace.Clockwise, true, true), PrimitiveTopology = PrimitiveTopology.TriangleList, - ResourceLayouts = [_layout, _textureLayout], + ResourceLayouts = [_projSamplerLayout, _textureLayout], ShaderSet = new ShaderSetDescription([vertexLayout], _shaders), Outputs = outputDescription, }; _pipeline = factory.CreateGraphicsPipeline(ref pipelineDesc); + + // Cached resource set for projection + sampler + _projSamplerSet = factory.CreateResourceSet(new ResourceSetDescription( + _projSamplerLayout, _projMatrixBuffer, gd.PointSampler)); + + // Font texture (MUST be after _textureLayout is created) + RecreateFontDeviceTexture(gd); } private void RecreateFontDeviceTexture(GraphicsDevice gd) @@ -141,6 +145,7 @@ public sealed class VeldridImGuiRenderer : IDisposable _fontTexture?.Dispose(); _fontTextureView?.Dispose(); + _fontResourceSet?.Dispose(); _fontTexture = gd.ResourceFactory.CreateTexture(TextureDescription.Texture2D( (uint)width, (uint)height, 1, 1, @@ -155,34 +160,18 @@ public sealed class VeldridImGuiRenderer : IDisposable io.Fonts.SetTexID(_fontAtlasId); io.Fonts.ClearTexData(); - // Create resource set for font - if (_textureLayout is not null) - { - _fontResourceSet?.Dispose(); - _fontResourceSet = gd.ResourceFactory.CreateResourceSet(new ResourceSetDescription( - _textureLayout, _fontTextureView)); - _resourceSets[_fontAtlasId] = _fontResourceSet; - } + _fontResourceSet = gd.ResourceFactory.CreateResourceSet(new ResourceSetDescription( + _textureLayout, _fontTextureView)); + _resourceSets[_fontAtlasId] = _fontResourceSet; } private Shader[] CreateShaders(GraphicsDevice gd) { - // For D3D11, use HLSL compiled at runtime - // For other backends, we'd need SPIRV - var backend = gd.BackendType; + if (gd.BackendType != GraphicsBackend.Direct3D11) + throw new NotSupportedException($"Backend {gd.BackendType} not supported. Use Direct3D11."); - byte[] vertexShaderBytes; - byte[] fragmentShaderBytes; - - if (backend == GraphicsBackend.Direct3D11) - { - vertexShaderBytes = CompileHlsl(VertexShaderHlsl, "main", "vs_5_0"); - fragmentShaderBytes = CompileHlsl(FragmentShaderHlsl, "main", "ps_5_0"); - } - else - { - throw new NotSupportedException($"Backend {backend} not supported. Use Direct3D11."); - } + var vertexShaderBytes = CompileHlsl(VertexShaderHlsl, "main", "vs_5_0"); + var fragmentShaderBytes = CompileHlsl(FragmentShaderHlsl, "main", "ps_5_0"); var vertexShader = gd.ResourceFactory.CreateShader(new ShaderDescription( ShaderStages.Vertex, vertexShaderBytes, "main")); @@ -200,6 +189,8 @@ public sealed class VeldridImGuiRenderer : IDisposable var totalVtxSize = (uint)(drawData.TotalVtxCount * Unsafe.SizeOf()); var totalIdxSize = (uint)(drawData.TotalIdxCount * sizeof(ushort)); + if (totalVtxSize == 0 || totalIdxSize == 0) return; + if (totalVtxSize > _vertexBuffer.SizeInBytes) { _vertexBuffer.Dispose(); @@ -219,16 +210,15 @@ public sealed class VeldridImGuiRenderer : IDisposable for (var i = 0; i < drawData.CmdListsCount; i++) { var cmdList = drawData.CmdLists[i]; - cl.UpdateBuffer(_vertexBuffer, vtxOffset, - cmdList.VtxBuffer.Data, (uint)(cmdList.VtxBuffer.Size * Unsafe.SizeOf())); - cl.UpdateBuffer(_indexBuffer, idxOffset, - cmdList.IdxBuffer.Data, (uint)(cmdList.IdxBuffer.Size * sizeof(ushort))); - vtxOffset += (uint)(cmdList.VtxBuffer.Size * Unsafe.SizeOf()); - idxOffset += (uint)(cmdList.IdxBuffer.Size * sizeof(ushort)); + var vtxSize = (uint)(cmdList.VtxBuffer.Size * Unsafe.SizeOf()); + var idxSize = (uint)(cmdList.IdxBuffer.Size * sizeof(ushort)); + cl.UpdateBuffer(_vertexBuffer, vtxOffset, cmdList.VtxBuffer.Data, vtxSize); + cl.UpdateBuffer(_indexBuffer, idxOffset, cmdList.IdxBuffer.Data, idxSize); + vtxOffset += vtxSize; + idxOffset += idxSize; } // Update projection matrix - var io = ImGui.GetIO(); var mvp = Matrix4x4.CreateOrthographicOffCenter( drawData.DisplayPos.X, drawData.DisplayPos.X + drawData.DisplaySize.X, @@ -240,14 +230,11 @@ public sealed class VeldridImGuiRenderer : IDisposable cl.SetVertexBuffer(0, _vertexBuffer); cl.SetIndexBuffer(_indexBuffer, IndexFormat.UInt16); cl.SetPipeline(_pipeline); - - // Create main resource set - var mainResourceSet = gd.ResourceFactory.CreateResourceSet(new ResourceSetDescription( - _layout, _projMatrixBuffer, gd.PointSampler)); - cl.SetGraphicsResourceSet(0, mainResourceSet); + cl.SetGraphicsResourceSet(0, _projSamplerSet); // Draw var clipOff = drawData.DisplayPos; + var clipScale = drawData.FramebufferScale; vtxOffset = 0; idxOffset = 0; for (var n = 0; n < drawData.CmdListsCount; n++) @@ -263,23 +250,23 @@ public sealed class VeldridImGuiRenderer : IDisposable cl.SetGraphicsResourceSet(1, rs); } - var clipRect = pcmd.ClipRect; - cl.SetScissorRect(0, - (uint)(clipRect.X - clipOff.X), - (uint)(clipRect.Y - clipOff.Y), - (uint)(clipRect.Z - clipRect.X), - (uint)(clipRect.W - clipRect.Y)); + var clipX = (uint)Math.Max(0, (pcmd.ClipRect.X - clipOff.X) * clipScale.X); + var clipY = (uint)Math.Max(0, (pcmd.ClipRect.Y - clipOff.Y) * clipScale.Y); + var clipW = (uint)Math.Max(0, (pcmd.ClipRect.Z - pcmd.ClipRect.X) * clipScale.X); + var clipH = (uint)Math.Max(0, (pcmd.ClipRect.W - pcmd.ClipRect.Y) * clipScale.Y); + + if (clipW == 0 || clipH == 0) continue; + + cl.SetScissorRect(0, clipX, clipY, clipW, clipH); cl.DrawIndexed(pcmd.ElemCount, 1, pcmd.IdxOffset + idxOffset, - (int)(pcmd.VtxOffset + vtxOffset), + (int)(pcmd.VtxOffset + vtxOffset / (uint)Unsafe.SizeOf()), 0); } - vtxOffset += (uint)cmdList.VtxBuffer.Size; + vtxOffset += (uint)(cmdList.VtxBuffer.Size * Unsafe.SizeOf()); idxOffset += (uint)cmdList.IdxBuffer.Size; } - - mainResourceSet.Dispose(); } private void UpdateInput(InputSnapshot snapshot) @@ -327,11 +314,6 @@ public sealed class VeldridImGuiRenderer : IDisposable _ => ImGuiKey.None, }; - private void SetupKeyMappings() - { - // ImGui.NET 1.91+ uses the key event API directly, no need for explicit mappings - } - // ── HLSL Shader Sources ── private const string VertexShaderHlsl = @" @@ -387,7 +369,7 @@ float4 main(PS_INPUT input) : SV_Target [DllImport("d3dcompiler_47.dll", CallingConvention = CallingConvention.StdCall)] private static extern int D3DCompile( [MarshalAs(UnmanagedType.LPStr)] string pSrcData, - int srcDataSize, + nint srcDataSize, [MarshalAs(UnmanagedType.LPStr)] string? pSourceName, IntPtr pDefines, IntPtr pInclude, @@ -398,46 +380,40 @@ float4 main(PS_INPUT input) : SV_Target out IntPtr ppCode, out IntPtr ppErrorMsgs); - [DllImport("d3dcompiler_47.dll", CallingConvention = CallingConvention.StdCall)] - private static extern IntPtr D3DGetBlobPart(IntPtr pSrcData, int srcDataSize, int part, uint flags, out IntPtr ppPart); - // ID3DBlob vtable offsets private static IntPtr BlobGetBufferPointer(IntPtr blob) { var vtable = Marshal.ReadIntPtr(blob); - var getBufferPtr = Marshal.ReadIntPtr(vtable, 3 * IntPtr.Size); // IUnknown (3 methods) + GetBufferPointer - var del = Marshal.GetDelegateForFunctionPointer(getBufferPtr); - return del(blob); + var fn = Marshal.ReadIntPtr(vtable, 3 * IntPtr.Size); + return Marshal.GetDelegateForFunctionPointer(fn)(blob); } - private static int BlobGetBufferSize(IntPtr blob) + private static nint BlobGetBufferSize(IntPtr blob) { var vtable = Marshal.ReadIntPtr(blob); - var getBufferSize = Marshal.ReadIntPtr(vtable, 4 * IntPtr.Size); // IUnknown (3 methods) + GetBufferPointer + GetBufferSize - var del = Marshal.GetDelegateForFunctionPointer(getBufferSize); - return del(blob); + var fn = Marshal.ReadIntPtr(vtable, 4 * IntPtr.Size); + return Marshal.GetDelegateForFunctionPointer(fn)(blob); } private static void BlobRelease(IntPtr blob) { var vtable = Marshal.ReadIntPtr(blob); - var release = Marshal.ReadIntPtr(vtable, 2 * IntPtr.Size); // IUnknown::Release - var del = Marshal.GetDelegateForFunctionPointer(release); - del(blob); + var fn = Marshal.ReadIntPtr(vtable, 2 * IntPtr.Size); + Marshal.GetDelegateForFunctionPointer(fn)(blob); } [UnmanagedFunctionPointer(CallingConvention.StdCall)] - private delegate IntPtr GetBufferPointerDelegate(IntPtr self); + private delegate IntPtr BlobBufferPointerFn(IntPtr self); [UnmanagedFunctionPointer(CallingConvention.StdCall)] - private delegate int GetBufferSizeDelegate(IntPtr self); + private delegate nint BlobBufferSizeFn(IntPtr self); [UnmanagedFunctionPointer(CallingConvention.StdCall)] - private delegate int ReleaseDelegate(IntPtr self); + private delegate int BlobReleaseFn(IntPtr self); private static byte[] CompileHlsl(string source, string entryPoint, string target) { - var hr = D3DCompile(source, source.Length, null, IntPtr.Zero, IntPtr.Zero, + var hr = D3DCompile(source, (nint)source.Length, null, IntPtr.Zero, IntPtr.Zero, entryPoint, target, 0, 0, out var codeBlob, out var errorBlob); if (hr != 0 || codeBlob == IntPtr.Zero) @@ -456,7 +432,7 @@ float4 main(PS_INPUT input) : SV_Target BlobRelease(errorBlob); var bufferPtr = BlobGetBufferPointer(codeBlob); - var bufferSize = BlobGetBufferSize(codeBlob); + var bufferSize = (int)BlobGetBufferSize(codeBlob); var result = new byte[bufferSize]; Marshal.Copy(bufferPtr, result, 0, bufferSize); BlobRelease(codeBlob); @@ -471,11 +447,13 @@ float4 main(PS_INPUT input) : SV_Target _fontTexture?.Dispose(); _fontTextureView?.Dispose(); _fontResourceSet?.Dispose(); + _projSamplerSet?.Dispose(); _pipeline?.Dispose(); - _layout?.Dispose(); + _projSamplerLayout?.Dispose(); _textureLayout?.Dispose(); - foreach (var shader in _shaders) - shader?.Dispose(); + if (_shaders is not null) + foreach (var shader in _shaders) + shader?.Dispose(); foreach (var rs in _resourceSets.Values) rs?.Dispose(); } diff --git a/src/Nexus.Simulator/Rendering/ViewTransform.cs b/src/Nexus.Simulator/Rendering/ViewTransform.cs new file mode 100644 index 0000000..4d947cb --- /dev/null +++ b/src/Nexus.Simulator/Rendering/ViewTransform.cs @@ -0,0 +1,62 @@ +using System.Numerics; + +namespace Nexus.Simulator.Rendering; + +/// +/// Encapsulates the 45° rotated isometric camera transform. +/// Grid coordinates are rotated so that WASD maps to screen up/left/down/right. +/// +public readonly struct ViewTransform +{ + private readonly Vector2 _canvasOrigin; + private readonly Vector2 _viewOffset; + private readonly float _zoom; + private readonly float _worldToGrid; + private const float C = 0.70710678f; // cos(45°) = 1/√2 + + public ViewTransform(Vector2 canvasOrigin, Vector2 viewOffset, float zoom, float worldToGrid) + { + _canvasOrigin = canvasOrigin; + _viewOffset = viewOffset; + _zoom = zoom; + _worldToGrid = worldToGrid; + } + + public float Zoom => _zoom; + public float WorldToGrid => _worldToGrid; + + /// + /// Scale factor from world units to screen pixels (distance-preserving rotation). + /// + public float WorldScale => _worldToGrid * _zoom; + + /// + /// Convert world position to screen position. + /// + public Vector2 WorldToScreen(Vector2 worldPos) + { + var gx = worldPos.X * _worldToGrid; + var gy = worldPos.Y * _worldToGrid; + return GridToScreen(gx, gy); + } + + /// + /// Convert absolute grid position to screen position. + /// + public Vector2 GridToScreen(float gx, float gy) + { + var rx = (gx - gy) * C; + var ry = -(gx + gy) * C; + return _canvasOrigin + _viewOffset + new Vector2(rx, ry) * _zoom; + } + + /// + /// Convert screen-relative position (relative to canvas origin) to absolute grid coords. + /// + public Vector2 ScreenToGrid(float sx, float sy) + { + var rx = (sx - _viewOffset.X) / _zoom; + var ry = (sy - _viewOffset.Y) / _zoom; + return new Vector2((rx - ry) * C, -(rx + ry) * C); + } +} diff --git a/src/Nexus.Simulator/World/SimEnemy.cs b/src/Nexus.Simulator/World/SimEnemy.cs index 95903b4..2984869 100644 --- a/src/Nexus.Simulator/World/SimEnemy.cs +++ b/src/Nexus.Simulator/World/SimEnemy.cs @@ -8,9 +8,16 @@ public enum EnemyAiState Idle, Chasing, Attacking, + Retreating, // Ranged enemy backing away to maintain distance Dead, } +public enum EnemyType +{ + Melee, + Ranged, +} + public class SimEnemy { private static uint _nextId = 1000; @@ -20,14 +27,22 @@ public class SimEnemy public int Health { get; set; } public int MaxHealth { get; set; } public MonsterRarity Rarity { get; set; } + public EnemyType Type { get; set; } public EnemyAiState AiState { get; set; } = EnemyAiState.Idle; public float MoveSpeed { get; set; } + // Damage (scaled by rarity) + public int AttackDamage { get; set; } + // Timers public float AttackCooldownRemaining { get; set; } public float DespawnTimer { get; set; } public float RespawnTimer { get; set; } + // Ranged-specific + public float PreferredRange { get; set; } // Distance ranged enemies try to maintain + public float AttackRange { get; set; } // Max attack range (melee=100, ranged=500) + // Wander public Vector2 WanderTarget { get; set; } public float WanderTimer { get; set; } @@ -35,13 +50,16 @@ public class SimEnemy public bool IsAlive => Health > 0; public bool IsAttacking => AiState == EnemyAiState.Attacking; + public bool IsRanged => Type == EnemyType.Ranged; - public SimEnemy(Vector2 position, MonsterRarity rarity, int baseHealth, float moveSpeed) + public SimEnemy(Vector2 position, MonsterRarity rarity, EnemyType type, + int baseHealth, int baseDamage, float moveSpeed) { Id = Interlocked.Increment(ref _nextId); Position = position; SpawnPosition = position; Rarity = rarity; + Type = type; MoveSpeed = moveSpeed; var hpMultiplier = rarity switch @@ -53,6 +71,15 @@ public class SimEnemy }; MaxHealth = (int)(baseHealth * hpMultiplier); Health = MaxHealth; + + var dmgMultiplier = rarity switch + { + MonsterRarity.Magic => 1.5f, + MonsterRarity.Rare => 2.5f, + MonsterRarity.Unique => 4f, + _ => 1f, + }; + AttackDamage = (int)(baseDamage * dmgMultiplier); } public void TakeDamage(int damage) diff --git a/src/Nexus.Simulator/World/SimPlayer.cs b/src/Nexus.Simulator/World/SimPlayer.cs index 1ca20ab..5b409e1 100644 --- a/src/Nexus.Simulator/World/SimPlayer.cs +++ b/src/Nexus.Simulator/World/SimPlayer.cs @@ -9,31 +9,44 @@ public class SimPlayer public int MaxHealth { get; set; } public int Mana { get; set; } public int MaxMana { get; set; } + public int Es { get; set; } + public int MaxEs { get; set; } public float MoveSpeed { get; set; } public float HealthRegen { get; set; } public float ManaRegen { get; set; } + public float EsRegen { get; set; } + public float EsRechargeDelay { get; set; } // Accumulate fractional regen private float _healthRegenAccum; private float _manaRegenAccum; + private float _esRegenAccum; + private float _timeSinceLastDamage; - public SimPlayer(int maxHealth, int maxMana, float moveSpeed, float healthRegen, float manaRegen) + public SimPlayer(int maxHealth, int maxMana, int maxEs, + float moveSpeed, float healthRegen, float manaRegen, + float esRegen, float esRechargeDelay) { MaxHealth = maxHealth; MaxMana = maxMana; + MaxEs = maxEs; Health = maxHealth; Mana = maxMana; + Es = maxEs; MoveSpeed = moveSpeed; HealthRegen = healthRegen; ManaRegen = manaRegen; + EsRegen = esRegen; + EsRechargeDelay = esRechargeDelay; + _timeSinceLastDamage = esRechargeDelay; // Start with ES recharging } public void Update(float dt) { - // Regenerate - _healthRegenAccum += HealthRegen * dt; - _manaRegenAccum += ManaRegen * dt; + _timeSinceLastDamage += dt; + // Health regen (always active) + _healthRegenAccum += HealthRegen * dt; if (_healthRegenAccum >= 1f) { var amount = (int)_healthRegenAccum; @@ -41,18 +54,58 @@ public class SimPlayer _healthRegenAccum -= amount; } + // Mana regen + _manaRegenAccum += ManaRegen * dt; if (_manaRegenAccum >= 1f) { var amount = (int)_manaRegenAccum; Mana = Math.Min(MaxMana, Mana + amount); _manaRegenAccum -= amount; } + + // ES recharge (after delay since last damage) + if (_timeSinceLastDamage >= EsRechargeDelay && Es < MaxEs) + { + _esRegenAccum += EsRegen * dt; + if (_esRegenAccum >= 1f) + { + var amount = (int)_esRegenAccum; + Es = Math.Min(MaxEs, Es + amount); + _esRegenAccum -= amount; + } + } } public void TakeDamage(int damage) { + _timeSinceLastDamage = 0f; + _esRegenAccum = 0f; + + // ES absorbs damage first + if (Es > 0) + { + if (damage <= Es) + { + Es -= damage; + return; + } + damage -= Es; + Es = 0; + } + Health = Math.Max(0, Health - damage); } public bool IsAlive => Health > 0; + + /// Effective HP percentage considering both ES and Life. + public float EffectiveHpPercent + { + get + { + var totalMax = MaxHealth + MaxEs; + if (totalMax == 0) return 0f; + return (float)(Health + Es) / totalMax * 100f; + } + } } diff --git a/src/Nexus.Simulator/World/SimProjectile.cs b/src/Nexus.Simulator/World/SimProjectile.cs index b4199b0..5b783f2 100644 --- a/src/Nexus.Simulator/World/SimProjectile.cs +++ b/src/Nexus.Simulator/World/SimProjectile.cs @@ -12,8 +12,10 @@ public class SimProjectile public int Damage { get; set; } public float DistanceTraveled { get; set; } public bool IsExpired { get; set; } + public bool IsEnemyProjectile { get; set; } - public SimProjectile(Vector2 origin, Vector2 direction, float speed, float maxRange, float hitRadius, int damage) + public SimProjectile(Vector2 origin, Vector2 direction, float speed, float maxRange, float hitRadius, int damage, + bool isEnemyProjectile = false) { Position = origin; Direction = Vector2.Normalize(direction); @@ -21,6 +23,7 @@ public class SimProjectile MaxRange = maxRange; HitRadius = hitRadius; Damage = damage; + IsEnemyProjectile = isEnemyProjectile; } public void Update(float dt) diff --git a/src/Nexus.Simulator/World/SimWorld.cs b/src/Nexus.Simulator/World/SimWorld.cs index a35796d..1c9f858 100644 --- a/src/Nexus.Simulator/World/SimWorld.cs +++ b/src/Nexus.Simulator/World/SimWorld.cs @@ -1,6 +1,7 @@ using System.Numerics; using Nexus.Core; using Nexus.Simulator.Config; +using Serilog; namespace Nexus.Simulator.World; @@ -33,8 +34,9 @@ public class SimWorld var gridToWorld = 1f / config.WorldToGrid; var (sx, sy) = TerrainGenerator.FindSpawnPosition(Terrain); Player = new SimPlayer( - config.PlayerMaxHealth, config.PlayerMaxMana, - config.PlayerMoveSpeed, config.PlayerHealthRegen, config.PlayerManaRegen) + config.PlayerMaxHealth, config.PlayerMaxMana, config.PlayerMaxEs, + config.PlayerMoveSpeed, config.PlayerHealthRegen, config.PlayerManaRegen, + config.PlayerEsRegen, config.PlayerEsRechargeDelay) { Position = new Vector2(sx * gridToWorld, sy * gridToWorld), }; @@ -51,6 +53,7 @@ public class SimWorld Player.Position = new Vector2(sx * gridToWorld, sy * gridToWorld); Player.Health = Player.MaxHealth; Player.Mana = Player.MaxMana; + Player.Es = Player.MaxEs; Enemies.Clear(); Projectiles.Clear(); ActiveEffects.Clear(); @@ -70,13 +73,16 @@ public class SimWorld dt *= _config.SpeedMultiplier; TickNumber++; + // 0. Expand terrain if player near edge + CheckAndExpandTerrain(); + // 1. Move player MovePlayer(dt); // 2. Process queued skills ProcessSkills(); - // 3. Update projectiles + // 3. Update projectiles (player + enemy) UpdateProjectiles(dt); // 4. Update skill effects @@ -92,45 +98,62 @@ public class SimWorld Player.Update(dt); } + // Pre-computed 8 cardinal directions for fallback movement + private static readonly Vector2[] Cardinals = + [ + new(1, 0), new(-1, 0), new(0, 1), new(0, -1), + Vector2.Normalize(new(1, 1)), Vector2.Normalize(new(1, -1)), + Vector2.Normalize(new(-1, 1)), Vector2.Normalize(new(-1, -1)), + ]; + private void MovePlayer(float dt) { if (MoveDirection.LengthSquared() < 0.001f) return; var dir = Vector2.Normalize(MoveDirection); - var newPos = Player.Position + dir * Player.MoveSpeed * dt; + var step = Player.MoveSpeed * dt; - // Terrain collision + // Try full direction + if (TryMove(dir, step)) return; + + // Try axis-aligned slides + if (MathF.Abs(dir.X) > 0.01f && TryMove(new Vector2(dir.X > 0 ? 1 : -1, 0), step)) return; + if (MathF.Abs(dir.Y) > 0.01f && TryMove(new Vector2(0, dir.Y > 0 ? 1 : -1), step)) return; + + // Try perpendicular directions (wall slide along corners) + var perp1 = new Vector2(-dir.Y, dir.X); + var perp2 = new Vector2(dir.Y, -dir.X); + if (TryMove(perp1, step * 0.5f)) return; + if (TryMove(perp2, step * 0.5f)) return; + + // All preferred directions failed — try all 8 cardinals at reduced step + // Sort by dot product with desired direction (prefer closest to intended direction) + foreach (var cardinal in Cardinals) + { + if (TryMove(cardinal, step * 0.5f)) return; + } + + // Absolute last resort: try tiny steps in all 8 directions to nudge out + foreach (var cardinal in Cardinals) + { + if (TryMove(cardinal, step * 0.15f)) return; + } + } + + private bool TryMove(Vector2 dir, float step) + { + var newPos = Player.Position + dir * step; var gx = (int)(newPos.X * _config.WorldToGrid); var gy = (int)(newPos.Y * _config.WorldToGrid); - if (Terrain.IsWalkable(gx, gy)) - Player.Position = newPos; - else - { - // Try sliding along X - var slideX = new Vector2(Player.Position.X + dir.X * Player.MoveSpeed * dt, Player.Position.Y); - var sgx = (int)(slideX.X * _config.WorldToGrid); - var sgy = (int)(slideX.Y * _config.WorldToGrid); - if (Terrain.IsWalkable(sgx, sgy)) - { - Player.Position = slideX; - return; - } - - // Try sliding along Y - var slideY = new Vector2(Player.Position.X, Player.Position.Y + dir.Y * Player.MoveSpeed * dt); - sgx = (int)(slideY.X * _config.WorldToGrid); - sgy = (int)(slideY.Y * _config.WorldToGrid); - if (Terrain.IsWalkable(sgx, sgy)) - Player.Position = slideY; - } + if (!Terrain.IsWalkable(gx, gy)) return false; + Player.Position = newPos; + return true; } private void ProcessSkills() { while (_skillQueue.TryDequeue(out var skill)) { - // Determine skill type based on scan code slot - // Slots 0-1 (LMB/RMB) = melee, 3 (Q) = AOE, 4 (E) = projectile, else = melee var type = GetSkillType(skill.scanCode); var targetPos = skill.targetWorldPos; @@ -196,6 +219,8 @@ public class SimWorld } enemy.TakeDamage(_config.SkillBaseDamage); + if (!enemy.IsAlive) + Log.Information("Kill: {Rarity} {Type} #{Id}", enemy.Rarity, enemy.Type, enemy.Id); } } @@ -211,12 +236,15 @@ public class SimWorld }; ActiveEffects.Add(effect); - // Apply AOE damage foreach (var enemy in Enemies) { if (!enemy.IsAlive) continue; if (Vector2.Distance(enemy.Position, targetPos) <= _config.AoeRadius) + { enemy.TakeDamage(_config.SkillBaseDamage); + if (!enemy.IsAlive) + Log.Information("Kill: {Rarity} {Type} #{Id}", enemy.Rarity, enemy.Type, enemy.Id); + } } } @@ -226,12 +254,9 @@ public class SimWorld if (dir.LengthSquared() < 1f) dir = Vector2.UnitX; var projectile = new SimProjectile( - Player.Position, - dir, - _config.ProjectileSpeed, - _config.ProjectileRange, - _config.ProjectileHitRadius, - _config.SkillBaseDamage); + Player.Position, dir, + _config.ProjectileSpeed, _config.ProjectileRange, + _config.ProjectileHitRadius, _config.SkillBaseDamage); Projectiles.Add(projectile); @@ -261,17 +286,35 @@ public class SimWorld proj.IsExpired = true; } - // Check enemy hits if (!proj.IsExpired) { - foreach (var enemy in Enemies) + if (proj.IsEnemyProjectile) { - if (!enemy.IsAlive) continue; - if (Vector2.Distance(enemy.Position, proj.Position) <= proj.HitRadius) + // Enemy projectile hits player + if (Vector2.Distance(Player.Position, proj.Position) <= proj.HitRadius) { - enemy.TakeDamage(proj.Damage); + Player.TakeDamage(proj.Damage); + Log.Information("Damage: -{Dmg} projectile HP={HP}/{MaxHP} ES={ES}/{MaxES}", + proj.Damage, Player.Health, Player.MaxHealth, Player.Es, Player.MaxEs); + if (!Player.IsAlive) + Log.Warning("PLAYER DIED to projectile"); proj.IsExpired = true; - break; + } + } + else + { + // Player projectile hits enemies + foreach (var enemy in Enemies) + { + if (!enemy.IsAlive) continue; + if (Vector2.Distance(enemy.Position, proj.Position) <= proj.HitRadius) + { + enemy.TakeDamage(proj.Damage); + if (!enemy.IsAlive) + Log.Information("Kill: {Rarity} {Type} #{Id}", enemy.Rarity, enemy.Type, enemy.Id); + proj.IsExpired = true; + break; + } } } } @@ -302,7 +345,6 @@ public class SimWorld enemy.DespawnTimer -= dt; if (enemy.DespawnTimer <= 0) { - // Queue respawn _respawnQueue.Add((_config.EnemyRespawnTime, enemy.Rarity)); Enemies.RemoveAt(i); } @@ -315,53 +357,148 @@ public class SimWorld var dist = Vector2.Distance(enemy.Position, Player.Position); - if (dist <= _config.EnemyAttackRange && Player.IsAlive) + if (!Player.IsAlive) { - // In attack range - enemy.AiState = EnemyAiState.Attacking; - if (enemy.AttackCooldownRemaining <= 0) - { - Player.TakeDamage(_config.EnemyAttackDamage); - enemy.AttackCooldownRemaining = _config.EnemyAttackCooldown; - } - } - else if (dist <= _config.EnemyAggroRange && Player.IsAlive) - { - // Chase player - enemy.AiState = EnemyAiState.Chasing; - var dir = Vector2.Normalize(Player.Position - enemy.Position); - var newPos = enemy.Position + dir * enemy.MoveSpeed * dt; - - var gx = (int)(newPos.X * _config.WorldToGrid); - var gy = (int)(newPos.Y * _config.WorldToGrid); - if (Terrain.IsWalkable(gx, gy)) - enemy.Position = newPos; - } - else - { - // Idle: random wander enemy.AiState = EnemyAiState.Idle; - enemy.WanderTimer -= dt; - if (enemy.WanderTimer <= 0) - { - // Pick new wander target - var angle = _rng.NextSingle() * MathF.Tau; - var dist2 = _rng.NextSingle() * _config.EnemyWanderRadius; - enemy.WanderTarget = enemy.SpawnPosition + new Vector2(MathF.Cos(angle), MathF.Sin(angle)) * dist2; - enemy.WanderTimer = 2f + _rng.NextSingle() * 3f; - } + UpdateWander(enemy, dt); + continue; + } - if (Vector2.Distance(enemy.Position, enemy.WanderTarget) > 10f) - { - var dir = Vector2.Normalize(enemy.WanderTarget - enemy.Position); - var newPos = enemy.Position + dir * enemy.MoveSpeed * 0.3f * dt; - var gx = (int)(newPos.X * _config.WorldToGrid); - var gy = (int)(newPos.Y * _config.WorldToGrid); - if (Terrain.IsWalkable(gx, gy)) - enemy.Position = newPos; - } + if (enemy.IsRanged) + UpdateRangedEnemy(enemy, dist, dt); + else + UpdateMeleeEnemy(enemy, dist, dt); + } + } + + private void UpdateMeleeEnemy(SimEnemy enemy, float dist, float dt) + { + if (dist <= enemy.AttackRange) + { + // In melee range — attack + enemy.AiState = EnemyAiState.Attacking; + if (enemy.AttackCooldownRemaining <= 0) + { + Player.TakeDamage(enemy.AttackDamage); + Log.Information("Damage: -{Dmg} melee ({Rarity}) HP={HP}/{MaxHP} ES={ES}/{MaxES}", + enemy.AttackDamage, enemy.Rarity, Player.Health, Player.MaxHealth, Player.Es, Player.MaxEs); + if (!Player.IsAlive) + Log.Warning("PLAYER DIED to melee {Rarity} #{Id}", enemy.Rarity, enemy.Id); + enemy.AttackCooldownRemaining = _config.EnemyMeleeAttackCooldown; } } + else if (dist <= _config.EnemyAggroRange) + { + // Chase player + enemy.AiState = EnemyAiState.Chasing; + MoveToward(enemy, Player.Position, enemy.MoveSpeed, dt); + } + else + { + enemy.AiState = EnemyAiState.Idle; + UpdateWander(enemy, dt); + } + } + + private void UpdateRangedEnemy(SimEnemy enemy, float dist, float dt) + { + if (dist > _config.EnemyAggroRange) + { + // Out of aggro range — idle wander + enemy.AiState = EnemyAiState.Idle; + UpdateWander(enemy, dt); + return; + } + + if (dist <= enemy.AttackRange && enemy.AttackCooldownRemaining <= 0) + { + // In range and ready to fire — shoot projectile + enemy.AiState = EnemyAiState.Attacking; + FireEnemyProjectile(enemy); + enemy.AttackCooldownRemaining = _config.EnemyRangedAttackCooldown; + return; + } + + // Too close — retreat to preferred range + if (dist < enemy.PreferredRange * 0.7f) + { + enemy.AiState = EnemyAiState.Retreating; + MoveAwayFrom(enemy, Player.Position, enemy.MoveSpeed, dt); + return; + } + + // Too far — close in to attack range + if (dist > enemy.AttackRange) + { + enemy.AiState = EnemyAiState.Chasing; + MoveToward(enemy, Player.Position, enemy.MoveSpeed * 0.8f, dt); + return; + } + + // At good range, waiting for cooldown — strafe laterally + enemy.AiState = EnemyAiState.Chasing; + var toPlayer = Vector2.Normalize(Player.Position - enemy.Position); + var strafe = new Vector2(-toPlayer.Y, toPlayer.X); // perpendicular + // Alternate strafe direction based on enemy ID + if (enemy.Id % 2 == 0) strafe = -strafe; + MoveToward(enemy, enemy.Position + strafe * 100f, enemy.MoveSpeed * 0.5f, dt); + } + + private void FireEnemyProjectile(SimEnemy enemy) + { + var dir = Player.Position - enemy.Position; + if (dir.LengthSquared() < 1f) return; + + var proj = new SimProjectile( + enemy.Position, dir, + _config.EnemyProjectileSpeed, + _config.EnemyRangedAttackRange * 1.5f, + _config.EnemyProjectileHitRadius, + enemy.AttackDamage, + isEnemyProjectile: true); + + Projectiles.Add(proj); + } + + private void MoveToward(SimEnemy enemy, Vector2 target, float speed, float dt) + { + var dir = target - enemy.Position; + if (dir.LengthSquared() < 1f) return; + dir = Vector2.Normalize(dir); + + var newPos = enemy.Position + dir * speed * dt; + var gx = (int)(newPos.X * _config.WorldToGrid); + var gy = (int)(newPos.Y * _config.WorldToGrid); + if (Terrain.IsWalkable(gx, gy)) + enemy.Position = newPos; + } + + private void MoveAwayFrom(SimEnemy enemy, Vector2 target, float speed, float dt) + { + var dir = enemy.Position - target; + if (dir.LengthSquared() < 1f) return; + dir = Vector2.Normalize(dir); + + var newPos = enemy.Position + dir * speed * dt; + var gx = (int)(newPos.X * _config.WorldToGrid); + var gy = (int)(newPos.Y * _config.WorldToGrid); + if (Terrain.IsWalkable(gx, gy)) + enemy.Position = newPos; + } + + private void UpdateWander(SimEnemy enemy, float dt) + { + enemy.WanderTimer -= dt; + if (enemy.WanderTimer <= 0) + { + var angle = _rng.NextSingle() * MathF.Tau; + var dist2 = _rng.NextSingle() * _config.EnemyWanderRadius; + enemy.WanderTarget = enemy.SpawnPosition + new Vector2(MathF.Cos(angle), MathF.Sin(angle)) * dist2; + enemy.WanderTimer = 2f + _rng.NextSingle() * 3f; + } + + if (Vector2.Distance(enemy.Position, enemy.WanderTarget) > 10f) + MoveToward(enemy, enemy.WanderTarget, enemy.MoveSpeed * 0.3f, dt); } private void UpdateRespawns(float dt) @@ -371,54 +508,131 @@ public class SimWorld var (timer, rarity) = _respawnQueue[i]; timer -= dt; if (timer <= 0) - { - SpawnEnemy(rarity); _respawnQueue.RemoveAt(i); - } else - { _respawnQueue[i] = (timer, rarity); - } + } + + // Cull enemies too far from player + for (var i = Enemies.Count - 1; i >= 0; i--) + { + var dist = Vector2.Distance(Enemies[i].Position, Player.Position); + if (dist > _config.EnemyCullDist) + Enemies.RemoveAt(i); } // Maintain population - var aliveCount = Enemies.Count(e => e.IsAlive) + _respawnQueue.Count; + var aliveCount = Enemies.Count(e => e.IsAlive); while (aliveCount < _config.TargetEnemyCount) { - SpawnEnemy(RollRarity()); - aliveCount++; + var spawned = SpawnGroup(RollRarity()); + aliveCount += spawned; + if (spawned == 0) break; } } public void SpawnEnemyAt(Vector2 worldPos, MonsterRarity rarity) { - var enemy = new SimEnemy(worldPos, rarity, _config.EnemyBaseHealth, - _config.PlayerMoveSpeed * _config.EnemyMoveSpeedFactor) + var type = _rng.NextSingle() < _config.RangedEnemyChance ? EnemyType.Ranged : EnemyType.Melee; + var baseDmg = type == EnemyType.Ranged ? _config.EnemyRangedBaseDamage : _config.EnemyMeleeBaseDamage; + + var enemy = new SimEnemy(worldPos, rarity, type, + _config.EnemyBaseHealth, baseDmg, + Player.MoveSpeed * _config.EnemyMoveSpeedFactor) { WanderTarget = worldPos, WanderTimer = _rng.NextSingle() * 3f, + AttackRange = type == EnemyType.Ranged ? _config.EnemyRangedAttackRange : _config.EnemyMeleeAttackRange, + PreferredRange = type == EnemyType.Ranged ? _config.EnemyRangedPreferredRange : 0f, }; Enemies.Add(enemy); } private void SpawnEnemies(int count) { - for (var i = 0; i < count; i++) - SpawnEnemy(RollRarity()); + while (count > 0) + { + var spawned = SpawnGroup(RollRarity()); + if (spawned == 0) break; + count -= spawned; + } } - private void SpawnEnemy(MonsterRarity rarity) + private int SpawnGroup(MonsterRarity leaderRarity) { - var gridToWorld = 1f / _config.WorldToGrid; - var pos = TerrainGenerator.FindRandomWalkable(Terrain, _rng); - if (pos is null) return; + var center = FindSpawnNearPlayer(); + if (center is null) return 0; - var worldPos = new Vector2(pos.Value.x * gridToWorld, pos.Value.y * gridToWorld); + var groupSize = _rng.Next(_config.EnemyGroupMin, _config.EnemyGroupMax + 1); + var spawned = 0; - // Don't spawn too close to player - if (Vector2.Distance(worldPos, Player.Position) < 300f) return; + for (var i = 0; i < groupSize; i++) + { + var rarity = i == 0 ? leaderRarity : MonsterRarity.White; + var offset = i == 0 + ? Vector2.Zero + : new Vector2( + (_rng.NextSingle() - 0.5f) * 2f * _config.EnemyGroupSpread, + (_rng.NextSingle() - 0.5f) * 2f * _config.EnemyGroupSpread); - SpawnEnemyAt(worldPos, rarity); + var pos = center.Value + offset; + var gx = (int)(pos.X * _config.WorldToGrid); + var gy = (int)(pos.Y * _config.WorldToGrid); + if (Terrain.IsWalkable(gx, gy)) + { + SpawnEnemyAt(pos, rarity); + spawned++; + } + } + + return spawned; + } + + private Vector2? FindSpawnNearPlayer() + { + var baseAngle = MoveDirection.LengthSquared() > 0.01f + ? MathF.Atan2(MoveDirection.Y, MoveDirection.X) + : _rng.NextSingle() * MathF.Tau; + + for (var attempt = 0; attempt < 30; attempt++) + { + var angle = baseAngle + (_rng.NextSingle() - 0.5f) * MathF.PI; + var dist = _config.EnemySpawnMinDist + _rng.NextSingle() * (_config.EnemySpawnMaxDist - _config.EnemySpawnMinDist); + var pos = Player.Position + new Vector2(MathF.Cos(angle), MathF.Sin(angle)) * dist; + + var gx = (int)(pos.X * _config.WorldToGrid); + var gy = (int)(pos.Y * _config.WorldToGrid); + if (Terrain.IsWalkable(gx, gy)) + return pos; + } + + return null; + } + + private void CheckAndExpandTerrain() + { + var gx = (int)(Player.Position.X * _config.WorldToGrid); + var gy = (int)(Player.Position.Y * _config.WorldToGrid); + var t = Terrain; + + var distLeft = gx - t.OffsetX; + var distRight = (t.OffsetX + t.Width - 1) - gx; + var distTop = gy - t.OffsetY; + var distBottom = (t.OffsetY + t.Height - 1) - gy; + + var amt = _config.ExpandAmount; + var expandLeft = distLeft < _config.ExpandThreshold ? amt : 0; + var expandRight = distRight < _config.ExpandThreshold ? amt : 0; + var expandTop = distTop < _config.ExpandThreshold ? amt : 0; + var expandBottom = distBottom < _config.ExpandThreshold ? amt : 0; + + if (expandLeft > 0 || expandRight > 0 || expandTop > 0 || expandBottom > 0) + { + Terrain = TerrainGenerator.Expand(Terrain, expandLeft, expandRight, expandTop, expandBottom, _rng); + Serilog.Log.Information( + "Terrain expanded: {W}x{H} offset=({Ox},{Oy})", + Terrain.Width, Terrain.Height, Terrain.OffsetX, Terrain.OffsetY); + } } private MonsterRarity RollRarity() diff --git a/src/Nexus.Simulator/World/TerrainGenerator.cs b/src/Nexus.Simulator/World/TerrainGenerator.cs index 548f19c..950b64b 100644 --- a/src/Nexus.Simulator/World/TerrainGenerator.cs +++ b/src/Nexus.Simulator/World/TerrainGenerator.cs @@ -1,103 +1,189 @@ +using System.Numerics; using Nexus.Core; namespace Nexus.Simulator.World; public static class TerrainGenerator { - private record Room(int X, int Y, int Width, int Height) + // Permutation table for Perlin noise (fixed seed for deterministic terrain) + private static readonly int[] Perm; + + static TerrainGenerator() { - public int CenterX => X + Width / 2; - public int CenterY => Y + Height / 2; + var p = new int[256]; + for (var i = 0; i < 256; i++) p[i] = i; + var rng = new Random(42); + for (var i = 255; i > 0; i--) + { + var j = rng.Next(i + 1); + (p[i], p[j]) = (p[j], p[i]); + } + Perm = new int[512]; + for (var i = 0; i < 512; i++) Perm[i] = p[i & 255]; } public static WalkabilitySnapshot Generate(int width, int height, int? seed = null) { - var rng = seed.HasValue ? new Random(seed.Value) : new Random(); - var data = new byte[width * height]; // 0 = wall by default + var data = new byte[width * height]; + FillNoiseRegion(data, width, height, 0, 0, 0, 0, width, height); - var rooms = new List(); - var attempts = 0; - var targetRooms = 15 + rng.Next(10); + // Clear spawn area at center + FillCircle(data, width, height, width / 2, height / 2, 20, 1); - while (rooms.Count < targetRooms && attempts < 500) - { - attempts++; - var rw = rng.Next(20, 60); - var rh = rng.Next(20, 60); - var rx = rng.Next(2, width - rw - 2); - var ry = rng.Next(2, height - rh - 2); + return new WalkabilitySnapshot { Width = width, Height = height, Data = data }; + } - var candidate = new Room(rx, ry, rw, rh); + /// + /// Expands the terrain by adding cells on each side. Old data is preserved. + /// New regions use the same Perlin noise with absolute coordinates for seamless tiling. + /// + public static WalkabilitySnapshot Expand(WalkabilitySnapshot old, int left, int right, int top, int bottom, Random? rng = null) + { + var newW = old.Width + left + right; + var newH = old.Height + top + bottom; + var data = new byte[newW * newH]; + var newOffsetX = old.OffsetX - left; + var newOffsetY = old.OffsetY - top; - // Check overlap with existing rooms (with margin) - var overlaps = false; - foreach (var existing in rooms) - { - if (candidate.X - 3 < existing.X + existing.Width && - candidate.X + candidate.Width + 3 > existing.X && - candidate.Y - 3 < existing.Y + existing.Height && - candidate.Y + candidate.Height + 3 > existing.Y) - { - overlaps = true; - break; - } - } + // Fill entire new grid with noise (absolute coordinates ensure seamless expansion) + FillNoiseRegion(data, newW, newH, newOffsetX, newOffsetY, 0, 0, newW, newH); - if (!overlaps) - rooms.Add(candidate); - } - - // Carve rooms - foreach (var room in rooms) - { - for (var y = room.Y; y < room.Y + room.Height; y++) - for (var x = room.X; x < room.X + room.Width; x++) - data[y * width + x] = 1; - } - - // Connect rooms with corridors - for (var i = 1; i < rooms.Count; i++) - { - var a = rooms[i - 1]; - var b = rooms[i]; - CarveCorridorL(data, width, a.CenterX, a.CenterY, b.CenterX, b.CenterY, rng); - } - - // Also connect last to first for a loop - if (rooms.Count > 2) - { - var first = rooms[0]; - var last = rooms[^1]; - CarveCorridorL(data, width, first.CenterX, first.CenterY, last.CenterX, last.CenterY, rng); - } - - // Add some random extra connections - var extraConnections = rng.Next(3, 7); - for (var i = 0; i < extraConnections; i++) - { - var a = rooms[rng.Next(rooms.Count)]; - var b = rooms[rng.Next(rooms.Count)]; - if (a != b) - CarveCorridorL(data, width, a.CenterX, a.CenterY, b.CenterX, b.CenterY, rng); - } + // Overwrite the old region with preserved data + for (var y = 0; y < old.Height; y++) + Array.Copy(old.Data, y * old.Width, data, (y + top) * newW + left, old.Width); return new WalkabilitySnapshot { - Width = width, - Height = height, + Width = newW, + Height = newH, Data = data, + OffsetX = newOffsetX, + OffsetY = newOffsetY, }; } /// - /// Finds a walkable position near the center of the terrain. + /// Fills a region of the data array using Perlin noise at absolute grid coordinates. + /// Combines corridor noise (abs of fractal noise — zero crossings form paths) + /// with room noise (low-frequency — creates larger open areas). + /// + private static void FillNoiseRegion(byte[] data, int dataWidth, int dataHeight, + int offsetX, int offsetY, int regionX, int regionY, int regionW, int regionH) + { + // Corridor noise: abs(fractal) creates paths along zero crossings + const float corridorScale = 0.04f; + const float corridorThreshold = 0.28f; // Width of corridors (wider = more open) + + // Room noise: low-frequency blobs create open areas + const float roomScale = 0.015f; + const float roomThreshold = 0.10f; // Lower = larger rooms + + // Detail noise: adds roughness to walls + const float detailScale = 0.12f; + const float detailWeight = 0.03f; + + for (var ly = regionY; ly < regionY + regionH; ly++) + for (var lx = regionX; lx < regionX + regionW; lx++) + { + if (lx < 0 || lx >= dataWidth || ly < 0 || ly >= dataHeight) continue; + + float ax = lx + offsetX; + float ay = ly + offsetY; + + // Corridor network: abs creates linear paths along noise zero-crossings + var corridor = MathF.Abs(FractalNoise(ax * corridorScale, ay * corridorScale, 3)); + + // Rooms: large smooth blobs (offset coordinates to decorrelate from corridors) + var room = FractalNoise(ax * roomScale + 500f, ay * roomScale + 500f, 2); + + // Detail: roughen edges + var detail = Perlin(ax * detailScale + 200f, ay * detailScale + 200f) * detailWeight; + + // Walkable if on a corridor path OR inside a room + var walkable = (corridor + detail) < corridorThreshold || room > roomThreshold; + + data[ly * dataWidth + lx] = walkable ? (byte)1 : (byte)0; + } + } + + /// + /// Multi-octave fractal Brownian motion noise. + /// + private static float FractalNoise(float x, float y, int octaves) + { + var value = 0f; + var amplitude = 1f; + var freq = 1f; + var maxAmp = 0f; + + for (var i = 0; i < octaves; i++) + { + value += Perlin(x * freq, y * freq) * amplitude; + maxAmp += amplitude; + amplitude *= 0.5f; + freq *= 2f; + } + + return value / maxAmp; + } + + /// + /// Classic 2D Perlin noise. Returns values roughly in [-1, 1]. + /// + private static float Perlin(float x, float y) + { + var xi = (int)MathF.Floor(x) & 255; + var yi = (int)MathF.Floor(y) & 255; + var xf = x - MathF.Floor(x); + var yf = y - MathF.Floor(y); + + var u = Fade(xf); + var v = Fade(yf); + + var aa = Perm[Perm[xi] + yi]; + var ab = Perm[Perm[xi] + yi + 1]; + var ba = Perm[Perm[xi + 1] + yi]; + var bb = Perm[Perm[xi + 1] + yi + 1]; + + var x1 = Lerp(Grad(aa, xf, yf), Grad(ba, xf - 1, yf), u); + var x2 = Lerp(Grad(ab, xf, yf - 1), Grad(bb, xf - 1, yf - 1), u); + return Lerp(x1, x2, v); + } + + private static float Fade(float t) => t * t * t * (t * (t * 6 - 15) + 10); + + private static float Lerp(float a, float b, float t) => a + t * (b - a); + + private static float Grad(int hash, float x, float y) + { + var h = hash & 3; + var u = h < 2 ? x : y; + var v = h < 2 ? y : x; + return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); + } + + private static void FillCircle(byte[] data, int width, int height, int cx, int cy, int radius, byte value) + { + var r2 = radius * radius; + for (var dy = -radius; dy <= radius; dy++) + for (var dx = -radius; dx <= radius; dx++) + { + if (dx * dx + dy * dy > r2) continue; + var x = cx + dx; + var y = cy + dy; + if (x >= 0 && x < width && y >= 0 && y < height) + data[y * width + x] = value; + } + } + + /// + /// Finds a walkable position near the center. Returns absolute grid coords. /// public static (int x, int y) FindSpawnPosition(WalkabilitySnapshot terrain) { - var cx = terrain.Width / 2; - var cy = terrain.Height / 2; + var cx = terrain.OffsetX + terrain.Width / 2; + var cy = terrain.OffsetY + terrain.Height / 2; - // Spiral outward for (var r = 0; r < Math.Max(terrain.Width, terrain.Height); r++) { for (var dx = -r; dx <= r; dx++) @@ -115,61 +201,19 @@ public static class TerrainGenerator } /// - /// Finds a random walkable position. + /// Finds a random walkable position. Returns absolute grid coords. /// public static (int x, int y)? FindRandomWalkable(WalkabilitySnapshot terrain, Random rng, int maxAttempts = 200) { for (var i = 0; i < maxAttempts; i++) { - var x = rng.Next(terrain.Width); - var y = rng.Next(terrain.Height); - if (terrain.IsWalkable(x, y)) - return (x, y); + var lx = rng.Next(terrain.Width); + var ly = rng.Next(terrain.Height); + var ax = lx + terrain.OffsetX; + var ay = ly + terrain.OffsetY; + if (terrain.IsWalkable(ax, ay)) + return (ax, ay); } return null; } - - private static void CarveCorridorL(byte[] data, int width, int x1, int y1, int x2, int y2, Random rng) - { - var corridorWidth = 2 + rng.Next(2); - - // L-shaped: horizontal then vertical (or vice versa) - if (rng.Next(2) == 0) - { - CarveHorizontal(data, width, x1, x2, y1, corridorWidth); - CarveVertical(data, width, y1, y2, x2, corridorWidth); - } - else - { - CarveVertical(data, width, y1, y2, x1, corridorWidth); - CarveHorizontal(data, width, x1, x2, y2, corridorWidth); - } - } - - private static void CarveHorizontal(byte[] data, int width, int x1, int x2, int y, int thickness) - { - var xMin = Math.Min(x1, x2); - var xMax = Math.Max(x1, x2); - for (var x = xMin; x <= xMax; x++) - for (var dy = 0; dy < thickness; dy++) - { - var ry = y + dy; - if (ry >= 0 && ry < data.Length / width && x >= 0 && x < width) - data[ry * width + x] = 1; - } - } - - private static void CarveVertical(byte[] data, int width, int y1, int y2, int x, int thickness) - { - var height = data.Length / width; - var yMin = Math.Min(y1, y2); - var yMax = Math.Max(y1, y2); - for (var y = yMin; y <= yMax; y++) - for (var dx = 0; dx < thickness; dx++) - { - var rx = x + dx; - if (y >= 0 && y < height && rx >= 0 && rx < width) - data[y * width + rx] = 1; - } - } } diff --git a/src/Nexus.Systems/AreaProgressionSystem.cs b/src/Nexus.Systems/AreaProgressionSystem.cs new file mode 100644 index 0000000..5295890 --- /dev/null +++ b/src/Nexus.Systems/AreaProgressionSystem.cs @@ -0,0 +1,582 @@ +using System.Numerics; +using Nexus.Core; +using Nexus.Data; +using Nexus.Pathfinding; +using Serilog; + +namespace Nexus.Systems; + +public sealed class AreaProgressionSystem : ISystem +{ + private enum Phase { Exploring, Looting, NavigatingToChest, InteractingChest, NavigatingToTransition, Interacting, TalkingToNpc } + + private readonly AreaGraph _graph; + private readonly NavigationController _nav; + private readonly BotConfig _config; + + private readonly HashSet _visitedAreas = new(StringComparer.OrdinalIgnoreCase); + private readonly HashSet _blacklistedTransitions = new(); + private string? _currentAreaId; + private string? _targetAreaId; + private string? _targetTransitionName; + private uint _targetTransitionEntityId; + private Phase _phase = Phase.Exploring; + private uint _lastAreaHash; + private long _lastTransitionCheckMs; + private long _interactStartMs; + private uint _lootTargetEntityId; + private long _lootStartMs; + private uint _chestTargetEntityId; + private long _chestInteractStartMs; + private readonly HashSet _interactedChests = new(); + private bool _currentAreaExplored; + private bool _questDriven; + + public int Priority => SystemPriority.Navigation - 1; + public string Name => "Progression"; + public bool IsEnabled { get; set; } = true; + + public string? CurrentAreaId => _currentAreaId; + public string? TargetAreaId => _targetAreaId; + public IReadOnlySet VisitedAreas => _visitedAreas; + public string PhaseName => _phase.ToString(); + public string? TargetTransitionName => _targetTransitionName; + public bool IsLootingActive => _phase == Phase.Looting; + public bool IsQuestDriven => _questDriven; + public string? QuestTargetName => _targetAreaId is not null ? _graph.GetById(_targetAreaId)?.Name : null; + + public AreaProgressionSystem(BotConfig config, NavigationController nav, AreaGraph graph) + { + _config = config; + _nav = nav; + _graph = graph; + } + + public void Update(GameState state, ActionQueue actions, MovementBlender movement) + { + // Need area name from log watcher + if (state.CurrentAreaName is null) return; + + // Resolve current area + var node = _graph.GetByName(state.CurrentAreaName); + if (node is null) return; + + var prevAreaId = _currentAreaId; + _currentAreaId = node.Id; + _visitedAreas.Add(node.Id); + + var areaChanged = prevAreaId != _currentAreaId; + + if (areaChanged) + { + Log.Information("Progression: entered {Area} ({Id})", node.Name, node.Id); + + // Auto-mark all earlier areas (same act, lower order) as visited + foreach (var earlierId in _graph.GetEarlierAreas(_currentAreaId)) + _visitedAreas.Add(earlierId); + + // Force target recalculation + _targetAreaId = null; + } + + // Detect area hash change → reset navigation/phase state + if (state.AreaHash != _lastAreaHash) + { + _lastAreaHash = state.AreaHash; + _targetTransitionEntityId = 0; + _lootTargetEntityId = 0; + _chestTargetEntityId = 0; + _phase = Phase.Exploring; + _blacklistedTransitions.Clear(); + _interactedChests.Clear(); + } + + // Resolve target BEFORE deciding whether to explore — we need to know + // if the current area IS the target (affects exploration decision). + if (_targetAreaId is null) + { + _targetAreaId = FindQuestTarget(state); + _questDriven = _targetAreaId is not null; + _targetAreaId ??= _graph.FindNextTarget(_currentAreaId, _visitedAreas); + + if (_targetAreaId is null) + { + Log.Information("Progression: all reachable areas visited, no quest targets"); + IsEnabled = false; + return; + } + + var path = _graph.FindAreaPath(_currentAreaId, _targetAreaId); + if (path is null || path.Count < 2) + { + // Current area IS the target — no hop needed, just explore it + if (string.Equals(_currentAreaId, _targetAreaId, StringComparison.OrdinalIgnoreCase)) + { + Log.Information("Progression: arrived at target {Target}, exploring", + _graph.GetById(_targetAreaId)?.Name); + _targetTransitionName = null; + } + else + { + Log.Warning("Progression: no path from {From} to {To}", _currentAreaId, _targetAreaId); + _targetAreaId = null; + return; + } + } + else + { + var firstHop = path[1]; + var hopNode = _graph.GetById(firstHop); + _targetTransitionName = hopNode?.Name; + Log.Information("Progression: targeting {Target} via {Hop} ({Source})", + _graph.GetById(_targetAreaId)?.Name, _targetTransitionName, + _questDriven ? "quest" : "order"); + } + } + + // Now decide exploration — target is resolved so we know if we're at the destination + if (areaChanged) + { + var isAtTarget = string.Equals(_currentAreaId, _targetAreaId, StringComparison.OrdinalIgnoreCase); + // Towns: skip exploration. Pass-through areas (quest-driven, not final target): skip. + // Final target or non-quest areas: explore. + _currentAreaExplored = node.IsTown || (_questDriven && !isAtTarget); + + if (_currentAreaExplored) + Log.Debug("Progression: skipping exploration (town={Town}, questPassThrough={Pass})", + node.IsTown, _questDriven && !isAtTarget); + } + + // If we're in town and a quest targets this town, talk to NPC + if (node.IsTown && HasQuestInThisArea(state)) + { + UpdateTalkingToNpc(state, actions); + return; + } + + switch (_phase) + { + case Phase.Exploring: + UpdateExploring(state, actions); + break; + case Phase.Looting: + UpdateLooting(state, actions); + break; + case Phase.NavigatingToChest: + UpdateNavigatingToChest(state, actions); + break; + case Phase.InteractingChest: + UpdateInteractingChest(state, actions); + break; + case Phase.NavigatingToTransition: + UpdateNavigatingToTransition(state, actions); + break; + case Phase.Interacting: + UpdateInteracting(state, actions); + break; + case Phase.TalkingToNpc: + UpdateTalkingToNpc(state, actions); + break; + } + } + + private void UpdateExploring(GameState state, ActionQueue actions) + { + // ── Check 1: Yield for elite combat ── + const float EliteEngagementRange = 800f; + foreach (var m in state.HostileMonsters) + { + if (m.Rarity >= MonsterRarity.Rare && m.DistanceToPlayer < EliteEngagementRange) + { + if (_nav.Mode != NavMode.Idle) + { + Log.Information("Progression: yielding for {Rarity} (dist={Dist:F0})", m.Rarity, m.DistanceToPlayer); + _nav.Stop(); + } + return; + } + } + + // ── Check 2: Quest chest interaction ── + foreach (var e in state.Entities) + { + if (e.Path is null || !e.IsTargetable) continue; + if (!e.Path.Contains("QuestChestBase", StringComparison.OrdinalIgnoreCase)) continue; + if (_interactedChests.Contains(e.Id)) continue; + + _chestTargetEntityId = e.Id; + _chestInteractStartMs = state.TimestampMs; + Log.Information("Progression: found quest chest {Id} (dist={Dist:F0})", e.Id, e.DistanceToPlayer); + + if (e.DistanceToPlayer < 150f) + { + _phase = Phase.InteractingChest; + _nav.Stop(); + } + else + { + _phase = Phase.NavigatingToChest; + _nav.NavigateToEntity(e.Id); + } + return; + } + + // ── Check 3: Loot pickup when safe ── + const float LootPickupRange = 600f; + if (state.Danger <= DangerLevel.Low && state.NearbyLoot.Count > 0) + { + EntitySnapshot? nearestLoot = null; + foreach (var item in state.NearbyLoot) + { + if (item.DistanceToPlayer > LootPickupRange) continue; + if (nearestLoot is null || item.DistanceToPlayer < nearestLoot.DistanceToPlayer) + nearestLoot = item; + } + if (nearestLoot is not null) + { + _lootTargetEntityId = nearestLoot.Id; + _lootStartMs = state.TimestampMs; + _phase = Phase.Looting; + _nav.NavigateToEntity(nearestLoot.Id); + Log.Debug("Progression: looting item {Id} (dist={Dist:F0})", nearestLoot.Id, nearestLoot.DistanceToPlayer); + return; + } + } + + // If the current area hasn't been fully explored yet, keep exploring before + // looking for the exit transition. This prevents the bot from entering a + // dead-end area (like Mud Burrow) and immediately leaving without clearing it. + if (!_currentAreaExplored) + { + if (_nav.IsExplorationComplete) + { + _currentAreaExplored = true; + Log.Information("Progression: area exploration complete, now looking for transition to {Target}", + _targetTransitionName); + } + else + { + if (_nav.Mode != NavMode.Exploring) + _nav.Explore(); + return; // Don't scan for transitions yet + } + } + + // Throttle entity scanning to once per second + var now = state.TimestampMs; + if (now - _lastTransitionCheckMs < 1000) return; + _lastTransitionCheckMs = now; + + // Find the nearest targetable matching transition that isn't blacklisted + EntitySnapshot? best = null; + foreach (var e in state.Entities) + { + if (e.Category != EntityCategory.AreaTransition) continue; + if (!e.IsTargetable) continue; + if (!string.Equals(e.TransitionName, _targetTransitionName, StringComparison.OrdinalIgnoreCase)) continue; + if (_blacklistedTransitions.Contains(e.Id)) continue; + + if (best is null || e.DistanceToPlayer < best.DistanceToPlayer) + best = e; + } + + if (best is not null) + { + _targetTransitionEntityId = best.Id; + Log.Information("Progression: found transition to {Target} (entity {Id}, dist={Dist:F0})", + _targetTransitionName, best.Id, best.DistanceToPlayer); + + if (best.DistanceToPlayer < 150f) + { + _phase = Phase.Interacting; + _interactStartMs = state.TimestampMs; + _nav.Stop(); + } + else + { + _phase = Phase.NavigatingToTransition; + _nav.NavigateToEntity(best.Id); + } + return; + } + + // No transition found yet — explore + if (_nav.Mode != NavMode.Exploring) + _nav.Explore(); + } + + private void UpdateLooting(GameState state, ActionQueue actions) + { + // Danger spike — abandon loot, resume exploring + if (state.Danger >= DangerLevel.Medium) + { + Log.Debug("Progression: danger spike, abandoning loot"); + _lootTargetEntityId = 0; + _phase = Phase.Exploring; + return; + } + + // Elite appeared — yield to combat (will hit elite check in UpdateExploring next tick) + const float EliteEngagementRange = 800f; + foreach (var m in state.HostileMonsters) + { + if (m.Rarity >= MonsterRarity.Rare && m.DistanceToPlayer < EliteEngagementRange) + { + Log.Debug("Progression: elite appeared while looting, yielding"); + _lootTargetEntityId = 0; + _phase = Phase.Exploring; + _nav.Stop(); + return; + } + } + + // Timeout — entity unreachable + if (state.TimestampMs - _lootStartMs > 5000) + { + Log.Debug("Progression: loot pickup timeout on {Id}", _lootTargetEntityId); + _lootTargetEntityId = 0; + _phase = Phase.Exploring; + return; + } + + // Find the target loot entity + EntitySnapshot? target = null; + foreach (var item in state.NearbyLoot) + { + if (item.Id == _lootTargetEntityId) { target = item; break; } + } + + if (target is null) + { + // Target gone (picked up or despawned) — chain to next nearby loot + const float LootPickupRange = 600f; + EntitySnapshot? next = null; + foreach (var item in state.NearbyLoot) + { + if (item.DistanceToPlayer > LootPickupRange) continue; + if (next is null || item.DistanceToPlayer < next.DistanceToPlayer) + next = item; + } + + if (next is not null) + { + _lootTargetEntityId = next.Id; + _lootStartMs = state.TimestampMs; + _nav.NavigateToEntity(next.Id); + Log.Debug("Progression: chaining to next loot {Id} (dist={Dist:F0})", next.Id, next.DistanceToPlayer); + } + else + { + _lootTargetEntityId = 0; + _phase = Phase.Exploring; + Log.Debug("Progression: no more loot, resuming exploration"); + } + return; + } + + // Close enough — click to pick up + if (target.DistanceToPlayer < 100f) + { + if (state.CameraMatrix.HasValue) + { + var screenPos = WorldToScreen.Project(target.Position, state.Player.Z, state.CameraMatrix.Value); + if (screenPos.HasValue) + actions.Submit(new ClickAction(SystemPriority.Navigation - 1, screenPos.Value, ClickType.Left)); + } + return; + } + + // Otherwise NavigateToEntity handles approach (already set when entering phase) + } + + private void UpdateNavigatingToChest(GameState state, ActionQueue actions) + { + foreach (var e in state.Entities) + { + if (e.Id != _chestTargetEntityId) continue; + + if (e.DistanceToPlayer < 150f) + { + _phase = Phase.InteractingChest; + _chestInteractStartMs = state.TimestampMs; + _nav.Stop(); + return; + } + + // Entity still exists, keep navigating + return; + } + + // Entity disappeared — give up on this chest + Log.Debug("Progression: quest chest entity lost, resuming exploration"); + _interactedChests.Add(_chestTargetEntityId); + _chestTargetEntityId = 0; + _phase = Phase.Exploring; + } + + private void UpdateInteractingChest(GameState state, ActionQueue actions) + { + foreach (var e in state.Entities) + { + if (e.Id != _chestTargetEntityId) continue; + + if (!e.IsTargetable) + { + // Chest opened — done + Log.Information("Progression: quest chest {Id} opened", e.Id); + _interactedChests.Add(_chestTargetEntityId); + _chestTargetEntityId = 0; + _phase = Phase.Exploring; + return; + } + + if (state.CameraMatrix.HasValue) + { + var screenPos = WorldToScreen.Project(e.Position, state.Player.Z, state.CameraMatrix.Value); + if (screenPos.HasValue) + { + actions.Submit(new ClickAction(SystemPriority.Navigation - 1, screenPos.Value, ClickType.Left)); + return; + } + } + + // Can't project — walk closer + if (e.DistanceToPlayer > 100f) + { + _phase = Phase.NavigatingToChest; + _nav.NavigateToEntity(e.Id); + return; + } + return; + } + + // Entity gone or timeout + if (state.TimestampMs - _chestInteractStartMs > 5000) + { + Log.Warning("Progression: quest chest interaction timeout on {Id}", _chestTargetEntityId); + _interactedChests.Add(_chestTargetEntityId); + _chestTargetEntityId = 0; + _phase = Phase.Exploring; + } + } + + private void UpdateNavigatingToTransition(GameState state, ActionQueue actions) + { + // Check if the entity is still visible and close enough + foreach (var e in state.Entities) + { + if (e.Id != _targetTransitionEntityId) continue; + + if (e.DistanceToPlayer < 150f) + { + _phase = Phase.Interacting; + _interactStartMs = state.TimestampMs; + _nav.Stop(); + return; + } + + // Entity still exists, keep navigating + return; + } + + // Entity disappeared from view — go back to exploring + Log.Debug("Progression: transition entity lost, returning to explore"); + _targetTransitionEntityId = 0; + _phase = Phase.Exploring; + _nav.Explore(); + } + + private void UpdateInteracting(GameState state, ActionQueue actions) + { + // Project entity to screen and click + foreach (var e in state.Entities) + { + if (e.Id != _targetTransitionEntityId) continue; + + if (state.CameraMatrix.HasValue) + { + var screenPos = WorldToScreen.Project(e.Position, state.Player.Z, state.CameraMatrix.Value); + if (screenPos.HasValue) + { + actions.Submit(new ClickAction(SystemPriority.Navigation - 1, screenPos.Value, ClickType.Left)); + return; + } + } + + // Can't project — walk closer + if (e.DistanceToPlayer > 100f) + { + _phase = Phase.NavigatingToTransition; + _nav.NavigateToEntity(e.Id); + return; + } + return; + } + + // Entity gone or interaction failed — blacklist this transition and try another + if (state.TimestampMs - _interactStartMs > 5000) + { + Log.Warning("Progression: interaction timeout on entity {Id}, blacklisting and trying next", + _targetTransitionEntityId); + _blacklistedTransitions.Add(_targetTransitionEntityId); + _targetTransitionEntityId = 0; + _phase = Phase.Exploring; + _nav.Explore(); + } + } + + private string? FindQuestTarget(GameState state) + { + var candidates = state.Quests + .Where(q => q.TargetAreas is { Count: > 0 }) + .SelectMany(q => q.TargetAreas!.Select(a => new { Quest = q, Area = a })) + .Where(x => x.Area.Id is not null + && !string.Equals(x.Area.Id, _currentAreaId, StringComparison.OrdinalIgnoreCase)) + .ToList(); + + if (candidates.Count == 0) return null; + + // Prefer tracked quests, then lowest act, then quests with shortest path + var best = candidates + .OrderByDescending(x => x.Quest.IsTracked) + .ThenBy(x => x.Area.Act) + .ThenBy(x => x.Quest.PathToTarget?.Count ?? 999) + .First(); + + return best.Area.Id; + } + + private bool HasQuestInThisArea(GameState state) + { + return state.Quests.Any(q => q.TargetAreas?.Any(a => + string.Equals(a.Id, _currentAreaId, StringComparison.OrdinalIgnoreCase)) == true); + } + + private void UpdateTalkingToNpc(GameState state, ActionQueue actions) + { + // Find nearest targetable NPC + EntitySnapshot? npc = null; + foreach (var e in state.Entities) + { + if (e.Category != EntityCategory.Npc || !e.IsTargetable) continue; + if (npc is null || e.DistanceToPlayer < npc.DistanceToPlayer) + npc = e; + } + + if (npc is null) return; + + if (npc.DistanceToPlayer < 150f) + { + if (state.CameraMatrix.HasValue) + { + var screenPos = WorldToScreen.Project(npc.Position, state.Player.Z, state.CameraMatrix.Value); + if (screenPos.HasValue) + actions.Submit(new ClickAction(Priority, screenPos.Value, ClickType.Left)); + } + } + else + { + _nav.NavigateToEntity(npc.Id); + } + } +} diff --git a/src/Nexus.Systems/BotTick.cs b/src/Nexus.Systems/BotTick.cs new file mode 100644 index 0000000..cc58374 --- /dev/null +++ b/src/Nexus.Systems/BotTick.cs @@ -0,0 +1,46 @@ +using Nexus.Core; +using Nexus.Data; +using Nexus.Pathfinding; + +namespace Nexus.Systems; + +public static class BotTick +{ + public static List Run( + GameState state, + List systems, + ActionQueue actionQueue, + MovementBlender movementBlender, + NavigationController nav, + BotConfig config) + { + GameStateEnricher.Enrich(state); + + actionQueue.Clear(); + movementBlender.Clear(); + nav.Update(state); + + foreach (var sys in systems) + if (sys.IsEnabled) + sys.Update(state, actionQueue, movementBlender); + + // Wall repulsion — push away from nearby walls to prevent getting stuck + if (state.Terrain is { } terrain && state.Player.HasPosition) + { + var wallPush = TerrainQuery.ComputeWallRepulsion(terrain, state.Player.Position, config.WorldToGrid); + if (wallPush.LengthSquared() > 0.0001f) + movementBlender.Submit(new MovementIntent(2, wallPush * 0.6f, 0.3f, "WallPush")); + } + + if (nav.DesiredDirection.HasValue) + movementBlender.Submit(new MovementIntent(3, nav.DesiredDirection.Value, 0f, "Navigation")); + + movementBlender.Resolve(state.Terrain, state.Player.Position, config.WorldToGrid); + var resolved = actionQueue.Resolve(); + + if (movementBlender.IsUrgentFlee) + resolved.RemoveAll(a => a is CastAction); + + return resolved; + } +} diff --git a/src/Nexus.Systems/CombatSystem.cs b/src/Nexus.Systems/CombatSystem.cs index 0309724..eb3cfa4 100644 --- a/src/Nexus.Systems/CombatSystem.cs +++ b/src/Nexus.Systems/CombatSystem.cs @@ -76,7 +76,7 @@ public class CombatSystem : ISystem _heldSlots.Clear(); } - public void Update(GameState state, ActionQueue actions) + public void Update(GameState state, ActionQueue actions, MovementBlender movement) { if (state.CameraMatrix is not { } camera) return; @@ -92,16 +92,19 @@ public class CombatSystem : ISystem _lastAreaHash = state.AreaHash; } - // Global cooldown: don't cast if we recently cast any skill - if (now - _lastCastGlobal < _globalCooldownMs) + // Always submit orbit/herd intent when enemies are nearby — provides continuous + // circular movement that blends with other systems. Override is stronger during GCD + // (no cast competing) and weaker while casting (cast targeting takes priority). + var inGcd = now - _lastCastGlobal < _globalCooldownMs; + if (_kiteEnabled && state.NearestEnemies.Count > 0) { - // Orbit-herd during cooldown window (after cast animation delay) - if (_kiteEnabled && now - _lastCastGlobal >= _kiteDelayMs - && state.NearestEnemies.Count > 0) - { - TryHerd(state, actions); - } + var herdOverride = inGcd ? 0.4f : 0.2f; + TryHerd(state, movement, herdOverride); + } + // Global cooldown: don't cast if we recently cast any skill + if (inGcd) + { // Still need to handle MaintainPressed releases UpdateHeldKeys(state, camera, playerZ, actions); return; @@ -205,7 +208,7 @@ public class CombatSystem : ISystem /// Orbit-herding: move perpendicular to enemy centroid so scattered mobs converge /// into a tight cluster for AOE. Maintains ideal distance via radial bias. /// - private void TryHerd(GameState state, ActionQueue actions) + private void TryHerd(GameState state, MovementBlender movement, float overrideFactor) { var playerPos = state.Player.Position; @@ -241,26 +244,8 @@ public class CombatSystem : ISystem var dir = Vector2.Normalize(perp + centroidDir * radialBias); - // Validate against terrain — flip orbit direction on wall hit - if (state.Terrain is { } terrain) - { - var validated = TerrainQuery.FindWalkableDirection(terrain, playerPos, dir, _worldToGrid); - - // If terrain forced a significantly different direction, flip orbit - if (Vector2.Dot(validated, dir) < 0.5f) - { - _orbitSign *= -1; - perp = new Vector2(-centroidDir.Y, centroidDir.X) * _orbitSign; - dir = Vector2.Normalize(perp + centroidDir * radialBias); - dir = TerrainQuery.FindWalkableDirection(terrain, playerPos, dir, _worldToGrid); - } - else - { - dir = validated; - } - } - - actions.Submit(new MoveAction(SystemPriority.Combat, dir)); + // Layer 4: orbit/herd with variable override (stronger during GCD, weaker while casting) + movement.Submit(new MovementIntent(4, dir, overrideFactor, "Herd")); } private void UpdateHeldKeys(GameState state, Matrix4x4 camera, float playerZ, ActionQueue actions) diff --git a/src/Nexus.Systems/LootSystem.cs b/src/Nexus.Systems/LootSystem.cs index 0d34b87..ffa67f4 100644 --- a/src/Nexus.Systems/LootSystem.cs +++ b/src/Nexus.Systems/LootSystem.cs @@ -8,7 +8,7 @@ public class LootSystem : ISystem public string Name => "Loot"; public bool IsEnabled { get; set; } = false; - public void Update(GameState state, ActionQueue actions) + public void Update(GameState state, ActionQueue actions, MovementBlender movement) { // STUB: loot detection and pickup logic } diff --git a/src/Nexus.Systems/MovementSystem.cs b/src/Nexus.Systems/MovementSystem.cs index bd46248..6ffeb4c 100644 --- a/src/Nexus.Systems/MovementSystem.cs +++ b/src/Nexus.Systems/MovementSystem.cs @@ -4,8 +4,10 @@ using Nexus.Core; namespace Nexus.Systems; /// -/// Force-based avoidance: applies inverse-square repulsion from hostile monsters -/// within safe distance. Emits a MoveAction with the escape direction. +/// Proximity-aware positioning: when enemies are within safe distance, applies a blend of +/// radial push (away from centroid) and tangential orbit (perpendicular to centroid). +/// The tangential component makes the bot circle around enemies instead of running backward. +/// Closer enemies produce stronger push-out, but always with orbit mixed in. /// public class MovementSystem : ISystem { @@ -14,41 +16,74 @@ public class MovementSystem : ISystem public bool IsEnabled { get; set; } = true; public float SafeDistance { get; set; } = 400f; - public float RepulsionWeight { get; set; } = 1.5f; + public float RepulsionWeight { get; set; } = 0.5f; /// World-to-grid conversion factor for terrain queries. public float WorldToGrid { get; set; } = 23f / 250f; - public void Update(GameState state, ActionQueue actions) + /// Minimum distance before radial push kicks in hard. + public float MinComfortDistance { get; set; } = 150f; + + private int _orbitSign = 1; + + public void Update(GameState state, ActionQueue actions, MovementBlender movement) { if (!state.Player.HasPosition) return; if (state.HostileMonsters.Count == 0) return; var playerPos = state.Player.Position; - var repulsion = Vector2.Zero; + + // Compute weighted centroid and closest distance of nearby hostiles + var centroid = Vector2.Zero; + var count = 0; + var closestDist = float.MaxValue; foreach (var monster in state.HostileMonsters) { if (!monster.IsAlive) continue; if (monster.DistanceToPlayer > SafeDistance) continue; - var delta = playerPos - monster.Position; - var distSq = delta.LengthSquared(); - if (distSq < 1f) distSq = 1f; - - // Inverse-square repulsion: stronger when closer - var force = delta / distSq * RepulsionWeight; - repulsion += force; + centroid += monster.Position; + count++; + if (monster.DistanceToPlayer < closestDist) + closestDist = monster.DistanceToPlayer; } - if (repulsion.LengthSquared() < 0.0001f) return; + if (count == 0) return; + centroid /= count; - var direction = Vector2.Normalize(repulsion); + var toCentroid = centroid - playerPos; + var dist = toCentroid.Length(); + if (dist < 1f) return; - // Validate repulsion direction against terrain — avoid walking into walls - if (state.Terrain is { } terrain) - direction = TerrainQuery.FindWalkableDirection(terrain, state.Player.Position, direction, WorldToGrid); + var centroidDir = toCentroid / dist; - actions.Enqueue(new MoveAction(Priority, direction)); + // Tangential component — perpendicular to centroid direction (orbit) + var tangent = new Vector2(-centroidDir.Y, centroidDir.X) * _orbitSign; + + // Radial component — push away from centroid, strength based on proximity + // Close < MinComfort: strong push out + // MinComfort..SafeDistance*0.5: gentle push out + // SafeDistance*0.7+: pull inward to maintain engagement instead of drifting away + float radialStrength; + if (closestDist < MinComfortDistance) + radialStrength = -0.6f; // too close — push outward + else if (closestDist < SafeDistance * 0.5f) + radialStrength = -0.3f; // somewhat close — moderate push outward + else if (closestDist > SafeDistance * 0.7f) + radialStrength = 0.4f; // at edge — pull inward to maintain engagement + else + radialStrength = 0f; // sweet spot — pure orbit + + // Blend: mostly tangent (circling) with radial bias + var result = tangent + centroidDir * radialStrength; + + if (result.LengthSquared() < 0.0001f) return; + + // Override: attenuate navigation (layer 3) when actively orbiting enemies. + // Without this, navigation at full weight pulls the bot past enemies. + float orbitOverride = closestDist < SafeDistance * 0.7f ? 0.8f : 0.5f; + + movement.Submit(new MovementIntent(2, Vector2.Normalize(result) * RepulsionWeight, orbitOverride, "Orbit")); } } diff --git a/src/Nexus.Systems/NavigationSystem.cs b/src/Nexus.Systems/NavigationSystem.cs index f611070..bded23e 100644 --- a/src/Nexus.Systems/NavigationSystem.cs +++ b/src/Nexus.Systems/NavigationSystem.cs @@ -21,9 +21,9 @@ public class NavigationSystem : ISystem /// public Vector2? ExternalDirection { get; set; } - public void Update(GameState state, ActionQueue actions) + public void Update(GameState state, ActionQueue actions, MovementBlender movement) { if (ExternalDirection.HasValue) - actions.Submit(new MoveAction(Priority, ExternalDirection.Value)); + movement.Submit(new MovementIntent(3, ExternalDirection.Value, 0f, "Navigation")); } } diff --git a/src/Nexus.Systems/Nexus.Systems.csproj b/src/Nexus.Systems/Nexus.Systems.csproj index 60b2b65..0980613 100644 --- a/src/Nexus.Systems/Nexus.Systems.csproj +++ b/src/Nexus.Systems/Nexus.Systems.csproj @@ -9,5 +9,7 @@ + + diff --git a/src/Nexus.Systems/ResourceSystem.cs b/src/Nexus.Systems/ResourceSystem.cs index 3205681..d00c116 100644 --- a/src/Nexus.Systems/ResourceSystem.cs +++ b/src/Nexus.Systems/ResourceSystem.cs @@ -29,7 +29,7 @@ public class ResourceSystem : ISystem _lastManaFlaskMs = 0; } - public void Update(GameState state, ActionQueue actions) + public void Update(GameState state, ActionQueue actions, MovementBlender movement) { var player = state.Player; if (player.LifeTotal == 0) return; diff --git a/src/Nexus.Systems/SystemFactory.cs b/src/Nexus.Systems/SystemFactory.cs new file mode 100644 index 0000000..27aa401 --- /dev/null +++ b/src/Nexus.Systems/SystemFactory.cs @@ -0,0 +1,35 @@ +using Nexus.Core; +using Nexus.Data; +using Nexus.Pathfinding; + +namespace Nexus.Systems; + +public static class SystemFactory +{ + public static List CreateSystems(BotConfig config, NavigationController nav, + bool includeAreaProgression = false) + { + var systems = new List(); + + if (includeAreaProgression) + systems.Add(new AreaProgressionSystem(config, nav, AreaGraph.Load())); + + systems.Add(new ThreatSystem { WorldToGrid = config.WorldToGrid }); + systems.Add(new MovementSystem + { + SafeDistance = config.SafeDistance, + RepulsionWeight = config.RepulsionWeight, + WorldToGrid = config.WorldToGrid, + }); + systems.Add(new NavigationSystem + { + WorldToGrid = config.WorldToGrid, + WaypointReachedDistance = config.WaypointReachedDistance, + }); + systems.Add(new CombatSystem(config)); + systems.Add(new ResourceSystem(config)); + systems.Add(new LootSystem()); + + return systems; + } +} diff --git a/src/Nexus.Systems/ThreatSystem.cs b/src/Nexus.Systems/ThreatSystem.cs index bd44615..7810879 100644 --- a/src/Nexus.Systems/ThreatSystem.cs +++ b/src/Nexus.Systems/ThreatSystem.cs @@ -5,10 +5,9 @@ using Serilog; namespace Nexus.Systems; /// -/// Emergency threat response. Runs first (priority 50). -/// On Critical danger: urgent flee (blocks casting via priority ≤ 10). -/// On High danger: flee toward safety but allow casting. -/// Medium and below: no action (MovementSystem handles soft avoidance). +/// Emergency-only threat response. Runs first (priority 50). +/// Only fires on Critical danger (low HP or overwhelming threat score). +/// Normal combat (High/Medium) is handled by MovementSystem orbiting + CombatSystem herding. /// public class ThreatSystem : ISystem { @@ -16,18 +15,15 @@ public class ThreatSystem : ISystem public string Name => "Threat"; public bool IsEnabled { get; set; } = true; - /// Priority ≤ 10 blocks casting in ActionQueue.Resolve — pure flee. - private const int UrgentFleePriority = 5; - - /// If closest enemy is within this range, escalate to urgent flee. - public float PointBlankRange { get; set; } = 150f; + /// If closest enemy is within this range AND danger is Critical, escalate to urgent flee. + public float PointBlankRange { get; set; } = 120f; /// World-to-grid conversion factor for terrain queries. public float WorldToGrid { get; set; } = 23f / 250f; private DangerLevel _prevDanger = DangerLevel.Safe; - public void Update(GameState state, ActionQueue actions) + public void Update(GameState state, ActionQueue actions, MovementBlender movement) { if (!state.Player.HasPosition) return; @@ -45,32 +41,28 @@ public class ThreatSystem : ISystem _prevDanger = danger; } - if (danger <= DangerLevel.Medium) return; + // Only respond to Critical danger — High is normal combat, handled by orbit/herd + if (danger != DangerLevel.Critical) return; if (threats.TotalHostiles == 0) return; // Compute flee direction: away from threat centroid var fleeDir = state.Player.Position - threats.ThreatCentroid; if (fleeDir.LengthSquared() < 0.0001f) - fleeDir = Vector2.UnitY; // fallback if at centroid + fleeDir = Vector2.UnitY; fleeDir = Vector2.Normalize(fleeDir); - // Validate flee direction against terrain — avoid walking into walls - if (state.Terrain is { } terrain) - fleeDir = TerrainQuery.FindWalkableDirection(terrain, state.Player.Position, fleeDir, WorldToGrid); - - // Point-blank override: if closest enemy is very close, escalate to urgent var isPointBlank = threats.ClosestDistance < PointBlankRange; - if (danger == DangerLevel.Critical || isPointBlank) + if (isPointBlank) { - // Urgent flee — blocks casting (priority ≤ 10) - actions.Submit(new MoveAction(UrgentFleePriority, fleeDir)); + // Layer 0: total override — pure flee, blocks casting + movement.Submit(new MovementIntent(0, fleeDir, 1.0f, "Threat")); } - else // High + else { - // Flee but allow casting alongside - actions.Submit(new MoveAction(Priority, fleeDir)); + // Layer 1: strong flee but allow some nav/orbit bleed-through + movement.Submit(new MovementIntent(1, fleeDir, 0.6f, "Threat")); } } }