Pre-combat-improvements: Combat animations, flee fixes, corpse logic updates

This commit is contained in:
Joan
2026-02-03 19:48:37 +01:00
parent 0b0a23f500
commit e6747b1d05
29 changed files with 827 additions and 243 deletions

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@@ -4123,4 +4123,9 @@ body.no-scroll {
transform: translateX(-50%) translateY(-20px);
}
}
}
/* Utility classes */
.text-danger {
color: #ff4444 !important;
}

View File

@@ -119,7 +119,8 @@ function Game() {
is_pvp: true,
in_combat: true,
combat_over: message.data.combat_over || false,
pvp_combat: message.data.pvp_combat
pvp_combat: message.data.pvp_combat,
messages: message.data.messages
})
}
if (message.data?.player) {
@@ -382,7 +383,7 @@ function Game() {
onLootCorpseItem={actions.handleLootCorpseItem}
onSetExpandedCorpse={(corpseId: string | null) => {
if (corpseId === null) {
actions.setSelectedItem(null)
actions.handleCloseCorpseDetails()
} else {
actions.handleViewCorpseDetails(corpseId)
}

View File

@@ -13,7 +13,7 @@ interface CombatProps {
playerState: any;
equipment: any;
onCombatAction: (action: string) => Promise<any>;
onPvPAction: (action: string, targetId: number) => Promise<void>;
onPvPAction: (action: string, targetId: number) => Promise<any>;
onExitCombat: () => void;
onExitPvPCombat: () => Promise<void>;
addCombatLogEntry: (entry: any) => void;
@@ -91,11 +91,24 @@ export const Combat: React.FC<CombatProps> = ({
}];
};
// Calculate if it's your turn for PVP
const computeYourTurn = () => {
if (!isPvP) return initialCombatData?.turn === 'player';
const pvp = initialCombatData?.pvp_combat;
if (!pvp) return false;
// your_turn comes directly from API, or we calculate it
if (pvp.your_turn !== undefined) return pvp.your_turn;
const isAttacker = pvp.is_attacker;
const currentTurn = pvp.current_turn || pvp.turn;
return (isAttacker && currentTurn === 'attacker') || (!isAttacker && currentTurn === 'defender');
};
// --- State Management ---
// We synchronize local state with props, but manage animations locally
const [localCombatState, setLocalCombatState] = useState<CombatState>({
inCombat: true,
turn: initialCombatData?.turn || 'player',
turn: initialCombatData?.turn || initialCombatData?.pvp_combat?.current_turn || 'player',
yourTurn: computeYourTurn(),
npcId: initialCombatData?.combat?.npc_id || initialCombatData?.pvp_combat?.defender?.id,
npcName: resolveName(initialCombatData?.combat?.npc_name) ||
(initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.username : initialCombatData?.pvp_combat?.attacker?.username),
@@ -103,7 +116,8 @@ export const Combat: React.FC<CombatProps> = ({
(initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.hp : initialCombatData?.pvp_combat?.attacker?.hp) || 100,
npcMaxHp: initialCombatData?.combat?.npc_max_hp ||
(initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.max_hp : initialCombatData?.pvp_combat?.attacker?.max_hp) || 100,
npcImage: initialCombatData?.combat?.npc_image,
npcImage: initialCombatData?.combat?.npc_image ||
(initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.image : initialCombatData?.pvp_combat?.attacker?.image),
playerHp: playerState?.health || profile?.hp || 100,
playerMaxHp: playerState?.max_health || profile?.max_hp || 100,
messages: getInitialLogMessage(),
@@ -112,7 +126,7 @@ export const Combat: React.FC<CombatProps> = ({
opponentName: isPvP
? (initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.username : initialCombatData?.pvp_combat?.attacker?.username)
: undefined,
turnTimeRemaining: initialCombatData?.turn_time_remaining
turnTimeRemaining: initialCombatData?.pvp_combat?.time_remaining ?? initialCombatData?.turn_time_remaining
});
const [animState, setAnimState] = useState<AnimationState>({
@@ -144,19 +158,131 @@ export const Combat: React.FC<CombatProps> = ({
}, [messageQueue]);
// Update local state when props change (especially for PvP live updates)
// IMPORTANT: We preserve existing messages to avoid wiping the initial log
// NOTE: HP values are NOT synced here - they are managed through processMessage for proper animation timing
// This handles both initial state and WebSocket updates (for the passive player)
useEffect(() => {
if (initialCombatData) {
// Get time remaining from multiple possible paths
const newTimeRemaining =
initialCombatData?.pvp_combat?.time_remaining ??
initialCombatData?.turn_time_remaining ??
undefined;
// Calculate yourTurn for PVP
let newYourTurn: boolean | undefined;
if (isPvP) {
const pvp = initialCombatData?.pvp_combat;
if (pvp?.your_turn !== undefined) {
newYourTurn = pvp.your_turn;
} else if (pvp) {
const isAttacker = pvp.is_attacker;
const currentTurn = pvp.current_turn || pvp.turn;
newYourTurn = (isAttacker && currentTurn === 'attacker') || (!isAttacker && currentTurn === 'defender');
}
} else {
newYourTurn = initialCombatData.turn === 'player' || initialCombatData.combat?.turn === 'player';
}
// For PVP: sync HP from WebSocket update for passive player
let newPlayerHp: number | undefined;
let newNpcHp: number | undefined;
if (isPvP && initialCombatData?.pvp_combat) {
const pvp = initialCombatData.pvp_combat;
const isAttacker = pvp.is_attacker;
// My HP vs opponent HP based on role
if (isAttacker) {
newPlayerHp = pvp.attacker?.hp;
newNpcHp = pvp.defender?.hp;
} else {
newPlayerHp = pvp.defender?.hp;
newNpcHp = pvp.attacker?.hp;
}
}
// Handle incoming messages from WebSocket (for passive player)
if (isPvP && initialCombatData?.messages && Array.isArray(initialCombatData.messages)) {
const timestamp = new Date().toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit' });
for (const msg of initialCombatData.messages) {
// Skip messages originating from 'player' (active user) as they are handled by the immediate API response
if (msg.origin === 'player') continue;
// Add message to combat log (only for non-player origin)
setLocalCombatState(prev => ({
...prev,
messages: [...prev.messages, { ...msg, timestamp }]
}));
// Trigger animations via WebSocket message (passive player)
if ((msg.type === 'damage' || msg.type === 'player_attack') && msg.origin === 'enemy') {
// Enemy dealt damage to me
triggerAnim('enemyAttacking', 400);
setTimeout(() => {
addFloatingText(`-${msg.data?.damage || 0}`, 'damage', 'player');
triggerAnim('playerHit', 300);
}, 200);
} else if (msg.type === 'miss' && msg.origin === 'enemy') {
// Enemy missed me
triggerAnim('enemyAttacking', 400);
setTimeout(() => {
addFloatingText('Miss!', 'miss', 'player');
}, 200);
} else if (msg.type === 'flee_success') {
// Opponent fled -> I win (msg origin is 'enemy' after swap? NO wait.)
// Backend: attacker_fled=True.
// Message generated: "player fled". Origin="player".
// Backend swaps origin to "enemy" for me.
// So I receive: msg.type='flee_success', origin='enemy'.
setCombatResult('victory');
} else if (msg.type === 'victory' || msg.type === 'player_defeated') {
// If I receive 'victory', and origin='player' (skipped).
// If origin='enemy' -> Enemy Won -> I Defeat.
if (msg.origin === 'player') {
setCombatResult('victory');
} else {
setCombatResult('defeat');
}
}
}
}
// Handle combat_over from WebSocket
if (initialCombatData?.combat_over) {
const pvp = initialCombatData?.pvp_combat;
const myId = pvp?.is_attacker
? pvp?.attacker?.id
: pvp?.defender?.id;
// Check if someone fled
const iAmAttacker = pvp?.is_attacker;
const opponentFled = iAmAttacker ? pvp?.defender_fled : pvp?.attacker_fled;
const iFled = iAmAttacker ? pvp?.attacker_fled : pvp?.defender_fled;
if (opponentFled) {
// Opponent fled - I "win" by default
setCombatResult('victory');
} else if (iFled) {
// I fled successfully
setCombatResult('fled');
} else if (initialCombatData?.winner_id === myId) {
setCombatResult('victory');
} else if (initialCombatData?.winner_id) {
setCombatResult('defeat');
}
}
setLocalCombatState(prev => ({
...prev,
turn: initialCombatData.turn || initialCombatData.combat?.turn || prev.turn,
turn: initialCombatData.turn || initialCombatData.combat?.turn || initialCombatData.pvp_combat?.current_turn || prev.turn,
yourTurn: newYourTurn !== undefined ? newYourTurn : prev.yourTurn,
round: initialCombatData?.combat?.round ?? prev.round,
turnTimeRemaining: initialCombatData?.turn_time_remaining
// Do NOT overwrite messages or HP here - HP is managed by processMessage
turnTimeRemaining: newTimeRemaining !== undefined ? newTimeRemaining : prev.turnTimeRemaining,
// Sync HP for PVP from WebSocket updates
...(isPvP && newPlayerHp !== undefined ? { playerHp: newPlayerHp } : {}),
...(isPvP && newNpcHp !== undefined ? { npcHp: newNpcHp } : {})
}));
}
}, [initialCombatData]);
}, [initialCombatData, isPvP]);
// --- Handlers ---
@@ -186,6 +312,41 @@ export const Combat: React.FC<CombatProps> = ({
};
}, []);
// Timer countdown effect for PVP
useEffect(() => {
if (!isPvP || combatResult) return; // Only for active PVP combat
const timerInterval = setInterval(() => {
setLocalCombatState(prev => {
if (prev.turnTimeRemaining !== undefined && prev.turnTimeRemaining > 0) {
const newTime = prev.turnTimeRemaining - 1;
// If timer just hit 0 and it was your turn, switch turn and log it
if (newTime === 0 && prev.yourTurn) {
// Add timeout message to log
const timestamp = new Date().toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit' });
return {
...prev,
turnTimeRemaining: newTime,
yourTurn: false, // Pass turn to opponent
messages: [...prev.messages, {
type: 'text',
origin: 'system' as const,
data: { text: t('combat.turn_timeout') },
timestamp
}]
};
}
return { ...prev, turnTimeRemaining: newTime };
}
return prev;
});
}, 1000);
return () => clearInterval(timerInterval);
}, [isPvP, combatResult, t]);
const triggerAnim = (anim: keyof AnimationState, duration: number = 500) => {
setAnimState(prev => ({ ...prev, [anim]: true }));
setTimeout(() => {
@@ -235,6 +396,7 @@ export const Combat: React.FC<CombatProps> = ({
case 'enemy_attack':
case 'monster_attack':
case 'flee_fail': // Failed flee results in enemy counter-attack
triggerAnim('enemyAttacking');
triggerAnim('playerHit', 300); // Player takes damage
if (data.damage) {
@@ -391,8 +553,84 @@ export const Combat: React.FC<CombatProps> = ({
const handlePvPActionWrapper = async (action: string) => {
if (isProcessingQueue) return;
// Clean up targetId - standard action doesn't need it usually, or use 0
await onPvPAction(action, 0);
try {
// Call PVP action and process response for animations
const response = await onPvPAction(action, 0);
if (response) {
// Determine if this is an attack action
const isAttack = action === 'attack';
// Trigger player attack animation for attacks
if (isAttack) {
triggerAnim('playerAttacking', 400);
}
// Process messages for animations and add to combat log
if (response.messages && Array.isArray(response.messages)) {
const timestamp = new Date().toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit' });
for (const msg of response.messages) {
// Add message to combat log
setLocalCombatState(prev => ({
...prev,
messages: [...prev.messages, { ...msg, timestamp }]
}));
// Trigger animations based on message type
if ((msg.type === 'damage' || msg.type === 'player_attack') && msg.origin === 'player') {
// Player dealt damage - show damage on enemy
setTimeout(() => {
addFloatingText(`-${msg.data?.damage || 0}`, 'damage', 'enemy');
triggerAnim('npcHit', 300);
}, 200);
} else if (msg.type === 'miss' && msg.origin === 'player') {
setTimeout(() => {
addFloatingText('Miss!', 'miss', 'enemy');
}, 200);
} else if (msg.type === 'flee_success') {
// Successfully fled - trigger combat result
setCombatResult('fled');
} else if (msg.type === 'flee_fail') {
// Failed to flee - just the log message was added
} else if (msg.type === 'victory') {
setCombatResult('victory');
} else if (msg.type === 'player_defeated') {
setCombatResult('defeat');
}
}
}
// Update HP from response if available
const isAttacker = initialCombatData?.pvp_combat?.is_attacker;
if (response.attacker_hp !== undefined && response.defender_hp !== undefined) {
const myHp = isAttacker ? response.attacker_hp : response.defender_hp;
const opponentHp = isAttacker ? response.defender_hp : response.attacker_hp;
setLocalCombatState(prev => ({
...prev,
npcHp: opponentHp,
playerHp: myHp
}));
}
// Handle combat over state
if (response.combat_over) {
if (response.winner_id === initialCombatData?.pvp_combat?.id) {
// Not used - winner_id is player id, not combat id
}
// Combat result will be set by message type above
}
// Update turn state
setLocalCombatState(prev => ({
...prev,
yourTurn: false // After action, it's always the other player's turn
}));
}
} catch (err) {
console.error('PvP action error:', err);
}
};
const [isClosing, setIsClosing] = useState(false);

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@@ -17,7 +17,8 @@ export interface FloatingText {
export interface CombatState {
inCombat: boolean;
turn: 'player' | 'enemy';
turn: 'player' | 'enemy' | 'attacker' | 'defender';
yourTurn?: boolean; // True when it's the current player's turn (works for both PvE and PvP)
npcId?: string;
npcName?: string;
npcHp: number;

View File

@@ -71,8 +71,8 @@ export const CombatView: React.FC<CombatViewProps> = ({
// Enemy Attack Sound
if (animState.enemyAttacking) {
// We can use state.npcId to get specific enemy sounds
if (state.npcId) {
// We can use state.npcId to get specific enemy sounds (only for PvE)
if (state.npcId && !state.isPvP) {
playSfx(`/audio/sfx/attack_enemy_${state.npcId}.wav`, '/audio/sfx/attack_enemy_default.wav');
} else {
playSfx('/audio/sfx/attack_enemy_default.wav', '/audio/sfx/attack_default.wav');
@@ -125,7 +125,15 @@ export const CombatView: React.FC<CombatViewProps> = ({
{state.turnTimeRemaining !== undefined && (
<span className="danger-badge danger-2" style={{ fontSize: '0.8rem', marginLeft: '0.5rem' }}>
{state.turnTimeRemaining}s
{state.turnTimeRemaining} s
</span>
)}
{state.isPvP && (
<span
className={`danger-badge ${state.yourTurn ? 'danger-1' : 'danger-3'}`}
style={{ fontSize: '0.8rem', marginLeft: '0.5rem', fontWeight: 'bold' }}
>
{state.yourTurn ? '🎯 ' + t('combat.your_turn') : '⏳ ' + t('combat.opponent_turn')}
</span>
)}
</h2>
@@ -169,7 +177,7 @@ export const CombatView: React.FC<CombatViewProps> = ({
</div>
{/* Player HP (Right) */}
<div className={`stat-block player ${animState.playerAttacking ? 'attacking' : ''} ${animState.playerHit ? 'shake-effect flash-hit' : ''}`}>
<div className={`stat-block player ${animState.playerHit ? 'shake-effect flash-hit' : ''}`}>
<div className="floating-text-layer" style={{ height: '0', overflow: 'visible' }}>
{floatingTexts.filter(ft => ft.origin === 'player').map(ft => (
<div key={ft.id} className={`floating-text type-${ft.type}`} style={{ left: `${ft.x}%`, top: `${ft.y - 50}%` }}>
@@ -202,7 +210,7 @@ export const CombatView: React.FC<CombatViewProps> = ({
<button
className="btn btn-attack"
onClick={() => onAction('attack')}
disabled={isProcessing || state.turn !== 'player'}
disabled={isProcessing || !state.yourTurn}
>
👊 {t('combat.actions.attack')}
</button>
@@ -210,7 +218,7 @@ export const CombatView: React.FC<CombatViewProps> = ({
<button
className="btn btn-flee"
onClick={() => onAction('flee')}
disabled={isProcessing || state.turn !== 'player'}
disabled={isProcessing || !state.yourTurn}
>
🏃 {t('combat.actions.flee')}
</button>
@@ -230,7 +238,14 @@ export const CombatView: React.FC<CombatViewProps> = ({
} else {
switch (msg.type) {
case 'combat_start': text = t('combat.start'); break;
case 'player_attack': text = t('combat.log.player_attack', { damage: msg.data?.damage || 0 }); break;
case 'player_attack':
if (msg.origin === 'enemy') {
text = t('combat.log.enemy_attack', { damage: msg.data?.damage || 0 });
className += " text-danger";
} else {
text = t('combat.log.player_attack', { damage: msg.data?.damage || 0 });
}
break;
case 'enemy_attack':
text = t('combat.log.enemy_attack', { damage: msg.data?.damage || 0 });
className += " text-danger";
@@ -243,6 +258,14 @@ export const CombatView: React.FC<CombatViewProps> = ({
case 'flee_fail': text = t('combat.flee.fail'); break;
case 'item_broken': text = t('combat.item_broken', { item: msg.data?.item_name }); break;
case 'xp_gain': text = t('combat.log.xp_gain', { xp: msg.data?.xp }); className += " text-warning"; break;
case 'damage':
if (msg.origin === 'enemy') {
text = t('combat.log.enemy_attack', { damage: msg.data?.damage || 0 });
className += " text-danger";
} else {
text = t('combat.log.player_attack', { damage: msg.data?.damage || 0 });
}
break;
case 'text': text = msg.data?.text || ""; break;
default: text = msg.type;
}

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@@ -105,6 +105,7 @@ export interface GameEngineActions {
// Interactions
handleInteract: (interactableId: string, actionId: string) => Promise<void>
handleViewCorpseDetails: (corpseId: string) => Promise<void>
handleCloseCorpseDetails: () => void
handleLootCorpse: (corpseId: string) => Promise<void>
handleLootCorpseItem: (corpseId: string, itemIndex: number | null) => Promise<void>
@@ -1046,6 +1047,10 @@ export function useGameEngine(
handleFlee,
handleInteract,
handleViewCorpseDetails,
handleCloseCorpseDetails: () => {
setExpandedCorpse(null)
setCorpseDetails(null)
},
handleLootCorpse,
handleLootCorpseItem,
handleSpendPoint,
@@ -1084,6 +1089,31 @@ export function useGameEngine(
}
}
// Polling fallback for PvP Combat reliability
// Polling fallback for PvP Combat reliability
// optimized: poll less frequently (15s) and rely on WS reconnect event
useEffect(() => {
// 1. Listen for WebSocket reconnection to fetch immediately
const handleReconnect = () => {
console.log("[PvP] WebSocket reconnected, fetching fresh state...");
fetchGameData(true);
};
window.addEventListener('game-ws-connected', handleReconnect);
// 2. Slow polling as safety net
let interval: ReturnType<typeof setInterval> | null = null;
if (combatState?.is_pvp && !combatState?.combat_over) {
interval = setInterval(() => {
fetchGameData(true);
}, 15000); // Poll every 15s instead of 3s
}
return () => {
window.removeEventListener('game-ws-connected', handleReconnect);
if (interval) clearInterval(interval);
};
}, [combatState?.is_pvp, combatState?.combat_over, fetchGameData]);
// Initial data load
useEffect(() => {
if (token) {
@@ -1091,51 +1121,22 @@ export function useGameEngine(
}
}, [token])
// WebSocket connection
// WebSocket Event Bus Listener
// Instead of maintaining a second connection, we listen to the global connection managed by GameHeader
useEffect(() => {
if (!token) return
// Get WebSocket URL based on environment (same logic as api.ts)
const API_BASE = import.meta.env.VITE_API_URL || (
import.meta.env.PROD
? 'https://api-staging.echoesoftheash.com'
: 'http://localhost:8000'
)
const wsBase = API_BASE.replace(/^http/, 'ws')
const wsUrl = `${wsBase}/ws/game/${token}`
console.log('🔌 Connecting to WebSocket:', wsUrl)
const ws = new WebSocket(wsUrl)
ws.onopen = () => {
console.log('✅ WebSocket connection established')
setWebSocket(ws)
}
ws.onmessage = (event) => {
try {
const message = JSON.parse(event.data)
_handleWebSocketMessage(message)
} catch (err) {
console.error('Failed to parse WebSocket message:', err)
const handleGameMessage = (event: Event) => {
const customEvent = event as CustomEvent;
if (customEvent.detail) {
_handleWebSocketMessage(customEvent.detail);
}
}
};
ws.onerror = (error) => {
console.error('❌ WebSocket error:', error)
}
ws.onclose = () => {
console.log('🔌 WebSocket disconnected')
setWebSocket(null)
}
window.addEventListener('game-ws-message', handleGameMessage);
return () => {
if (ws.readyState === WebSocket.OPEN) {
ws.close()
}
}
}, [token]) // Removed _handleWebSocketMessage from dependencies
window.removeEventListener('game-ws-message', handleGameMessage);
};
}, [_handleWebSocketMessage]);
return [state, actions]
}

View File

@@ -74,6 +74,9 @@ export const useGameWebSocket = ({
setIsConnected(true);
reconnectAttemptsRef.current = 0;
// Dispatch global event for other components to react (e.g., fetch fresh state)
window.dispatchEvent(new Event('game-ws-connected'));
// Start heartbeat interval (every 30 seconds)
heartbeatIntervalRef.current = setInterval(sendHeartbeat, 30000);
};
@@ -87,6 +90,16 @@ export const useGameWebSocket = ({
return;
}
if (message.id) {
// console.log(`📩 Received msg ${message.id} type=${message.type}`);
// Send ACK
wsRef.current?.send(JSON.stringify({ type: "ack", reply_to: message.id }));
}
// Dispatch to global event bus so other components (like Game.tsx) can react
// without needing their own WebSocket connection
window.dispatchEvent(new CustomEvent('game-ws-message', { detail: message }));
// Pass message to handler
onMessage(message);
} catch (error) {

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@@ -151,6 +151,9 @@
"inCombat": "In Combat",
"yourTurn": "Your Turn",
"enemyTurn": "Enemy's Turn",
"your_turn": "Your Turn",
"opponent_turn": "Waiting",
"turn_timeout": "Time ran out! Turn passed.",
"victory": "Victory!",
"defeat": "Defeat",
"youDied": "You Died",

View File

@@ -149,6 +149,9 @@
"inCombat": "En Combate",
"yourTurn": "Tu Turno",
"enemyTurn": "Turno del Enemigo",
"your_turn": "Tu Turno",
"opponent_turn": "Esperando",
"turn_timeout": "¡Se acabó el tiempo! Turno pasado.",
"victory": "¡Victoria!",
"defeat": "Derrota",
"youDied": "Has Muerto",