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AdamuSw/src/GameLogic/CastleSiege/CastleSiegeContext.cs
Acentech Dev fbe75d55be
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feat(CS): run the siege on ONE designated server (CastleSiegeServerId)
With multiple game servers each has its own map instances, so the siege ran
independently on all of them - a guild could win uncontested on an empty server's
Valley of Loren. Now the siege (tick/spawn/battle/registration) runs only on the
server whose Id == config.CastleSiegeServerId (AdminPanel-editable). Other servers
skip the siege and just mirror the shared castle owner from config so the hunting-map
gate + castle flag rewards still work everywhere. The Guardsman on non-siege servers
tells players which server to switch to.
2026-07-15 19:10:48 +03:00

419 lines
18 KiB
C#

// <copyright file="CastleSiegeContext.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameLogic.CastleSiege;
/// <summary>
/// In-memory Castle Siege phase state machine and battle contention (P3).
/// Time is injected via method parameters so it can be tested deterministically.
/// Battle rule: attackers must destroy all castle defenses (gates + guardian statues) and then hold BOTH
/// Crown Switches at the same time — the switches are held by standing on them (evaluated per tick by the
/// plugin), and once both are held by one guild with the defenses down, that guild captures the throne.
/// The throne holder when the siege ends becomes the castle owner.
/// </summary>
public class CastleSiegeContext
{
/// <summary>The Crown Switch NPC numbers on Valley of Loren; both must be held to take the throne.</summary>
public static readonly short[] SwitchNumbers = { 217, 218 };
private readonly List<string> _registeredGuilds = new();
private readonly Dictionary<short, string?> _switchHolders = new() { { 217, null }, { 218, null } };
private DateTime _phaseStartedUtc;
private string? _occupier;
private int _defensesRemaining;
private bool _dirty;
private string? _crownHoldGuild;
private DateTime? _crownHoldStartUtc;
private bool _lastShieldDown;
/// <summary>Initializes a new instance of the <see cref="CastleSiegeContext"/> class.</summary>
/// <param name="configuration">The cycle timing configuration.</param>
public CastleSiegeContext(CastleSiegeConfiguration configuration)
{
this.Configuration = configuration;
this.Phase = CastleSiegePhase.Ownership;
}
/// <summary>Raised after the phase changes. Argument is the new phase.</summary>
public event Action<CastleSiegePhase>? PhaseChanged;
/// <summary>Gets the configuration (durations + schedule). Refreshed each tick from the live plugin config
/// so AdminPanel edits take effect without a restart.</summary>
public CastleSiegeConfiguration Configuration { get; private set; }
/// <summary>Points the context at the current (possibly AdminPanel-edited) plugin configuration.</summary>
/// <param name="configuration">The live configuration.</param>
public void UpdateConfiguration(CastleSiegeConfiguration configuration) => this.Configuration = configuration;
/// <summary>Gets the current phase.</summary>
public CastleSiegePhase Phase { get; private set; }
/// <summary>Gets the UTC time the current phase started (used for persistence/restore).</summary>
public DateTime PhaseStartedUtc => this._phaseStartedUtc;
/// <summary>Gets the current owner guild name, or null if unowned.</summary>
public string? OwnerGuildName { get; private set; }
/// <summary>Gets the guild currently holding the throne during the siege (P3), or null.</summary>
public string? OccupierGuildName => this._occupier;
/// <summary>Gets the number of castle defenses (gates + statues) still standing; the throne needs 0.</summary>
public int DefensesRemaining => this._defensesRemaining;
/// <summary>Gets the guild names registered for the current cycle.</summary>
public IReadOnlyList<string> RegisteredGuilds => this._registeredGuilds;
/// <summary>Advances the state machine based on the current time.</summary>
/// <param name="now">The current UTC time.</param>
public ValueTask TickAsync(DateTime now)
{
switch (this.Phase)
{
case CastleSiegePhase.Ownership:
if (this.Configuration.IsRegistrationOpenTime(now))
{
return this.ForceStartRegistrationAsync(now);
}
break;
case CastleSiegePhase.Registration:
if (now >= this._phaseStartedUtc + this.Configuration.RegistrationDuration)
{
return this.TransitionAsync(CastleSiegePhase.Preparation, now);
}
break;
case CastleSiegePhase.Preparation:
if (now >= this._phaseStartedUtc + this.Configuration.PreparationDuration)
{
return this.TransitionAsync(CastleSiegePhase.Siege, now);
}
break;
case CastleSiegePhase.Siege:
if (now >= this._phaseStartedUtc + this.Configuration.SiegeDuration)
{
return this.TransitionAsync(CastleSiegePhase.Settlement, now);
}
break;
case CastleSiegePhase.Settlement:
// Winner = guild holding the throne at siege end. If none captured, owner unchanged.
if (this._occupier is { } occupier)
{
this.SetOwner(occupier);
}
this.ClearBattleState();
return this.TransitionAsync(CastleSiegePhase.Ownership, now);
default:
break;
}
return ValueTask.CompletedTask;
}
/// <summary>Admin: forces the cycle into registration now (from any phase).</summary>
/// <param name="now">The current UTC time.</param>
public ValueTask ForceStartRegistrationAsync(DateTime now)
{
this._registeredGuilds.Clear();
this.ClearBattleState();
return this.TransitionAsync(CastleSiegePhase.Registration, now);
}
/// <summary>Admin: forces a specific phase now.</summary>
/// <param name="phase">The target phase.</param>
/// <param name="now">The current UTC time.</param>
public ValueTask ForcePhaseAsync(CastleSiegePhase phase, DateTime now)
=> this.TransitionAsync(phase, now);
/// <summary>Admin: resets to the ownership (resting) phase and clears registrations/battle state.</summary>
/// <param name="now">The current UTC time.</param>
public ValueTask ResetAsync(DateTime now)
{
this._registeredGuilds.Clear();
this.ClearBattleState();
return this.TransitionAsync(CastleSiegePhase.Ownership, now);
}
/// <summary>Registers a guild (by name) for the current cycle. No-op outside registration.</summary>
/// <param name="guildName">The guild name.</param>
public void RegisterGuild(string guildName)
{
if (this.Phase == CastleSiegePhase.Registration
&& !this._registeredGuilds.Contains(guildName))
{
this._registeredGuilds.Add(guildName);
this._dirty = true;
}
}
/// <summary>Admin: sets (or clears) the current owner guild name.</summary>
/// <param name="guildName">The owner guild name, or null to clear.</param>
public void SetOwner(string? guildName)
{
this.OwnerGuildName = guildName;
this._dirty = true;
}
/// <summary>
/// Mirrors the shared castle owner from the configuration. Used on game servers that do NOT host the
/// siege, so their hunting-map gate and castle flag still reflect the current owner. Does not mark the
/// state dirty (these servers never persist).
/// </summary>
public void SyncOwnerFromConfig()
{
this.OwnerGuildName = this.Configuration.PersistedOwnerGuildName;
}
/// <summary>
/// Sets the weekly auto-schedule (days of week + UTC time) into the configuration and marks the state
/// dirty for persistence. Empty days disables auto-start (manual only). The configuration is the single
/// source of truth, so this is equivalent to editing the plugin config in the AdminPanel.
/// </summary>
/// <param name="days">The days of week registration should auto-open.</param>
/// <param name="time">The UTC time of day registration should auto-open, or null to disable.</param>
public void SetSchedule(IEnumerable<DayOfWeek> days, TimeOnly? time)
{
var orderedDays = days.Distinct().OrderBy(d => d).ToList();
this.Configuration.RegistrationOpenDays = orderedDays;
this.Configuration.RegistrationOpenTimes = orderedDays.Count > 0 && time is { } t
? new List<TimeOnly> { t }
: new List<TimeOnly>();
this._dirty = true;
}
/// <summary>
/// Returns how much time is left in the running siege battle (the on-map countdown value), or
/// <see cref="TimeSpan.Zero"/> when the siege is not currently running.
/// </summary>
/// <param name="nowUtc">The current UTC time.</param>
public TimeSpan GetRemainingSiegeTime(DateTime nowUtc)
{
if (this.Phase != CastleSiegePhase.Siege)
{
return TimeSpan.Zero;
}
var remaining = (this._phaseStartedUtc + this.Configuration.SiegeDuration) - nowUtc;
return remaining > TimeSpan.Zero ? remaining : TimeSpan.Zero;
}
/// <summary>
/// Returns the guild that currently holds BOTH crown switches while all castle defenses are down (so the
/// crown's shield is dropped for them), or null. Only meaningful during the siege.
/// </summary>
public string? GetShieldEligibleGuild()
{
if (this.Phase != CastleSiegePhase.Siege || this._defensesRemaining > 0)
{
return null;
}
var holder = this._switchHolders[217];
return holder is not null && holder == this._switchHolders[218] ? holder : null;
}
/// <summary>
/// Advances the crown-hold capture. <paramref name="eligibleGuild"/> is the guild with both switches held
/// and no defenses left (shield down); <paramref name="masterHolding"/> is whether that guild's master is
/// standing on the crown. Captures the throne for the guild once it has held for <paramref name="holdDuration"/>.
/// Losing a switch or the master leaving the crown resets the hold (contestable until the siege ends).
/// </summary>
/// <param name="eligibleGuild">The guild with both switches and no defenses, or null.</param>
/// <param name="masterHolding">Whether that guild's master is on the crown.</param>
/// <param name="now">The current UTC time.</param>
/// <param name="holdDuration">How long the master must hold to capture.</param>
public CrownTickResult TickCrownHold(string? eligibleGuild, bool masterHolding, DateTime now, TimeSpan holdDuration)
{
var shieldDown = this.Phase == CastleSiegePhase.Siege && eligibleGuild is not null;
var shieldChanged = shieldDown != this._lastShieldDown;
this._lastShieldDown = shieldDown;
if (this.Phase != CastleSiegePhase.Siege)
{
this._crownHoldGuild = null;
this._crownHoldStartUtc = null;
return new CrownTickResult(false, shieldChanged, CrownEvent.None, null);
}
var wasHolding = this._crownHoldGuild is not null;
// The guild that already occupies the throne just holds it — no re-registration (avoids a capture loop).
// Only a DIFFERENT guild taking both switches can register/capture (contest).
var canCapture = eligibleGuild is not null && eligibleGuild != this._occupier;
if (!canCapture || !masterHolding)
{
this._crownHoldGuild = null;
this._crownHoldStartUtc = null;
return new CrownTickResult(shieldDown, shieldChanged, wasHolding ? CrownEvent.HoldReset : CrownEvent.None, null);
}
if (this._crownHoldGuild != eligibleGuild || this._crownHoldStartUtc is null)
{
this._crownHoldGuild = eligibleGuild;
this._crownHoldStartUtc = now;
return new CrownTickResult(shieldDown, shieldChanged, CrownEvent.HoldStarted, eligibleGuild);
}
if (now - this._crownHoldStartUtc.Value >= holdDuration)
{
this._occupier = eligibleGuild;
this._crownHoldGuild = null;
this._crownHoldStartUtc = null;
this._dirty = true;
return new CrownTickResult(shieldDown, shieldChanged, CrownEvent.Captured, eligibleGuild);
}
return new CrownTickResult(shieldDown, shieldChanged, CrownEvent.None, eligibleGuild);
}
/// <summary>
/// Returns whether the persistable state changed since the last call, resetting the flag.
/// Called each tick by the plugin to decide whether to write state to the database.
/// </summary>
public bool ConsumeDirty()
{
var dirty = this._dirty;
this._dirty = false;
return dirty;
}
/// <summary>
/// Restores persisted state on startup (owner, phase, phase-start, registrations) directly, without
/// firing <see cref="PhaseChanged"/> or marking the state dirty. Battle state stays cleared.
/// </summary>
/// <param name="owner">The persisted owner guild name, or null.</param>
/// <param name="phase">The persisted phase.</param>
/// <param name="phaseStartedUtc">When the persisted phase started (UTC), or null to keep the default.</param>
/// <param name="registeredGuilds">The persisted registered guild names, or null.</param>
public void RestoreState(string? owner, CastleSiegePhase phase, DateTime? phaseStartedUtc, IEnumerable<string>? registeredGuilds)
{
this.OwnerGuildName = owner;
this.Phase = phase;
this._phaseStartedUtc = phaseStartedUtc ?? this._phaseStartedUtc;
this._registeredGuilds.Clear();
if (registeredGuilds is not null)
{
this._registeredGuilds.AddRange(registeredGuilds);
}
this._dirty = false;
}
/// <summary>Sets how many castle defenses (gates + guardian statues) exist this siege (when spawned).</summary>
/// <param name="count">The defense count.</param>
public void SetDefenseCount(int count) => this._defensesRemaining = count > 0 ? count : 0;
/// <summary>Notifies that a castle defense (gate/statue) was destroyed. Lowers the remaining count (min 0).</summary>
public void NotifyDefenseDestroyed()
{
if (this._defensesRemaining > 0)
{
this._defensesRemaining--;
}
}
/// <summary>
/// Sets which guild is currently standing on (holding) a Crown Switch. Called every tick by the plugin
/// based on player positions. Pass <c>null</c> when no registered member stands on it. No-op outside the siege.
/// </summary>
/// <param name="switchNumber">The Crown Switch NPC number (217 or 218).</param>
/// <param name="guildName">The holding guild's name, or null.</param>
public void SetSwitchHolder(short switchNumber, string? guildName)
{
if (this.Phase == CastleSiegePhase.Siege && this._switchHolders.ContainsKey(switchNumber))
{
this._switchHolders[switchNumber] = guildName;
}
}
/// <summary>
/// Attempts to capture the throne for a guild (called when a member registers at the Sinior/Crown NPC).
/// Succeeds only during the siege when the throne is free, all castle defenses are destroyed, and the
/// guild is currently holding BOTH Crown Switches (a member standing on each).
/// </summary>
/// <param name="guildName">The capturing guild's name.</param>
/// <returns>Whether it succeeded and a human-readable reason/result message.</returns>
public (bool Success, string Reason) TryCaptureThrone(string guildName)
{
if (this.Phase != CastleSiegePhase.Siege)
{
return (false, "The siege is not running.");
}
if (this._occupier is not null)
{
return (false, this._occupier == guildName
? "Your guild already holds the throne."
: $"The throne is already held by '{this._occupier}'.");
}
if (this._defensesRemaining > 0)
{
return (false, $"Destroy the castle defenses first ({this._defensesRemaining} remaining).");
}
if (this._switchHolders[217] != guildName || this._switchHolders[218] != guildName)
{
return (false, "Your guild must be holding BOTH Crown Switches at once (stand a member on each).");
}
this._occupier = guildName;
return (true, "throne captured");
}
/// <summary>Returns a human-readable status summary for admin display.</summary>
public string GetStatusText()
=> $"CS phase={this.Phase}, owner={this.OwnerGuildName ?? "(none)"}, "
+ $"registered={this._registeredGuilds.Count} [{string.Join(", ", this._registeredGuilds)}], "
+ $"defenses={this._defensesRemaining}, throne={this._occupier ?? "(none)"}, "
+ $"switch217={this._switchHolders[217] ?? "-"}, switch218={this._switchHolders[218] ?? "-"}";
private void ClearBattleState()
{
this._switchHolders[217] = null;
this._switchHolders[218] = null;
this._defensesRemaining = 0;
this._occupier = null;
this._crownHoldGuild = null;
this._crownHoldStartUtc = null;
this._lastShieldDown = false;
}
private ValueTask TransitionAsync(CastleSiegePhase phase, DateTime now)
{
this.Phase = phase;
this._phaseStartedUtc = now;
this._dirty = true;
this.PhaseChanged?.Invoke(phase);
return ValueTask.CompletedTask;
}
}
/// <summary>The event produced by a single <see cref="CastleSiegeContext.TickCrownHold"/> call.</summary>
public enum CrownEvent
{
/// <summary>Nothing changed this tick.</summary>
None,
/// <summary>A guild master just started holding the crown (start the client countdown).</summary>
HoldStarted,
/// <summary>The crown was held long enough — the guild captured the throne.</summary>
Captured,
/// <summary>An in-progress hold was interrupted (switch lost or master left the crown).</summary>
HoldReset,
}
/// <summary>The result of a crown-hold tick: the shield state and any event that occurred.</summary>
/// <param name="ShieldDown">Whether the crown shield is currently down (both switches held, defenses cleared).</param>
/// <param name="ShieldChanged">Whether the shield state changed this tick (only then should the client be told).</param>
/// <param name="Event">The event that occurred this tick.</param>
/// <param name="Guild">The guild the event refers to, if any.</param>
public readonly record struct CrownTickResult(bool ShieldDown, bool ShieldChanged, CrownEvent Event, string? Guild);