Sync shipping-route weather system

This commit is contained in:
Admin 2026-09-21 06:40:11 +00:00
parent 920710e56e
commit 24a49f8103
7 changed files with 565 additions and 75 deletions

View File

@ -40,6 +40,13 @@ const (
respawnDelay = 2200 * time.Millisecond respawnDelay = 2200 * time.Millisecond
simTick = time.Second / 30 simTick = time.Second / 30
snapshotTick = 50 * time.Millisecond snapshotTick = 50 * time.Millisecond
windPatternMS = 16000.0
windMinStrength = 7.0
windMaxStrength = 24.0
routeMinCoreRadius = 220.0
routeEdgeDepth = 320.0
stormFrontPeriodMS = 110000.0
stormFrontRadius = 720.0
) )
type config struct { type config struct {
@ -149,14 +156,33 @@ type projectileState struct {
bornAt time.Time bornAt time.Time
} }
type weatherRoute struct {
ID string `json:"id"`
FromX float64 `json:"fromX"`
FromY float64 `json:"fromY"`
ToX float64 `json:"toX"`
ToY float64 `json:"toY"`
Width float64 `json:"width"`
}
type weatherWind struct {
X float64
Y float64
Strength float64
RouteInfluence float64
RouteEdge float64
StormIntensity float64
}
type clientMessage struct { type clientMessage struct {
Type string `json:"type"` Type string `json:"type"`
Seq int64 `json:"seq"` Seq int64 `json:"seq"`
Throttle float64 `json:"throttle"` Throttle float64 `json:"throttle"`
Steer float64 `json:"steer"` Steer float64 `json:"steer"`
Stop bool `json:"stop"` Stop bool `json:"stop"`
Docked bool `json:"docked"` Docked bool `json:"docked"`
Side string `json:"side"` Side string `json:"side"`
Routes []weatherRoute `json:"routes,omitempty"`
} }
type serverMessage struct { type serverMessage struct {
@ -193,6 +219,7 @@ type hub struct {
projectiles map[string]projectileState projectiles map[string]projectileState
nextProjectile uint64 nextProjectile uint64
worldSeed string worldSeed string
weatherRoutes []weatherRoute
} }
func newHub(seed string, fakePlayers ...int) *hub { func newHub(seed string, fakePlayers ...int) *hub {
@ -281,6 +308,152 @@ func (h *hub) count() int {
return len(h.clients) return len(h.clients)
} }
func (h *hub) setWeatherRoutes(routes []weatherRoute) {
h.mu.Lock()
defer h.mu.Unlock()
if len(h.weatherRoutes) > 0 || len(routes) == 0 {
return
}
count := len(routes)
if count > 24 {
count = 24
}
h.weatherRoutes = make([]weatherRoute, 0, count)
for _, route := range routes[:count] {
h.weatherRoutes = append(h.weatherRoutes, weatherRoute{
ID: strings.TrimSpace(route.ID),
FromX: clampFloat(route.FromX, 0, worldSize),
FromY: clampFloat(route.FromY, 0, worldSize),
ToX: clampFloat(route.ToX, 0, worldSize),
ToY: clampFloat(route.ToY, 0, worldSize),
Width: clampFloat(route.Width, 120, 320),
})
}
}
func smootherStep01(value float64) float64 {
t := clampFloat(value, 0, 1)
return t * t * t * (t*(t*6-15) + 10)
}
func hash01(index float64, salt float64) float64 {
value := math.Sin(index*12.9898+salt*78.233) * 43758.5453123
return value - math.Floor(value)
}
func shortestAngleDeltaRad(from, to float64) float64 {
delta := math.Mod(to-from, math.Pi*2)
if delta > math.Pi {
delta -= math.Pi * 2
}
if delta < -math.Pi {
delta += math.Pi * 2
}
return delta
}
func windTargetForSlot(slot float64) (float64, float64) {
angle := hash01(slot, 1) * math.Pi * 2
strength := windMinStrength + hash01(slot, 2)*(windMaxStrength-windMinStrength)
return angle, strength
}
func semiRandomWindPatternAt(timeMs float64) (float64, float64) {
if timeMs < 0 {
timeMs = 0
}
slot := math.Floor(timeMs / windPatternMS)
phase := math.Mod(timeMs, windPatternMS) / windPatternMS
currentAngle, currentStrength := windTargetForSlot(slot)
nextAngle, nextStrength := windTargetForSlot(slot + 1)
blend := smootherStep01((phase - 0.18) / 0.82)
angle := currentAngle + shortestAngleDeltaRad(currentAngle, nextAngle)*blend
strength := currentStrength + (nextStrength-currentStrength)*blend
gust := math.Sin(timeMs/2300+slot*0.73) * (1.1 + hash01(slot, 3)*1.8)
return angle, math.Max(4, strength+gust)
}
func pointSegmentDistanceXY(x, y float64, route weatherRoute) float64 {
abX := route.ToX - route.FromX
abY := route.ToY - route.FromY
apX := x - route.FromX
apY := y - route.FromY
lengthSquared := abX*abX + abY*abY
if lengthSquared <= 1 {
return math.Hypot(apX, apY)
}
t := clampFloat((apX*abX+apY*abY)/lengthSquared, 0, 1)
nearestX := route.FromX + abX*t
nearestY := route.FromY + abY*t
return math.Hypot(x-nearestX, y-nearestY)
}
func (h *hub) routeWeatherAtLocked(x, y float64) (float64, float64) {
if len(h.weatherRoutes) == 0 {
return 0, 0
}
distance := math.Inf(1)
width := 220.0
for _, route := range h.weatherRoutes {
candidate := pointSegmentDistanceXY(x, y, route)
if candidate < distance {
distance = candidate
width = route.Width
}
}
core := math.Max(routeMinCoreRadius, width*0.9)
outer := core + routeEdgeDepth
calmStart := core * 0.65
influence := 1 - smootherStep01((distance-calmStart)/math.Max(1, outer-calmStart))
edgeCenter := core + routeEdgeDepth*0.5
edgeHalf := routeEdgeDepth * 0.62
edge := smootherStep01(1 - math.Abs(distance-edgeCenter)/edgeHalf)
return clampFloat(influence, 0, 1), clampFloat(edge, 0, 1)
}
func stormFrontIntensityAt(x, y, timeMs float64) float64 {
raw := math.Mod(timeMs, stormFrontPeriodMS)
if raw < 0 {
raw += stormFrontPeriodMS
}
phase := raw / stormFrontPeriodMS
front := func(offset, yBase, yWave, scale float64) float64 {
t := math.Mod(phase+offset, 1)
centerX := -900 + t*(worldSize+1800)
centerY := worldSize * (yBase + math.Sin(t*math.Pi*2+offset*4.7)*yWave)
distance := math.Hypot((x-centerX)/1.55, y-centerY)
return clampFloat(1-distance/stormFrontRadius, 0, 1) * scale
}
return math.Max(
front(0, 0.35, 0.18, 0.95),
front(0.53, 0.72, 0.13, 0.74),
)
}
func (h *hub) weatherWindAtLocked(x, y float64, now time.Time) weatherWind {
timeMs := float64(now.UnixMilli())
timeSeconds := timeMs / 1000
angle, strength := semiRandomWindPatternAt(timeMs)
routeInfluence, routeEdge := h.routeWeatherAtLocked(x, y)
openExposure := 1 - routeInfluence
storm := stormFrontIntensityAt(x, y, timeMs)
directionalVariance := 0.022 + openExposure*0.09 + routeEdge*0.055 + storm*0.2
localAngle := angle +
math.Sin((x+y)/880+timeSeconds/31)*directionalVariance +
math.Sin(timeSeconds/5.2+x/1400)*storm*0.12
strengthScale := 0.72 + openExposure*0.5 + routeEdge*0.16 + storm*0.68
localStrength := strength*strengthScale +
math.Sin((x-y)/760+timeSeconds/4.7)*(0.45+openExposure*0.9+storm*1.2)
return weatherWind{
X: math.Cos(localAngle) * localStrength,
Y: math.Sin(localAngle) * localStrength,
Strength: math.Abs(localStrength),
RouteInfluence: routeInfluence,
RouteEdge: routeEdge,
StormIntensity: storm,
}
}
func (h *hub) updateInput(id string, msg clientMessage) { func (h *hub) updateInput(id string, msg clientMessage) {
h.mu.Lock() h.mu.Lock()
defer h.mu.Unlock() defer h.mu.Unlock()
@ -322,6 +495,7 @@ func (h *hub) fireLocked(c *client, side string, now time.Time) bool {
base := headingRadians(c.state.Angle) + sideSign*math.Pi/2 base := headingRadians(c.state.Angle) + sideSign*math.Pi/2
shipVX := math.Cos(headingRadians(c.state.Angle)) * c.state.Speed shipVX := math.Cos(headingRadians(c.state.Angle)) * c.state.Speed
shipVY := math.Sin(headingRadians(c.state.Angle)) * c.state.Speed shipVY := math.Sin(headingRadians(c.state.Angle)) * c.state.Speed
shotWind := h.weatherWindAtLocked(c.state.X, c.state.Y, now)
for _, offset := range []float64{-7, 0, 7} { for _, offset := range []float64{-7, 0, 7} {
angle := base + offset*math.Pi/180 angle := base + offset*math.Pi/180
@ -331,8 +505,8 @@ func (h *hub) fireLocked(c *client, side string, now time.Time) bool {
ID: projectileID, OwnerID: c.state.ID, ID: projectileID, OwnerID: c.state.ID,
X: c.state.X + math.Cos(base)*28, X: c.state.X + math.Cos(base)*28,
Y: c.state.Y + math.Sin(base)*28, Y: c.state.Y + math.Sin(base)*28,
VX: math.Cos(angle)*shotSpeed + shipVX*0.25, VX: math.Cos(angle)*shotSpeed + shipVX*0.25 + shotWind.X*0.22,
VY: math.Sin(angle)*shotSpeed + shipVY*0.25, VY: math.Sin(angle)*shotSpeed + shipVY*0.25 + shotWind.Y*0.22,
Damage: shotDamage, Damage: shotDamage,
bornAt: now, bornAt: now,
} }
@ -345,16 +519,17 @@ func (h *hub) step(now time.Time, dt float64) {
defer h.mu.Unlock() defer h.mu.Unlock()
for _, c := range h.clients { for _, c := range h.clients {
wind := h.weatherWindAtLocked(c.state.X, c.state.Y, now)
if c.state.Bot { if c.state.Bot {
input, fireSide := h.fakeCaptainDecisionLocked(c, now) input, fireSide := h.fakeCaptainDecisionLocked(c, now)
c.input = input c.input = input
stepPlayer(&c.state, c.input, now, dt) stepPlayerWithWind(&c.state, c.input, now, dt, wind.X, wind.Y)
if fireSide != "" { if fireSide != "" {
h.fireLocked(c, fireSide, now) h.fireLocked(c, fireSide, now)
} }
continue continue
} }
stepPlayer(&c.state, c.input, now, dt) stepPlayerWithWind(&c.state, c.input, now, dt, wind.X, wind.Y)
} }
for id, shot := range h.projectiles { for id, shot := range h.projectiles {
@ -482,6 +657,17 @@ func (h *hub) fakeCaptainDecisionLocked(c *client, now time.Time) (inputState, s
} }
func stepPlayer(state *playerState, input inputState, now time.Time, dt float64) { func stepPlayer(state *playerState, input inputState, now time.Time, dt float64) {
stepPlayerWithWind(state, input, now, dt, 0, 0)
}
func stepPlayerWithWind(
state *playerState,
input inputState,
now time.Time,
dt float64,
windX float64,
windY float64,
) {
state.InputSeq = input.Seq state.InputSeq = input.Seq
if !state.Alive { if !state.Alive {
if state.RespawnAt > 0 && now.UnixMilli() >= state.RespawnAt { if state.RespawnAt > 0 && now.UnixMilli() >= state.RespawnAt {
@ -522,8 +708,8 @@ func stepPlayer(state *playerState, input inputState, now time.Time, dt float64)
state.Angle = normalizeAngle(state.Angle + playerTurnRate*turnStrength*directionSign*input.Steer*dt) state.Angle = normalizeAngle(state.Angle + playerTurnRate*turnStrength*directionSign*input.Steer*dt)
heading := headingRadians(state.Angle) heading := headingRadians(state.Angle)
state.X = clampFloat(state.X+math.Cos(heading)*state.Speed*dt, 0, worldSize) state.X = clampFloat(state.X+(math.Cos(heading)*state.Speed+windX)*dt, 0, worldSize)
state.Y = clampFloat(state.Y+math.Sin(heading)*state.Speed*dt, 0, worldSize) state.Y = clampFloat(state.Y+(math.Sin(heading)*state.Speed+windY)*dt, 0, worldSize)
} }
func headingRadians(angle float64) float64 { return (angle - 90) * math.Pi / 180 } func headingRadians(angle float64) float64 { return (angle - 90) * math.Pi / 180 }
@ -854,7 +1040,7 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) {
Type: "welcome", PlayerID: t.Subject, WorldSeed: a.cfg.WorldSeed, Type: "welcome", PlayerID: t.Subject, WorldSeed: a.cfg.WorldSeed,
ServerTime: time.Now().UnixMilli(), ServerTime: time.Now().UnixMilli(),
}) })
conn.SetReadLimit(4096) conn.SetReadLimit(8192)
for { for {
_ = conn.SetReadDeadline(time.Now().Add(45 * time.Second)) _ = conn.SetReadDeadline(time.Now().Add(45 * time.Second))
var msg clientMessage var msg clientMessage
@ -866,6 +1052,8 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) {
a.hub.updateInput(t.Subject, msg) a.hub.updateInput(t.Subject, msg)
case "fire": case "fire":
a.hub.fire(t.Subject, strings.ToLower(msg.Side), time.Now()) a.hub.fire(t.Subject, strings.ToLower(msg.Side), time.Now())
case "weather-layout":
a.hub.setWeatherRoutes(msg.Routes)
} }
} }
} }

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@ -226,3 +226,51 @@ func TestFakeCaptainDoesNotAggroHumanAcrossWholeWorld(t *testing.T) {
t.Fatalf("bot should patrol when human is far: %+v", input) t.Fatalf("bot should patrol when human is far: %+v", input)
} }
} }
func TestShippingRouteWeatherCalmsAuthoritativeWind(t *testing.T) {
h := newHub("TEST")
h.setWeatherRoutes([]weatherRoute{{
ID: "route-1", FromX: 1000, FromY: 1000, ToX: 3600, ToY: 1000, Width: 220,
}})
now := time.UnixMilli(0)
lane := h.weatherWindAtLocked(2200, 1000, now)
open := h.weatherWindAtLocked(2200, 2200, now)
if lane.RouteInfluence < 0.9 {
t.Fatalf("lane influence=%v", lane.RouteInfluence)
}
if open.RouteInfluence > 0.05 {
t.Fatalf("open influence=%v", open.RouteInfluence)
}
if lane.Strength >= open.Strength {
t.Fatalf("lane wind=%v open wind=%v", lane.Strength, open.Strength)
}
}
func TestWeatherLayoutIsSanitizedAndOnlyAcceptedOnce(t *testing.T) {
h := newHub("TEST")
h.setWeatherRoutes([]weatherRoute{{
ID: "route", FromX: -20, FromY: 100, ToX: 9000, ToY: 200, Width: 900,
}})
if len(h.weatherRoutes) != 1 {
t.Fatalf("routes=%d", len(h.weatherRoutes))
}
route := h.weatherRoutes[0]
if route.FromX != 0 || route.ToX != worldSize || route.Width != 320 {
t.Fatalf("unsanitized route=%+v", route)
}
h.setWeatherRoutes([]weatherRoute{{ID: "replacement", FromX: 1, FromY: 1, ToX: 2, ToY: 2, Width: 120}})
if h.weatherRoutes[0].ID != "route" {
t.Fatal("weather layout should be immutable after first accepted layout")
}
}
func TestAuthoritativeMovementIncludesWeatherDrift(t *testing.T) {
state := newPlayerState("weather-player", "Weather", 0, 0)
state.X, state.Y = 2000, 2000
startX, startY := state.X, state.Y
stepPlayerWithWind(&state, inputState{Seq: 1}, time.Unix(100, 0), 1, 12, -7)
if state.X == startX || state.Y == startY {
t.Fatalf("weather drift not applied: x=%v y=%v", state.X, state.Y)
}
}

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@ -18,6 +18,10 @@ export const ENVIRONMENT_ISLANDS = [
const WIND_PATTERN_MS = 16000; const WIND_PATTERN_MS = 16000;
const WIND_MIN_STRENGTH = 7; const WIND_MIN_STRENGTH = 7;
const WIND_MAX_STRENGTH = 24; const WIND_MAX_STRENGTH = 24;
const ROUTE_MIN_CORE_RADIUS = 220;
const ROUTE_EDGE_DEPTH = 320;
const STORM_FRONT_PERIOD_MS = 110000;
const STORM_FRONT_RADIUS = 720;
const clamp01 = (value) => Math.max(0, Math.min(1, value)); const clamp01 = (value) => Math.max(0, Math.min(1, value));
const smootherStep = (value) => { const smootherStep = (value) => {
@ -65,20 +69,142 @@ export const semiRandomWindPattern = (timeMs = 0) => {
}; };
}; };
const pointSegmentDistance = (point, from, to) => {
const abX = (to?.x || 0) - (from?.x || 0);
const abY = (to?.y || 0) - (from?.y || 0);
const apX = (point?.x || 0) - (from?.x || 0);
const apY = (point?.y || 0) - (from?.y || 0);
const lengthSquared = abX * abX + abY * abY;
if (lengthSquared <= 1) return Math.hypot(apX, apY);
const t = Math.max(0, Math.min(1, (apX * abX + apY * abY) / lengthSquared));
const nearestX = (from?.x || 0) + abX * t;
const nearestY = (from?.y || 0) + abY * t;
return Math.hypot((point?.x || 0) - nearestX, (point?.y || 0) - nearestY);
};
export const routeWeatherAt = ({
x = 0,
y = 0,
routes = [],
} = {}) => {
let nearestRoute = null;
let routeDistance = Infinity;
for (const route of routes || []) {
const distance = pointSegmentDistance({ x, y }, route?.from, route?.to);
if (distance < routeDistance) {
nearestRoute = route;
routeDistance = distance;
}
}
if (!nearestRoute) {
return {
routeId: null,
routeDistance: Infinity,
routeInfluence: 0,
routeEdge: 0,
openExposure: 1,
zone: 'open-sky',
};
}
const coreRadius = Math.max(
ROUTE_MIN_CORE_RADIUS,
Math.max(0, Number(nearestRoute.width) || 0) * 0.9,
);
const outerRadius = coreRadius + ROUTE_EDGE_DEPTH;
const calmStart = coreRadius * 0.65;
const routeInfluence = 1 - smootherStep(
(routeDistance - calmStart) / Math.max(1, outerRadius - calmStart),
);
const edgeCenter = coreRadius + ROUTE_EDGE_DEPTH * 0.5;
const edgeHalfWidth = ROUTE_EDGE_DEPTH * 0.62;
const routeEdge = smootherStep(
1 - Math.abs(routeDistance - edgeCenter) / edgeHalfWidth,
);
const openExposure = 1 - routeInfluence;
return {
routeId: nearestRoute.id || null,
routeDistance,
routeInfluence: clamp01(routeInfluence),
routeEdge: clamp01(routeEdge),
openExposure: clamp01(openExposure),
zone: routeInfluence >= 0.72
? 'shipping-lane'
: routeInfluence >= 0.08
? 'route-edge'
: 'open-sky',
};
};
export const stormFrontAt = ({
x = 0,
y = 0,
timeMs = 0,
worldWidth = 5400,
worldHeight = 5400,
} = {}) => {
const period = STORM_FRONT_PERIOD_MS;
const raw = ((Number(timeMs) || 0) % period + period) % period;
const phase = raw / period;
const frontIntensity = (offset, yBase, yWave, scale = 1) => {
const t = (phase + offset) % 1;
const centerX = -900 + t * (worldWidth + 1800);
const centerY = worldHeight * (
yBase + Math.sin(t * Math.PI * 2 + offset * 4.7) * yWave
);
const distance = Math.hypot(
(x - centerX) / 1.55,
y - centerY,
);
return clamp01(1 - distance / STORM_FRONT_RADIUS) * scale;
};
return Math.max(
frontIntensity(0, 0.35, 0.18, 0.95),
frontIntensity(0.53, 0.72, 0.13, 0.74),
);
};
export const environmentWindAt = ({ export const environmentWindAt = ({
x = 0, x = 0,
y = 0, y = 0,
timeMs = 0, timeMs = 0,
islands = ENVIRONMENT_ISLANDS, islands = ENVIRONMENT_ISLANDS,
routes = [],
worldWidth = 5400,
worldHeight = 5400,
} = {}) => { } = {}) => {
const time = timeMs / 1000; const time = timeMs / 1000;
const pattern = semiRandomWindPattern(timeMs); const pattern = semiRandomWindPattern(timeMs);
const routeWeather = routeWeatherAt({ x, y, routes });
const stormIntensity = stormFrontAt({
x,
y,
timeMs,
worldWidth,
worldHeight,
});
// Small spatial variation prevents the whole map feeling like one rigid conveyor belt. // Shipping lanes damp the broad wind pattern. Their edges are more unstable,
// while open sky and moving storm fronts amplify both strength and direction.
const directionalVariance = 0.022
+ routeWeather.openExposure * 0.09
+ routeWeather.routeEdge * 0.055
+ stormIntensity * 0.2;
const localAngle = pattern.angle const localAngle = pattern.angle
+ Math.sin((x + y) / 880 + time / 31) * 0.055; + Math.sin((x + y) / 880 + time / 31) * directionalVariance
const localStrength = pattern.strength + Math.sin(time / 5.2 + x / 1400) * stormIntensity * 0.12;
+ Math.sin((x - y) / 760 + time / 4.7) * 0.9; const strengthScale = 0.72
+ routeWeather.openExposure * 0.5
+ routeWeather.routeEdge * 0.16
+ stormIntensity * 0.68;
const localStrength = pattern.strength * strengthScale
+ Math.sin((x - y) / 760 + time / 4.7)
* (0.45 + routeWeather.openExposure * 0.9 + stormIntensity * 1.2);
let windX = Math.cos(localAngle) * localStrength; let windX = Math.cos(localAngle) * localStrength;
let windY = Math.sin(localAngle) * localStrength; let windY = Math.sin(localAngle) * localStrength;
@ -101,11 +227,23 @@ export const environmentWindAt = ({
windY += normalY * updraft + tangentY * swirl; windY += normalY * updraft + tangentY * swirl;
} }
const strength = Math.hypot(windX, windY);
const zone = stormIntensity >= 0.55
? 'storm'
: routeWeather.zone;
return { return {
x: windX, x: windX,
y: windY, y: windY,
strength: Math.hypot(windX, windY), strength,
heading: ((Math.atan2(windY, windX) * 180 / Math.PI) + 450) % 360, heading: ((Math.atan2(windY, windX) * 180 / Math.PI) + 450) % 360,
routeId: routeWeather.routeId,
routeDistance: routeWeather.routeDistance,
routeInfluence: routeWeather.routeInfluence,
routeEdge: routeWeather.routeEdge,
openExposure: routeWeather.openExposure,
stormIntensity,
zone,
}; };
}; };

View File

@ -159,6 +159,7 @@ class GameScene extends Phaser.Scene {
this.multiplayerHasAuthoritativeState = false; this.multiplayerHasAuthoritativeState = false;
this.multiplayerDead = false; this.multiplayerDead = false;
this.multiplayerLastHull = null; this.multiplayerLastHull = null;
this.multiplayerServerClockOffsetMs = 0;
this.multiplayerSendAccumulatorMs = 0; this.multiplayerSendAccumulatorMs = 0;
airshipLog('scene:init', { airshipLog('scene:init', {
@ -226,7 +227,12 @@ class GameScene extends Phaser.Scene {
this.createPlayerSmoke(); this.createPlayerSmoke();
this.handleMultiplayerSnapshot = (event) => { this.handleMultiplayerSnapshot = (event) => {
this.syncMultiplayerSnapshot(event.detail || {}); const detail = event.detail || {};
const serverTime = Number(detail.serverTime) || 0;
if (serverTime > 0) {
this.multiplayerServerClockOffsetMs = serverTime - Date.now();
}
this.syncMultiplayerSnapshot(detail);
}; };
this.handleMultiplayerState = (event) => { this.handleMultiplayerState = (event) => {
if (event.detail?.state === 'online') return; if (event.detail?.state === 'online') return;
@ -242,6 +248,7 @@ class GameScene extends Phaser.Scene {
}; };
window.addEventListener('airship:multiplayer-snapshot', this.handleMultiplayerSnapshot); window.addEventListener('airship:multiplayer-snapshot', this.handleMultiplayerSnapshot);
window.addEventListener('airship:multiplayer-state', this.handleMultiplayerState); window.addEventListener('airship:multiplayer-state', this.handleMultiplayerState);
window.airshipMultiplayer?.setWeatherRoutes?.(this.world.tradeRoutes);
this.pirates = this.physics.add.group(); this.pirates = this.physics.add.group();
this.merchants = this.physics.add.group(); this.merchants = this.physics.add.group();
@ -362,6 +369,25 @@ class GameScene extends Phaser.Scene {
weatherTimeMs() {
if (window.airshipMultiplayer?.isConnected?.()) {
return Date.now() + (this.multiplayerServerClockOffsetMs || 0);
}
return this.time?.now ?? 0;
}
weatherWindAt(x, y, timeMs = this.weatherTimeMs()) {
return environmentWindAt({
x,
y,
timeMs,
islands: this.world?.islands,
routes: this.world?.tradeRoutes,
worldWidth: this.world?.width || WORLD_SIZE,
worldHeight: this.world?.height || WORLD_SIZE,
});
}
createRollingClouds() { createRollingClouds() {
if (!this.textures.exists('rolling-cloud')) { if (!this.textures.exists('rolling-cloud')) {
const cloudTexture = this.make.graphics({ x: 0, y: 0, add: false }); const cloudTexture = this.make.graphics({ x: 0, y: 0, add: false });
@ -434,15 +460,10 @@ class GameScene extends Phaser.Scene {
if (!this.rollingClouds?.length) return; if (!this.rollingClouds?.length) return;
const dt = Math.min(deltaMs / 1000, 0.05); const dt = Math.min(deltaMs / 1000, 0.05);
const now = this.time?.now ?? 0; const now = this.weatherTimeMs();
for (const cloud of this.rollingClouds) { for (const cloud of this.rollingClouds) {
const wind = environmentWindAt({ const wind = this.weatherWindAt(cloud.x, cloud.y, now);
x: cloud.x,
y: cloud.y,
timeMs: now,
islands: this.world?.islands,
});
const driftScale = cloud.getData('driftScale') || 1; const driftScale = cloud.getData('driftScale') || 1;
cloud.x += wind.x * driftScale * dt; cloud.x += wind.x * driftScale * dt;
cloud.y += wind.y * driftScale * dt; cloud.y += wind.y * driftScale * dt;
@ -459,8 +480,17 @@ class GameScene extends Phaser.Scene {
const weatherPhase = cloud.getData('weatherPhase') || 0; const weatherPhase = cloud.getData('weatherPhase') || 0;
const cyclePosition = (now % weatherCycleMs) / weatherCycleMs; const cyclePosition = (now % weatherCycleMs) / weatherCycleMs;
const weatherWave = 0.5 + 0.5 * Math.sin(cyclePosition * Math.PI * 2 + weatherPhase); const weatherWave = 0.5 + 0.5 * Math.sin(cyclePosition * Math.PI * 2 + weatherPhase);
const windPresence = clamp((wind.strength - 5) / 18, 0, 1); const windPresence = clamp((wind.strength - 5) / 24, 0, 1);
const targetPresence = clamp(weatherWave * 0.72 + windPresence * 0.38 - 0.12, 0, 1); const routeCloudiness = 0.32
+ (1 - (wind.routeInfluence || 0)) * 0.68
+ (wind.routeEdge || 0) * 0.3
+ (wind.stormIntensity || 0) * 0.85;
const targetPresence = clamp(
(weatherWave * 0.62 + windPresence * 0.32 - 0.1) * routeCloudiness
+ (wind.stormIntensity || 0) * 0.28,
0,
1,
);
const previousPresence = cloud.getData('presence') ?? targetPresence; const previousPresence = cloud.getData('presence') ?? targetPresence;
presence = Phaser.Math.Linear(previousPresence, targetPresence, Math.min(1, dt * 0.7)); presence = Phaser.Math.Linear(previousPresence, targetPresence, Math.min(1, dt * 0.7));
cloud.setData('presence', presence); cloud.setData('presence', presence);
@ -975,12 +1005,7 @@ class GameScene extends Phaser.Scene {
const spread = Phaser.Math.FloatBetween(-0.16, 0.16); const spread = Phaser.Math.FloatBetween(-0.16, 0.16);
const trailHeading = heading + Math.PI + spread; const trailHeading = heading + Math.PI + spread;
const trailSpeed = Phaser.Math.Linear(16, 46, effectiveForwardThrust) * Phaser.Math.FloatBetween(0.82, 1.16); const trailSpeed = Phaser.Math.Linear(16, 46, effectiveForwardThrust) * Phaser.Math.FloatBetween(0.82, 1.16);
const localWind = environmentWindAt({ const localWind = this.weatherWindAt(sternX, sternY);
x: sternX,
y: sternY,
timeMs: this.time.now,
islands: this.world?.islands,
});
const velocityX = Math.cos(trailHeading) * trailSpeed + localWind.x * 1.4; const velocityX = Math.cos(trailHeading) * trailSpeed + localWind.x * 1.4;
const velocityY = Math.sin(trailHeading) * trailSpeed + localWind.y * 1.4; const velocityY = Math.sin(trailHeading) * trailSpeed + localWind.y * 1.4;
@ -1190,12 +1215,7 @@ class GameScene extends Phaser.Scene {
merchant.angle += clamp(delta, -34 * dt, 34 * dt); merchant.angle += clamp(delta, -34 * dt, 34 * dt);
const h = headingRad(merchant); const h = headingRad(merchant);
const wind = environmentWindAt({ const wind = this.weatherWindAt(merchant.x, merchant.y);
x: merchant.x,
y: merchant.y,
timeMs: this.time.now,
islands: this.world?.islands,
});
const velocity = velocityWithEnvironment( const velocity = velocityWithEnvironment(
Math.cos(h) * (merchant.getData('speed') || 76), Math.cos(h) * (merchant.getData('speed') || 76),
Math.sin(h) * (merchant.getData('speed') || 76), Math.sin(h) * (merchant.getData('speed') || 76),
@ -1780,14 +1800,15 @@ class GameScene extends Phaser.Scene {
this.player.anims.timeScale = 1; this.player.anims.timeScale = 1;
} }
this.environmentWind = environmentWindAt({ this.environmentWind = this.weatherWindAt(this.player.x, this.player.y);
x: this.player.x,
y: this.player.y,
timeMs: this.time.now,
islands: this.world?.islands,
});
const h = headingRad(this.player); const h = headingRad(this.player);
this.player.setVelocity(Math.cos(h) * this.playerSpeed, Math.sin(h) * this.playerSpeed); const predictedVelocity = velocityWithEnvironment(
Math.cos(h) * this.playerSpeed,
Math.sin(h) * this.playerSpeed,
this.environmentWind,
1,
);
this.player.setVelocity(predictedVelocity.x, predictedVelocity.y);
if (Phaser.Input.Keyboard.JustDown(this.keys.firePort)) this.playerBroadside(-1); if (Phaser.Input.Keyboard.JustDown(this.keys.firePort)) this.playerBroadside(-1);
if (Phaser.Input.Keyboard.JustDown(this.keys.fireStarboard)) this.playerBroadside(1); if (Phaser.Input.Keyboard.JustDown(this.keys.fireStarboard)) this.playerBroadside(1);
@ -1836,12 +1857,7 @@ class GameScene extends Phaser.Scene {
} }
const h = headingRad(this.player); const h = headingRad(this.player);
this.environmentWind = environmentWindAt({ this.environmentWind = this.weatherWindAt(this.player.x, this.player.y);
x: this.player.x,
y: this.player.y,
timeMs: this.time.now,
islands: this.world?.islands,
});
const playerVelocity = velocityWithEnvironment( const playerVelocity = velocityWithEnvironment(
Math.cos(h) * this.playerSpeed, Math.cos(h) * this.playerSpeed,
Math.sin(h) * this.playerSpeed, Math.sin(h) * this.playerSpeed,
@ -1902,12 +1918,7 @@ class GameScene extends Phaser.Scene {
baseSpeed, baseSpeed,
}); });
const h = headingRad(pirate); const h = headingRad(pirate);
const pirateWind = environmentWindAt({ const pirateWind = this.weatherWindAt(pirate.x, pirate.y);
x: pirate.x,
y: pirate.y,
timeMs: this.time.now,
islands: this.world?.islands,
});
const pirateVelocity = velocityWithEnvironment( const pirateVelocity = velocityWithEnvironment(
Math.cos(h) * speed, Math.cos(h) * speed,
Math.sin(h) * speed, Math.sin(h) * speed,
@ -1984,12 +1995,7 @@ class GameScene extends Phaser.Scene {
shot.setData('projectileOwner', actor); shot.setData('projectileOwner', actor);
shot.setData('sourceShip', ship); shot.setData('sourceShip', ship);
if (actor === 'pirate') shot.setData('playerHitQueued', false); if (actor === 'pirate') shot.setData('playerHitQueued', false);
const shotWind = environmentWindAt({ const shotWind = this.weatherWindAt(x, y);
x,
y,
timeMs: this.time.now,
islands: this.world?.islands,
});
const shotVelocity = velocityWithEnvironment( const shotVelocity = velocityWithEnvironment(
Math.cos(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.x * 0.25, Math.cos(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.x * 0.25,
Math.sin(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.y * 0.25, Math.sin(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.y * 0.25,
@ -2334,6 +2340,10 @@ class GameScene extends Phaser.Scene {
windSpeed: this.environmentWind?.strength || 0, windSpeed: this.environmentWind?.strength || 0,
windHeading: this.environmentWind?.heading || 0, windHeading: this.environmentWind?.heading || 0,
concealment: this.player?.getData?.('cloudConcealment') || 0, concealment: this.player?.getData?.('cloudConcealment') || 0,
weatherZone: this.environmentWind?.zone || 'open-sky',
routeInfluence: this.environmentWind?.routeInfluence || 0,
routeEdge: this.environmentWind?.routeEdge || 0,
stormIntensity: this.environmentWind?.stormIntensity || 0,
}, },
trade: { trade: {
activeMerchants: this.merchants?.countActive?.(true) || 0, activeMerchants: this.merchants?.countActive?.(true) || 0,

View File

@ -22,6 +22,7 @@ let inputSequence = 0;
let profile = null; let profile = null;
let selfSnapshot = null; let selfSnapshot = null;
let worldSeed = 'SKYWARD-001'; let worldSeed = 'SKYWARD-001';
let weatherRoutes = [];
let multiplayerEnabled = localStorage.getItem(MULTIPLAYER_ENABLED_KEY) !== 'false'; let multiplayerEnabled = localStorage.getItem(MULTIPLAYER_ENABLED_KEY) !== 'false';
const statusButton = document.createElement('button'); const statusButton = document.createElement('button');
@ -148,6 +149,7 @@ const connect = async () => {
inputSequence = 0; inputSequence = 0;
setStatus('online'); setStatus('online');
emitConnection('online'); emitConnection('online');
sendWeatherLayout();
}); });
ws.addEventListener('message', (event) => { ws.addEventListener('message', (event) => {
@ -217,6 +219,29 @@ const sendInput = (input = {}) => {
return inputSequence; return inputSequence;
}; };
const sendWeatherLayout = () => {
if (socket?.readyState !== WebSocket.OPEN || weatherRoutes.length === 0) return false;
socket.send(JSON.stringify({
type: 'weather-layout',
routes: weatherRoutes,
}));
return true;
};
const setWeatherRoutes = (routes = []) => {
weatherRoutes = (routes || [])
.slice(0, 24)
.map((route) => ({
id: String(route?.id || ''),
fromX: Number(route?.from?.x) || 0,
fromY: Number(route?.from?.y) || 0,
toX: Number(route?.to?.x) || 0,
toY: Number(route?.to?.y) || 0,
width: Number(route?.width) || 220,
}));
sendWeatherLayout();
};
const fire = (side) => { const fire = (side) => {
if (socket?.readyState !== WebSocket.OPEN) return false; if (socket?.readyState !== WebSocket.OPEN) return false;
const normalized = side === 'port' || side === -1 ? 'port' : 'starboard'; const normalized = side === 'port' || side === -1 ? 'port' : 'starboard';
@ -270,6 +295,7 @@ window.airshipMultiplayer = {
logout, logout,
connect, connect,
setEnabled, setEnabled,
setWeatherRoutes,
getState, getState,
getSelfId: () => selfId, getSelfId: () => selfId,
isAuthenticated: () => authenticated, isAuthenticated: () => authenticated,

View File

@ -4,7 +4,9 @@ import assert from 'node:assert/strict';
import { import {
ENVIRONMENT_ISLANDS, ENVIRONMENT_ISLANDS,
environmentWindAt, environmentWindAt,
routeWeatherAt,
semiRandomWindPattern, semiRandomWindPattern,
stormFrontAt,
velocityWithEnvironment, velocityWithEnvironment,
} from '../src/environment-physics.js'; } from '../src/environment-physics.js';
@ -47,8 +49,8 @@ test('ambient wind changes over time and remains bounded', () => {
const first = environmentWindAt({ x: 1200, y: 1200, timeMs: 0 }); const first = environmentWindAt({ x: 1200, y: 1200, timeMs: 0 });
const later = environmentWindAt({ x: 1200, y: 1200, timeMs: 24000 }); const later = environmentWindAt({ x: 1200, y: 1200, timeMs: 24000 });
assert.ok(first.strength > 3 && first.strength < 30); assert.ok(first.strength > 3 && first.strength < 55);
assert.ok(later.strength > 3 && later.strength < 30); assert.ok(later.strength > 3 && later.strength < 55);
assert.notDeepEqual( assert.notDeepEqual(
[Math.round(first.x * 100), Math.round(first.y * 100)], [Math.round(first.x * 100), Math.round(first.y * 100)],
[Math.round(later.x * 100), Math.round(later.y * 100)], [Math.round(later.x * 100), Math.round(later.y * 100)],
@ -80,3 +82,54 @@ test('environment velocity adds wind according to exposure', () => {
assert.equal(result.x, 106); assert.equal(result.x, 106);
assert.equal(result.y, -16); assert.equal(result.y, -16);
}); });
test('shipping lanes create calm cores with unstable edges and open sky beyond', () => {
const routes = [{
id: 'shipping-1',
from: { x: 1000, y: 1200 },
to: { x: 3600, y: 1200 },
width: 220,
}];
const lane = routeWeatherAt({ x: 2200, y: 1200, routes });
const edge = routeWeatherAt({ x: 2200, y: 1500, routes });
const open = routeWeatherAt({ x: 2200, y: 2200, routes });
assert.equal(lane.zone, 'shipping-lane');
assert.ok(lane.routeInfluence > 0.9);
assert.equal(edge.zone, 'route-edge');
assert.ok(edge.routeEdge > lane.routeEdge);
assert.equal(open.zone, 'open-sky');
assert.ok(open.routeInfluence < 0.05);
});
test('moving storm fronts can cross the world independent of route corridors', () => {
const timeMs = 110000 * 0.25;
const intensity = stormFrontAt({
x: 900,
y: 5400 * 0.53,
timeMs,
worldWidth: 5400,
worldHeight: 5400,
});
assert.ok(intensity > 0.75);
});
test('route-aware wind is calmer in a shipping lane than nearby open sky', () => {
const routes = [{
id: 'shipping-1',
from: { x: 1000, y: 1000 },
to: { x: 3600, y: 1000 },
width: 220,
}];
const lane = environmentWindAt({
x: 2200, y: 1000, timeMs: 0, routes, islands: [],
});
const open = environmentWindAt({
x: 2200, y: 2200, timeMs: 0, routes, islands: [],
});
assert.equal(lane.zone, 'shipping-lane');
assert.equal(open.zone, 'open-sky');
assert.ok(lane.strength < open.strength);
});

View File

@ -322,10 +322,10 @@ test('environment physics adds wind, soft island collision, turbulence, and proj
assert.match(source, /this\.physics\.add\.overlap\(this\.player, obstacle, \(\) => \{[\s\S]*?this\.playerSpeed \*= 0\.985;/); assert.match(source, /this\.physics\.add\.overlap\(this\.player, obstacle, \(\) => \{[\s\S]*?this\.playerSpeed \*= 0\.985;/);
assert.doesNotMatch(source, /this\.physics\.add\.collider\(this\.pirates, obstacle\)/); assert.doesNotMatch(source, /this\.physics\.add\.collider\(this\.pirates, obstacle\)/);
assert.match(source, /this\.physics\.add\.overlap\(\s*this\.playerShots,[\s\S]*?this\.hitEnvironmentProjectile/); assert.match(source, /this\.physics\.add\.overlap\(\s*this\.playerShots,[\s\S]*?this\.hitEnvironmentProjectile/);
assert.match(source, /this\.environmentWind = environmentWindAt\(\{/); assert.match(source, /this\.environmentWind = this\.weatherWindAt\(this\.player\.x, this\.player\.y\)/);
assert.match(source, /const pirateWind = environmentWindAt\(\{/); assert.match(source, /const pirateWind = this\.weatherWindAt\(pirate\.x, pirate\.y\)/);
assert.match(source, /const shotWind = environmentWindAt\(\{/); assert.match(source, /const shotWind = this\.weatherWindAt\(x, y\)/);
assert.match(source, /const localWind = environmentWindAt\(\{/); assert.match(source, /const localWind = this\.weatherWindAt\(sternX, sternY\)/);
assert.match(source, /windSpeed: this\.environmentWind\?\.strength/); assert.match(source, /windSpeed: this\.environmentWind\?\.strength/);
}); });
@ -351,6 +351,32 @@ test('larger shared world uses smaller player ships and wider fake-captain spaci
assert.match(server, /distance <= 1100/); assert.match(server, /distance <= 1100/);
}); });
test('shipping-route weather is shared by client visuals and authoritative multiplayer movement', async () => {
const [game, environment, multiplayer, server] = await Promise.all([
read('src/game-v4.js'),
read('src/environment-physics.js'),
read('src/multiplayer.js'),
read('server/main.go'),
]);
assert.match(environment, /routeWeatherAt/);
assert.match(environment, /stormFrontAt/);
assert.match(environment, /\? 'shipping-lane'/);
assert.match(environment, /\? 'route-edge'/);
assert.match(game, /routes: this\.world\?\.tradeRoutes/);
assert.match(game, /routeCloudiness/);
assert.match(game, /multiplayerServerClockOffsetMs/);
assert.match(game, /setWeatherRoutes\?\.\(this\.world\.tradeRoutes\)/);
assert.match(game, /weatherZone: this\.environmentWind\?\.zone/);
assert.match(multiplayer, /type: 'weather-layout'/);
assert.match(multiplayer, /setWeatherRoutes/);
assert.match(server, /type weatherRoute struct/);
assert.match(server, /func \(h \*hub\) setWeatherRoutes/);
assert.match(server, /func \(h \*hub\) weatherWindAtLocked/);
assert.match(server, /stepPlayerWithWind/);
assert.match(server, /case "weather-layout":/);
});
test('authoritative multiplayer server seeds fake captains that move and fight like players', async () => { test('authoritative multiplayer server seeds fake captains that move and fight like players', async () => {
const server = await read('server/main.go'); const server = await read('server/main.go');
@ -393,7 +419,7 @@ test('multiplayer transport uses Keycloak tickets with server-authoritative move
assert.match(server, /func \(h \*hub\) updateInput/); assert.match(server, /func \(h \*hub\) updateInput/);
assert.match(server, /func \(h \*hub\) fire/); assert.match(server, /func \(h \*hub\) fire/);
assert.match(server, /func \(h \*hub\) step/); assert.match(server, /func \(h \*hub\) step/);
assert.match(server, /stepPlayer\(&c\.state, c\.input/); assert.match(server, /stepPlayerWithWind\(&c\.state, c\.input/);
assert.match(server, /target\.state\.Hull = clampInt/); assert.match(server, /target\.state\.Hull = clampInt/);
assert.match(server, /target\.state\.RespawnAt/); assert.match(server, /target\.state\.RespawnAt/);
assert.match(server, /time\.NewTicker\(simTick\)/); assert.match(server, /time\.NewTicker\(simTick\)/);
@ -561,8 +587,9 @@ test('rolling clouds include large dense banks that phase in and out with the wi
assert.match(source, /Phaser\.Math\.FloatBetween\(DENSE_CLOUD_MIN_SCALE, DENSE_CLOUD_MAX_SCALE\)/); assert.match(source, /Phaser\.Math\.FloatBetween\(DENSE_CLOUD_MIN_SCALE, DENSE_CLOUD_MAX_SCALE\)/);
assert.match(source, /cloud\.setData\(\s*'concealmentRadius',[\s\S]*?DENSE_CLOUD_CONCEALMENT_RADIUS_SCALE/); assert.match(source, /cloud\.setData\(\s*'concealmentRadius',[\s\S]*?DENSE_CLOUD_CONCEALMENT_RADIUS_SCALE/);
assert.match(source, /cloud\.setData\('weatherCycleMs', Phaser\.Math\.Between\(18000, 36000\)\)/); assert.match(source, /cloud\.setData\('weatherCycleMs', Phaser\.Math\.Between\(18000, 36000\)\)/);
assert.match(source, /const windPresence = clamp\(\(wind\.strength - 5\) \/ 18, 0, 1\)/); assert.match(source, /const windPresence = clamp\(\(wind\.strength - 5\) \/ 24, 0, 1\)/);
assert.match(source, /const targetPresence = clamp\(weatherWave \* 0\.72 \+ windPresence \* 0\.38 - 0\.12, 0, 1\)/); assert.match(source, /const routeCloudiness = 0\.32/);
assert.match(source, /\(weatherWave \* 0\.62 \+ windPresence \* 0\.32 - 0\.1\) \* routeCloudiness/);
assert.match(source, /cloud\.setAlpha\(Phaser\.Math\.Linear\(alphaMin, alphaMax, visibility\) \* presence\)/); assert.match(source, /cloud\.setAlpha\(Phaser\.Math\.Linear\(alphaMin, alphaMax, visibility\) \* presence\)/);
assert.match(source, /this\.reseedDenseCloudUpwind\(cloud, wind\)/); assert.match(source, /this\.reseedDenseCloudUpwind\(cloud, wind\)/);
assert.match(source, /cloud\.x = centerX - windX \* \(WORLD_SIZE \/ 2 \+ margin\)/); assert.match(source, /cloud\.x = centerX - windX \* \(WORLD_SIZE \/ 2 \+ margin\)/);