feat(city): add plaza exercise system with health tracking

- Adds CityPlazas support class for deterministic public plaza generation with outdoor gym equipment
- Implements exercise and stop-exercise actions with proximity validation to equipment
- Introduces health (0-100) and exercise_count attributes to Character model
- Reduces hospital stay duration from two game days to one game hour
- Adds 3D gym equipment rendering (bench, bars, bike, treadmill) in city viewer
- Includes exercise state machine handling in world ticker with energy drain
- Adds comprehensive PlazaExerciseTest and updates HospitalAdmissionTest
- Provides localized UI strings for health HUD and exercise prompts
This commit is contained in:
2026-10-17 22:10:50 -03:00
parent 79ce2a1825
commit 090b530481
18 changed files with 848 additions and 21 deletions
+14
View File
@@ -134,6 +134,13 @@ class CityTick extends Command
$character->energy = max(0, (int) $character->energy - (int) round(0.8 * $elapsedMin));
break;
case Character::STATE_EXERCISING:
$character->energy = max(0, (int) $character->energy - (int) round(1.0 * $elapsedMin));
if ((int) $character->energy <= 5) {
$character->state = Character::STATE_AWAKE;
}
break;
default:
$drain = $starving ? 0.8 : 0.4;
$character->energy = max(0, (int) $character->energy - (int) round($drain * $elapsedMin));
@@ -162,6 +169,13 @@ class CityTick extends Command
return;
}
// Offline exercise sessions end after the next tick so NPCs recover.
if ($character->state === Character::STATE_EXERCISING) {
$character->state = Character::STATE_AWAKE;
return;
}
if ($character->energy < 20 && $character->house_id !== null) {
$character->state = Character::STATE_SLEEPING;
@@ -9,6 +9,7 @@ use App\Models\City;
use App\Models\InventoryItem;
use App\Models\Job;
use App\Models\Transaction;
use App\Support\CityPlazas;
use Illuminate\Http\JsonResponse;
use Illuminate\Http\Request;
use Illuminate\Support\Facades\DB;
@@ -97,14 +98,90 @@ class CityActionController extends Controller
'sell' => $this->sell($request, $character),
'build' => $this->build($request, $character),
'apply-job' => $this->applyJob($request, $character),
'exercise' => $this->exercise($request, $character),
'stop-exercise' => $this->stopExercise($character),
default => response()->json(['message' => __('city.action_unknown')], 422),
};
}
/**
* One exercise rep on nearby plaza gym equipment: +health, −energy.
*
* Optional pos_x/pos_z let the client report its live position so the
* proximity check does not wait for the throttled position sync.
*/
private function exercise(Request $request, Character $character): JsonResponse
{
if ($character->state === Character::STATE_SLEEPING) {
return response()->json(['message' => __('city.exercise_need_awake')], 422);
}
$data = $request->validate([
'pos_x' => ['nullable', 'numeric'],
'pos_z' => ['nullable', 'numeric'],
]);
$x = array_key_exists('pos_x', $data) ? (float) $data['pos_x'] : (float) $character->pos_x;
$z = array_key_exists('pos_z', $data) ? (float) $data['pos_z'] : (float) $character->pos_z;
$nearby = CityPlazas::nearestEquipment(
$character->city,
$x,
$z,
4.0,
);
if ($nearby === null) {
return response()->json(['message' => __('city.exercise_need_equipment')], 422);
}
if ((int) $character->energy < 5) {
return response()->json(['message' => __('city.exercise_tired')], 422);
}
if ((int) $character->health >= 100) {
return response()->json([
'message' => __('city.exercise_max_health'),
'character' => $this->characterData($character),
]);
}
$character->forceFill([
'state' => Character::STATE_EXERCISING,
'health' => min(100, (int) $character->health + 2),
'energy' => max(0, (int) $character->energy - 2),
'exercise_count' => (int) $character->exercise_count + 1,
'pos_x' => $x,
'pos_z' => $z,
])->save();
return response()->json([
'message' => __('city.exercise_ok'),
'equipment' => $nearby,
'character' => $this->characterData($character),
]);
}
/**
* Leave the exercising state (back to awake).
*/
private function stopExercise(Character $character): JsonResponse
{
if ($character->state === Character::STATE_EXERCISING) {
$character->state = Character::STATE_AWAKE;
$character->save();
}
return response()->json([
'message' => __('city.action_ok'),
'character' => $this->characterData($character),
]);
}
/**
* Admit the character to the hospital after a vehicle collision.
*
* Stays two game days (Character::HOSPITAL_STAY_SECONDS).
* Stays one game hour (Character::HOSPITAL_STAY_SECONDS).
*/
private function accident(Character $character): JsonResponse
{
@@ -483,7 +560,9 @@ class CityActionController extends Controller
'energy' => (int) $character->energy,
'hunger' => (int) $character->hunger,
'thirst' => (int) $character->thirst,
'health' => (int) $character->health,
'education' => (int) $character->education,
'exercise_count' => (int) $character->exercise_count,
'job_id' => $character->job_id,
'job_title' => $character->job?->title,
'house_id' => $character->house_id,
@@ -9,6 +9,7 @@ use App\Models\Character;
use App\Models\City;
use App\Models\Job;
use App\Models\Store;
use App\Support\CityPlazas;
use Illuminate\Http\JsonResponse;
use Illuminate\Http\Request;
use Illuminate\Support\Facades\Auth;
@@ -128,7 +129,9 @@ class CityViewerController extends Controller
'energy' => (int) $me->energy,
'hunger' => (int) $me->hunger,
'thirst' => (int) $me->thirst,
'health' => (int) $me->health,
'education' => (int) $me->education,
'exercise_count' => (int) $me->exercise_count,
'job_id' => $me->job_id,
'job_title' => $me->job?->title,
'house_id' => $me->house_id,
@@ -137,6 +140,7 @@ class CityViewerController extends Controller
'inventory' => $me->inventory()->get()->mapWithKeys(fn ($i) => [$i->item => (int) $i->qty])->all(),
] : null,
'layout' => $this->cityLayout($city, $stores->all()),
'plazas' => CityPlazas::forCity($city),
'agents' => AiAgent::orderBy('id')->get()->map(fn ($a): array => [
'id' => $a->id,
'name' => $a->name,
+20 -6
View File
@@ -17,8 +17,8 @@ use Illuminate\Database\Eloquent\Relations\HasMany;
*/
#[Fillable([
'user_id', 'city_id', 'name', 'skin', 'hair', 'shirt',
'pos_x', 'pos_y', 'pos_z', 'money', 'energy', 'hunger', 'thirst',
'state', 'job_id', 'house_id', 'education', 'is_online', 'last_tick_at',
'pos_x', 'pos_y', 'pos_z', 'money', 'energy', 'hunger', 'thirst', 'health',
'state', 'job_id', 'house_id', 'education', 'exercise_count', 'is_online', 'last_tick_at',
'hospitalized_until',
])]
class Character extends Model
@@ -34,6 +34,13 @@ class Character extends Model
public const STATE_STUDYING = 'studying';
/**
* Character is exercising on public plaza gym equipment.
*
* @var string
*/
public const STATE_EXERCISING = 'exercising';
/**
* Character admitted to the hospital after a traffic accident.
*
@@ -42,11 +49,14 @@ class Character extends Model
public const STATE_HOSPITAL = 'hospital';
/**
* Hospital stay length in seconds (two game days of 240s each).
* Hospital stay length in seconds (one game hour).
*
* The day/night cycle is 240 real seconds per 24 game hours, so one
* game hour equals 10 real seconds.
*
* @var int
*/
public const HOSPITAL_STAY_SECONDS = 480;
public const HOSPITAL_STAY_SECONDS = 10;
/**
* Default hospital bed coordinates used when no hospital building exists.
@@ -153,8 +163,10 @@ class Character extends Model
'energy' => 100,
'hunger' => 100,
'thirst' => 100,
'health' => 100,
'state' => self::STATE_AWAKE,
'education' => 0,
'exercise_count' => 0,
'is_online' => false,
]);
@@ -189,7 +201,9 @@ class Character extends Model
'energy' => 'integer',
'hunger' => 'integer',
'thirst' => 'integer',
'health' => 'integer',
'education' => 'integer',
'exercise_count' => 'integer',
'is_online' => 'boolean',
'last_tick_at' => 'datetime',
'hospitalized_until' => 'datetime',
@@ -207,7 +221,7 @@ class Character extends Model
}
/**
* Admit the character to the hospital for two game days after an accident.
* Admit the character to the hospital for one game hour after an accident.
*
* Teleports them to the city hospital bed and returns the bed position.
*
@@ -236,7 +250,7 @@ class Character extends Model
}
/**
* Release the character from the hospital when the stay has elapsed.
* Release the character from the hospital when the one-hour stay has elapsed.
*/
public function releaseIfHospitalStayOver(): bool
{
+142
View File
@@ -0,0 +1,142 @@
<?php
namespace App\Support;
use App\Models\Building;
use App\Models\City;
use App\Models\Store;
/**
* Deterministic public plazas with outdoor gym equipment.
*
* Plazas replace free city blocks (not near stores, houses or the hospital).
* Equipment world positions must match the frontend generator so the server
* can validate exercise proximity.
*/
class CityPlazas
{
/**
* Equipment kinds rendered on each plaza.
*
* @var list<string>
*/
public const EQUIPMENT_KINDS = ['bench', 'bars', 'bike', 'treadmill'];
/**
* Build plaza + equipment layout for a city.
*
* @return list<array{id: string, position: array{0: float, 1: float}, size: array{0: float, 1: float}, equipment: list<array{id: string, kind: string, position: array{0: float, 1: float}}>}>
*/
public static function forCity(City $city): array
{
$minX = (int) floor(((float) $city->bounds_min_x) / 40) * 40 - 40;
$maxX = (int) ceil(((float) $city->bounds_max_x) / 40) * 40 + 40;
$minZ = (int) floor(((float) $city->bounds_min_z) / 40) * 40 - 40;
$maxZ = (int) ceil(((float) $city->bounds_max_z) / 40) * 40 + 40;
$occupied = Store::query()
->where(function ($q): void {
// Stores are global for now; keep city filter ready for multi-city.
$q->whereNotNull('id');
})
->get(['id', 'pos_x', 'pos_z'])
->map(fn ($s): array => ['x' => (float) $s->pos_x, 'z' => (float) $s->pos_z])
->all();
$occupied = array_merge($occupied, Building::query()
->where('city_id', $city->id)
->get(['id', 'pos_x', 'pos_z', 'type'])
->map(fn ($b): array => ['x' => (float) $b->pos_x, 'z' => (float) $b->pos_z])
->all());
$plazas = [];
$index = 0;
for ($x = $minX; $x < $maxX; $x += 40) {
for ($z = $minZ; $z < $maxZ; $z += 40) {
$cx = $x + 20.0;
$cz = $z + 20.0;
$nearOccupied = array_reduce($occupied, function (bool $carry, array $o) use ($cx, $cz): bool {
return $carry || (abs($o['x'] - $cx) < 25 && abs($o['z'] - $cz) < 25);
}, false);
// Keep a sparse, deterministic plaza pattern (~1 free block in 4).
if ($nearOccupied || ($index % 4) !== 1) {
$index++;
continue;
}
$index++;
$equipment = [];
foreach (self::EQUIPMENT_KINDS as $k => $kind) {
$angle = ($k / count(self::EQUIPMENT_KINDS)) * M_PI * 2;
$ex = round($cx + cos($angle) * 8, 2);
$ez = round($cz + sin($angle) * 8, 2);
$equipment[] = [
'id' => sprintf('plaza-%d-%s', count($plazas), $kind),
'kind' => $kind,
'position' => [$ex, $ez],
];
}
$plazas[] = [
'id' => 'plaza-'.count($plazas),
'position' => [$cx, $cz],
'size' => [22.0, 22.0],
'equipment' => $equipment,
];
}
}
// Guarantee at least one plaza near the city center for newcomers.
if ($plazas === []) {
$cx = 20.0;
$cz = -20.0;
$equipment = [];
foreach (self::EQUIPMENT_KINDS as $k => $kind) {
$angle = ($k / count(self::EQUIPMENT_KINDS)) * M_PI * 2;
$equipment[] = [
'id' => 'plaza-0-'.$kind,
'kind' => $kind,
'position' => [round($cx + cos($angle) * 8, 2), round($cz + sin($angle) * 8, 2)],
];
}
$plazas[] = [
'id' => 'plaza-0',
'position' => [$cx, $cz],
'size' => [22.0, 22.0],
'equipment' => $equipment,
];
}
return $plazas;
}
/**
* Find the nearest gym equipment within reach of a world position.
*
* @return array{plaza_id: string, kind: string, position: array{0: float, 1: float}, distance: float}|null
*/
public static function nearestEquipment(City $city, float $x, float $z, float $maxDistance = 3.0): ?array
{
$best = null;
foreach (self::forCity($city) as $plaza) {
foreach ($plaza['equipment'] as $eq) {
$dx = $eq['position'][0] - $x;
$dz = $eq['position'][1] - $z;
$dist = hypot($dx, $dz);
if ($dist <= $maxDistance && ($best === null || $dist < $best['distance'])) {
$best = [
'plaza_id' => $plaza['id'],
'kind' => $eq['kind'],
'position' => $eq['position'],
'distance' => $dist,
];
}
}
}
return $best;
}
}