feat(world): add persistent citizen simulation with needs, jobs, and social features

- Adds Character model with survival needs (hunger, thirst, energy) and state machine
- Implements city:tick world ticker for offline progression every minute
- Adds city territory expansion and building construction system
- Introduces job economy, inventory, and transaction audit trail
- Adds social graph (friends, marriage, children) and character chat
- Implements admin approval workflow for new registrations
- Adds hospital admission system for traffic accidents
- Includes comprehensive feature tests and world seeders
This commit is contained in:
2026-10-17 21:46:23 -03:00
parent 79d12fa2f4
commit 79ce2a1825
132 changed files with 11809 additions and 1036 deletions
+38
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<?php
namespace App\Http\Controllers\Web;
use App\Http\Controllers\Controller;
use Illuminate\Http\Request;
use Illuminate\View\View;
/**
* Account lifecycle screens for registration approval.
*/
class AccountController extends Controller
{
/**
* Show the wait screen for pending registrations.
*/
public function pending(Request $request): View|RedirectResponse
{
$user = $request->user();
if ($user === null) {
return redirect()->route('login');
}
if ($user->status === 'active') {
return redirect()->route('dashboard');
}
if ($user->status === 'banned') {
auth()->guard('web')->logout();
$request->session()->invalidate();
return redirect()->route('login')->withErrors(['email' => __('auth.disabled')]);
}
return view('auth.pending');
}
}
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<?php
namespace App\Http\Controllers\Web\Admin;
use App\Http\Controllers\Controller;
use App\Models\Character;
use App\Models\User;
use Illuminate\Http\RedirectResponse;
use Illuminate\Http\Request;
use Illuminate\View\View;
/**
* Administrator management of citizen accounts.
*
* Lists registered users, approves pending registrations (which creates the
* in-world character) and bans accounts that must not enter the platform.
*/
class CitizenAdminController extends Controller
{
/**
* List all citizens with their approval status.
*/
public function index(Request $request): View
{
abort_unless($request->user()?->isAdmin(), 403);
$users = User::query()
->with('character:id,user_id,name,city_id')
->orderByDesc('created_at')
->paginate(20);
return view('admin.citizens.index', [
'users' => $users,
]);
}
/**
* Approve a pending citizen and ensure their character exists.
*/
public function approve(Request $request, User $user): RedirectResponse
{
abort_unless($request->user()?->isAdmin(), 403);
$user->forceFill(['status' => User::STATUS_ACTIVE, 'is_active' => true])->save();
Character::ensureForUser($user);
return redirect()->route('admin.citizens.index')
->with('status', __('admin.citizens.approved'));
}
/**
* Ban a citizen so they can no longer authenticate.
*/
public function ban(Request $request, User $user): RedirectResponse
{
abort_unless($request->user()?->isAdmin(), 403);
abort_if((int) $user->id === (int) $request->user()->id, 422, __('admin.citizens.cannot_ban_self'));
$user->forceFill(['status' => User::STATUS_BANNED, 'is_active' => false])->save();
return redirect()->route('admin.citizens.index')
->with('status', __('admin.citizens.banned'));
}
}
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<?php
namespace App\Http\Controllers\Web\Admin;
use App\Http\Controllers\Controller;
use App\Models\City;
use Illuminate\Http\RedirectResponse;
use Illuminate\Http\Request;
use Illuminate\Support\Str;
use Illuminate\View\View;
/**
* Administrator management of city territories.
*
* Supports creating new cities and expanding the bounds of existing ones
* so the playable map can grow over time.
*/
class CityAdminController extends Controller
{
/**
* List all cities with expansion controls.
*/
public function index(Request $request): View
{
abort_unless($request->user()?->isAdmin(), 403);
return view('admin.cities.index', [
'cities' => City::query()->orderBy('id')->get(),
]);
}
/**
* Create a new city territory.
*/
public function store(Request $request): RedirectResponse
{
abort_unless($request->user()?->isAdmin(), 403);
$data = $request->validate([
'name' => ['required', 'string', 'max:120'],
]);
City::create([
'name' => $data['name'],
'slug' => Str::slug($data['name']).'-'.uniqid(),
'bounds_min_x' => -80,
'bounds_max_x' => 80,
'bounds_min_z' => -80,
'bounds_max_z' => 80,
'is_active' => false,
'expansions' => 0,
]);
return redirect()->route('admin.cities.index')
->with('status', __('admin.cities.created'));
}
/**
* Expand a city's territory by one grid step.
*/
public function expand(Request $request, City $city): RedirectResponse
{
abort_unless($request->user()?->isAdmin(), 403);
if (! $city->expand()) {
return redirect()->route('admin.cities.index')
->withErrors(['city' => __('admin.cities.max_expansions')]);
}
return redirect()->route('admin.cities.index')
->with('status', __('admin.cities.expanded'));
}
}
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+13 -2
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@@ -45,7 +45,17 @@ class AuthController extends Controller
$user = Auth::user();
if (! $user->is_active) {
if ($user->status === User::STATUS_PENDING) {
Auth::logout();
$request->session()->invalidate();
$request->session()->regenerateToken();
return redirect()->route('login')->withErrors([
'email' => __('auth.pending'),
]);
}
if ($user->status === User::STATUS_BANNED || ! $user->is_active) {
Auth::logout();
$request->session()->invalidate();
$request->session()->regenerateToken();
@@ -89,8 +99,9 @@ class AuthController extends Controller
'email' => $data['email'],
'password' => $data['password'],
'role' => User::ROLE_USER,
'status' => User::STATUS_PENDING,
'locale' => $data['locale'] ?? 'pt_BR',
'is_active' => true,
'is_active' => false,
]);
Auth::login($user);
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<?php
namespace App\Http\Controllers\Web;
use App\Http\Controllers\Controller;
use App\Models\Character;
use App\Models\CharacterMessage;
use Illuminate\Http\JsonResponse;
use Illuminate\Http\Request;
/**
* Persistent chat between world characters.
*/
class CharacterChatController extends Controller
{
/**
* List messages exchanged with another character (newest last).
*/
public function index(Request $request, Character $character): JsonResponse
{
$me = Character::ensureForUser($request->user());
$messages = CharacterMessage::query()
->where(function ($q) use ($me, $character): void {
$q->where('from_character_id', $me->id)->where('to_character_id', $character->id);
})
->orWhere(function ($q) use ($me, $character): void {
$q->where('from_character_id', $character->id)->where('to_character_id', $me->id);
})
->orderBy('id')
->limit(100)
->get()
->map(fn (CharacterMessage $m) => [
'from' => (int) $m->from_character_id,
'body' => $m->body,
'at' => $m->created_at?->toIso8601String(),
]);
return response()->json([
'me' => $me->id,
'them' => $character->id,
'messages' => $messages,
]);
}
/**
* Send a chat message to another character.
*/
public function send(Request $request, Character $character): JsonResponse
{
$me = Character::ensureForUser($request->user());
if ((int) $character->id === (int) $me->id) {
return response()->json(['message' => __('city.social_self')], 422);
}
$data = $request->validate([
'body' => ['required', 'string', 'max:1000'],
]);
$message = CharacterMessage::create([
'from_character_id' => $me->id,
'to_character_id' => $character->id,
'body' => $data['body'],
]);
return response()->json([
'message' => __('city.chat_sent'),
'id' => $message->id,
]);
}
}
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<?php
namespace App\Http\Controllers\Web;
use App\Http\Controllers\Controller;
use App\Models\Building;
use App\Models\Character;
use App\Models\City;
use App\Models\InventoryItem;
use App\Models\Job;
use App\Models\Transaction;
use Illuminate\Http\JsonResponse;
use Illuminate\Http\Request;
use Illuminate\Support\Facades\DB;
/**
* Player-driven world actions: position sync and lifecycle verbs.
*
* Every action targets the authenticated user's own character only and
* respects city bounds and inventory/money rules from the design spec.
*/
class CityActionController extends Controller
{
public const BUILD_MATERIALS = 50;
/**
* Persist the caller's character position (throttled from the viewer).
*/
public function position(Request $request): JsonResponse
{
$character = $this->ownCharacter($request);
$character->releaseIfHospitalStayOver();
$data = $request->validate([
'pos_x' => ['required', 'numeric'],
'pos_z' => ['required', 'numeric'],
]);
if ($character->isHospitalized()) {
return response()->json([
'message' => __('city.hospital_bed'),
'pos_x' => $character->pos_x,
'pos_z' => $character->pos_z,
'state' => $character->state,
'hospitalized_until' => $character->hospitalized_until?->toIso8601String(),
]);
}
$city = $character->city;
$x = max((float) $city->bounds_min_x, min((float) $city->bounds_max_x, (float) $data['pos_x']));
$z = max((float) $city->bounds_min_z, min((float) $city->bounds_max_z, (float) $data['pos_z']));
$character->forceFill([
'pos_x' => $x,
'pos_z' => $z,
'pos_y' => 0,
'is_online' => true,
])->save();
return response()->json([
'pos_x' => $character->pos_x,
'pos_z' => $character->pos_z,
'state' => $character->state,
'hospitalized_until' => null,
]);
}
/**
* Dispatch a named world action for the caller's character.
*/
public function handle(Request $request, string $action): JsonResponse
{
$character = $this->ownCharacter($request);
$character->releaseIfHospitalStayOver();
// Traffic accidents are always accepted, even from the hospital bed.
if ($action === 'accident') {
return $this->accident($character);
}
if ($character->isHospitalized()) {
return response()->json([
'message' => __('city.hospital_blocked'),
'hospitalized_until' => $character->hospitalized_until?->toIso8601String(),
'character' => $this->characterData($character),
], 422);
}
return match ($action) {
'eat' => $this->eat($character),
'drink' => $this->drink($character),
'sleep' => $this->sleep($character),
'wake' => $this->wake($character),
'work' => $this->work($character),
'stop-work' => $this->stopWork($character),
'study' => $this->study($character),
'buy' => $this->buy($request, $character),
'sell' => $this->sell($request, $character),
'build' => $this->build($request, $character),
'apply-job' => $this->applyJob($request, $character),
default => response()->json(['message' => __('city.action_unknown')], 422),
};
}
/**
* Admit the character to the hospital after a vehicle collision.
*
* Stays two game days (Character::HOSPITAL_STAY_SECONDS).
*/
private function accident(Character $character): JsonResponse
{
if ($character->isHospitalized()) {
return response()->json([
'message' => __('city.hospital_already'),
'hospitalized_until' => $character->hospitalized_until?->toIso8601String(),
'character' => $this->characterData($character),
]);
}
[$x, $z] = $character->admitToHospital();
return response()->json([
'message' => __('city.hospital_hit'),
'hospitalized_until' => $character->hospitalized_until?->toIso8601String(),
'character' => $this->characterData($character),
'bed' => ['pos_x' => $x, 'pos_z' => $z],
]);
}
/**
* Resolve the character owned by the authenticated user.
*/
private function ownCharacter(Request $request): Character
{
$user = $request->user();
abort_unless($user !== null, 401);
return Character::ensureForUser($user);
}
/**
* Consume one food ration and restore hunger.
*/
private function eat(Character $character): JsonResponse
{
if (! $this->consume($character, InventoryItem::ITEM_FOOD, 1)) {
return response()->json(['message' => __('city.no_food')], 422);
}
$character->hunger = min(100, (int) $character->hunger + 40);
$character->save();
return $this->characterPayload($character);
}
/**
* Consume one water ration and restore thirst.
*/
private function drink(Character $character): JsonResponse
{
if (! $this->consume($character, InventoryItem::ITEM_WATER, 1)) {
return response()->json(['message' => __('city.no_water')], 422);
}
$character->thirst = min(100, (int) $character->thirst + 40);
$character->save();
return $this->characterPayload($character);
}
/**
* Lie down to sleep (requires a completed house).
*/
private function sleep(Character $character): JsonResponse
{
if ($character->state === Character::STATE_SLEEPING) {
return $this->characterPayload($character);
}
if ($character->house_id === null || ! $character->house?->is_complete) {
return response()->json(['message' => __('city.no_house')], 422);
}
$character->state = Character::STATE_SLEEPING;
$character->save();
return $this->characterPayload($character);
}
/**
* Leave the sleeping state.
*/
private function wake(Character $character): JsonResponse
{
if ($character->state === Character::STATE_SLEEPING) {
$character->state = Character::STATE_AWAKE;
$character->save();
}
return $this->characterPayload($character);
}
/**
* Start working (requires employment).
*/
private function work(Character $character): JsonResponse
{
if ($character->job_id === null) {
return response()->json(['message' => __('city.no_job')], 422);
}
$character->state = Character::STATE_WORKING;
$character->save();
return $this->characterPayload($character);
}
/**
* Stop working or studying.
*/
private function stopWork(Character $character): JsonResponse
{
if (in_array($character->state, [Character::STATE_WORKING, Character::STATE_STUDYING], true)) {
$character->state = Character::STATE_AWAKE;
$character->save();
}
return $this->characterPayload($character);
}
/**
* Study at the city school (requires a school building type presence or job city school).
*/
private function study(Character $character): JsonResponse
{
$hasSchool = Building::query()
->where('city_id', $character->city_id)
->whereIn('type', ['school', Building::TYPE_HOUSE])
->exists();
$hasCivicSchool = Building::query()
->where('city_id', $character->city_id)
->where('type', 'school')
->exists();
// City10 ships with a public school implied by the "Professor" job city.
if (! $hasCivicSchool && ! $hasSchool) {
$hasSchool = true;
}
if (! $hasSchool) {
return response()->json(['message' => __('city.no_school')], 422);
}
$character->state = Character::STATE_STUDYING;
$character->save();
return $this->characterPayload($character);
}
/**
* Accept an open job position in the character's city.
*/
private function applyJob(Request $request, Character $character): JsonResponse
{
$data = $request->validate([
'job_id' => ['required', 'integer', 'exists:job_positions,id'],
]);
$job = Job::query()->findOrFail($data['job_id']);
if ((int) $job->city_id !== (int) $character->city_id) {
return response()->json(['message' => __('city.job_other_city')], 422);
}
if ((int) $character->education < (int) $job->requires_education) {
return response()->json(['message' => __('city.job_education')], 422);
}
$character->job_id = $job->id;
$character->state = Character::STATE_AWAKE;
$character->save();
return $this->characterPayload($character);
}
/**
* Buy items from the city market using money.
*/
private function buy(Request $request, Character $character): JsonResponse
{
$data = $request->validate([
'item' => ['required', 'in:food,water,materials,product'],
'qty' => ['required', 'integer', 'min:1', 'max:50'],
'price' => ['required', 'numeric', 'min:0.01', 'max:1000'],
]);
$total = round($data['price'] * $data['qty'], 2);
if ($character->money < $total) {
return response()->json(['message' => __('city.no_money')], 422);
}
DB::transaction(function () use ($character, $data, $total): void {
$character->money = $character->money - $total;
$character->save();
$this->grant($character, $data['item'], (int) $data['qty']);
Transaction::create([
'from_character_id' => $character->id,
'item' => $data['item'],
'qty' => (int) $data['qty'],
'amount' => $total,
]);
});
return $this->characterPayload($character);
}
/**
* Sell inventory items for money.
*/
private function sell(Request $request, Character $character): JsonResponse
{
$data = $request->validate([
'item' => ['required', 'in:food,water,materials,product'],
'qty' => ['required', 'integer', 'min:1', 'max:50'],
'price' => ['required', 'numeric', 'min:0.01', 'max:1000'],
]);
if (! $this->consume($character, $data['item'], (int) $data['qty'])) {
return response()->json(['message' => __('city.no_inventory')], 422);
}
$total = round($data['price'] * $data['qty'], 2);
DB::transaction(function () use ($character, $data, $total): void {
$character->money = $character->money + $total;
$character->save();
Transaction::create([
'to_character_id' => $character->id,
'item' => $data['item'],
'qty' => (int) $data['qty'],
'amount' => $total,
]);
});
return $this->characterPayload($character);
}
/**
* Start constructing a house on free terrain.
*/
private function build(Request $request, Character $character): JsonResponse
{
$data = $request->validate([
'pos_x' => ['required', 'numeric'],
'pos_z' => ['required', 'numeric'],
'name' => ['nullable', 'string', 'max:120'],
]);
$city = $character->city;
$x = (float) $data['pos_x'];
$z = (float) $data['pos_z'];
if (! $city->contains($x, $z)) {
return response()->json(['message' => __('city.out_of_bounds')], 422);
}
if (! $this->consume($character, InventoryItem::ITEM_MATERIALS, self::BUILD_MATERIALS)) {
return response()->json(['message' => __('city.no_materials')], 422);
}
$width = 10;
$depth = 10;
$overlaps = Building::query()
->where('city_id', $city->id)
->get()
->contains(function (Building $b) use ($x, $z, $width, $depth): bool {
$minX = (float) $b->pos_x - (float) $b->width / 2;
$maxX = (float) $b->pos_x + (float) $b->width / 2;
$minZ = (float) $b->pos_z - (float) $b->depth / 2;
$maxZ = (float) $b->pos_z + (float) $b->depth / 2;
return ($x + $width / 2) > $minX && ($x - $width / 2) < $maxX
&& ($z + $depth / 2) > $minZ && ($z - $depth / 2) < $maxZ;
});
if ($overlaps) {
return response()->json(['message' => __('city.site_taken')], 422);
}
$building = Building::create([
'city_id' => $city->id,
'owner_character_id' => $character->id,
'type' => Building::TYPE_HOUSE,
'name' => $data['name'] ?? ($character->name."'s house"),
'pos_x' => $x,
'pos_z' => $z,
'width' => $width,
'depth' => $depth,
'height' => 5,
'is_complete' => false,
'build_progress' => 0,
]);
return response()->json([
'message' => __('city.build_started'),
'building' => [
'id' => $building->id,
'pos_x' => $building->pos_x,
'pos_z' => $building->pos_z,
'progress' => $building->build_progress,
],
'character' => $this->characterData($character->fresh()),
]);
}
/**
* Grant inventory quantity (upsert).
*/
private function grant(Character $character, string $item, int $qty): void
{
$row = InventoryItem::query()
->where('character_id', $character->id)
->where('item', $item)
->first();
if ($row) {
$row->qty = (int) $row->qty + $qty;
$row->save();
return;
}
InventoryItem::create([
'character_id' => $character->id,
'item' => $item,
'qty' => $qty,
]);
}
/**
* Consume inventory quantity when available.
*/
private function consume(Character $character, string $item, int $qty): bool
{
$row = InventoryItem::query()
->where('character_id', $character->id)
->where('item', $item)
->first();
if ($row === null || (int) $row->qty < $qty) {
return false;
}
$row->qty = (int) $row->qty - $qty;
$row->save();
return true;
}
/**
* Standard character JSON payload for action responses.
*/
private function characterPayload(Character $character): JsonResponse
{
return response()->json([
'message' => __('city.action_ok'),
'character' => $this->characterData($character),
]);
}
/**
* Character attributes exposed to the client.
*
* @return array<string, mixed>
*/
private function characterData(Character $character): array
{
$character->loadMissing('inventory', 'job');
return [
'id' => $character->id,
'name' => $character->name,
'state' => $character->state,
'money' => (float) $character->money,
'energy' => (int) $character->energy,
'hunger' => (int) $character->hunger,
'thirst' => (int) $character->thirst,
'education' => (int) $character->education,
'job_id' => $character->job_id,
'job_title' => $character->job?->title,
'house_id' => $character->house_id,
'pos_x' => (float) $character->pos_x,
'pos_z' => (float) $character->pos_z,
'hospitalized_until' => $character->hospitalized_until?->toIso8601String(),
'inventory' => $character->inventory->mapWithKeys(fn ($i) => [$i->item => (int) $i->qty])->all(),
];
}
}
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<?php
namespace App\Http\Controllers\Web;
use App\Http\Controllers\Controller;
use App\Models\Character;
use App\Models\Relationship;
use Illuminate\Http\JsonResponse;
use Illuminate\Http\Request;
use Illuminate\Support\Str;
/**
* Social graph actions: friendships, marriage and children.
*/
class CitySocialController extends Controller
{
/**
* Handle a social verb for the caller's character.
*/
public function handle(Request $request, string $verb): JsonResponse
{
$me = Character::ensureForUser($request->user());
return match ($verb) {
'friend' => $this->friend($request, $me),
'accept-friend' => $this->acceptFriend($request, $me),
'marry' => $this->marry($request, $me),
'child' => $this->child($request, $me),
default => response()->json(['message' => __('city.social_unknown')], 422),
};
}
/**
* Pending incoming social requests for the caller.
*/
public function inbox(Request $request): JsonResponse
{
$me = Character::ensureForUser($request->user());
$pending = Relationship::query()
->where('character_b_id', $me->id)
->where('status', Relationship::STATUS_PENDING)
->with('characterA:id,name')
->get()
->map(fn (Relationship $r) => [
'id' => $r->id,
'type' => $r->type,
'from' => $r->characterA?->name,
]);
$friends = Relationship::query()
->where('status', Relationship::STATUS_ACCEPTED)
->where('type', Relationship::TYPE_FRIEND)
->where(fn ($q) => $q->where('character_a_id', $me->id)->orWhere('character_b_id', $me->id))
->get()
->map(function (Relationship $r) use ($me) {
$otherId = (int) $r->character_a_id === (int) $me->id ? $r->character_b_id : $r->character_a_id;
return Character::query()->whereKey($otherId)->first(['id', 'name']);
})
->filter();
return response()->json([
'pending' => $pending,
'friends' => $friends,
]);
}
/**
* Send a friendship request to another character.
*/
private function friend(Request $request, Character $me): JsonResponse
{
$data = $request->validate(['character_id' => ['required', 'integer', 'exists:characters,id']]);
$other = Character::query()->findOrFail($data['character_id']);
if ((int) $other->id === (int) $me->id) {
return response()->json(['message' => __('city.social_self')], 422);
}
$existing = Relationship::query()
->where('type', Relationship::TYPE_FRIEND)
->where(fn ($q) => $q->where('character_a_id', $me->id)->where('character_b_id', $other->id))
->orWhere(fn ($q) => $q->where('character_a_id', $other->id)->where('character_b_id', $me->id))
->first();
if ($existing) {
return response()->json(['message' => __('city.social_exists')], 422);
}
Relationship::create([
'character_a_id' => $me->id,
'character_b_id' => $other->id,
'type' => Relationship::TYPE_FRIEND,
'status' => Relationship::STATUS_PENDING,
]);
return response()->json(['message' => __('city.social_friend_sent')]);
}
/**
* Accept an incoming friendship request.
*/
private function acceptFriend(Request $request, Character $me): JsonResponse
{
$data = $request->validate(['relationship_id' => ['required', 'integer', 'exists:relationships,id']]);
$rel = Relationship::query()->findOrFail($data['relationship_id']);
if ((int) $rel->character_b_id !== (int) $me->id || $rel->type !== Relationship::TYPE_FRIEND) {
return response()->json(['message' => __('auth.forbidden')], 403);
}
$rel->status = Relationship::STATUS_ACCEPTED;
$rel->save();
return response()->json(['message' => __('city.social_friend_ok')]);
}
/**
* Marry an accepted friend (one spouse max).
*/
private function marry(Request $request, Character $me): JsonResponse
{
$data = $request->validate(['character_id' => ['required', 'integer', 'exists:characters,id']]);
$other = Character::query()->findOrFail($data['character_id']);
$friendship = Relationship::query()
->where('type', Relationship::TYPE_FRIEND)
->where('status', Relationship::STATUS_ACCEPTED)
->where(fn ($q) => $q->where('character_a_id', $me->id)->where('character_b_id', $other->id)
->orWhere(fn ($q2) => $q2->where('character_a_id', $other->id)->where('character_b_id', $me->id)))
->exists();
if (! $friendship) {
return response()->json(['message' => __('city.social_need_friend')], 422);
}
$existingSpouse = Relationship::query()
->where('type', Relationship::TYPE_SPOUSE)
->where('status', Relationship::STATUS_ACCEPTED)
->where(fn ($q) => $q->where('character_a_id', $me->id)->orWhere('character_b_id', $me->id))
->exists();
if ($existingSpouse) {
return response()->json(['message' => __('city.social_married')], 422);
}
Relationship::create([
'character_a_id' => $me->id,
'character_b_id' => $other->id,
'type' => Relationship::TYPE_SPOUSE,
'status' => Relationship::STATUS_ACCEPTED,
]);
return response()->json(['message' => __('city.social_married_ok')]);
}
/**
* Have a child with the current spouse (creates an NPC character).
*/
private function child(Request $request, Character $me): JsonResponse
{
$data = $request->validate(['character_id' => ['required', 'integer', 'exists:characters,id']]);
$spouse = Character::query()->findOrFail($data['character_id']);
$married = Relationship::query()
->where('type', Relationship::TYPE_SPOUSE)
->where('status', Relationship::STATUS_ACCEPTED)
->where(fn ($q) => $q->where('character_a_id', $me->id)->where('character_b_id', $spouse->id)
->orWhere(fn ($q2) => $q2->where('character_a_id', $spouse->id)->where('character_b_id', $me->id)))
->exists();
if (! $married) {
return response()->json(['message' => __('city.social_need_spouse')], 422);
}
$childName = Str::limit($me->name.' '.$spouse->name, 40, '');
$child = Character::create([
'user_id' => null,
'city_id' => $me->city_id,
'name' => trim($childName) ?: 'Child',
'skin' => $me->skin,
'hair' => $me->hair,
'shirt' => random_int(1, 5),
'pos_x' => $me->pos_x + 1,
'pos_z' => $me->pos_z + 1,
'money' => 0,
'energy' => 100,
'hunger' => 100,
'thirst' => 100,
'state' => Character::STATE_AWAKE,
'education' => 0,
'is_online' => false,
]);
foreach ([$me, $spouse] as $parent) {
Relationship::create([
'character_a_id' => $child->id,
'character_b_id' => $parent->id,
'type' => Relationship::TYPE_PARENT_CHILD,
'status' => Relationship::STATUS_ACCEPTED,
]);
}
return response()->json([
'message' => __('city.social_child_ok'),
'child' => ['id' => $child->id, 'name' => $child->name],
]);
}
}
+195 -94
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@@ -4,120 +4,221 @@ namespace App\Http\Controllers\Web;
use App\Http\Controllers\Controller;
use App\Models\AiAgent;
use App\Models\Building;
use App\Models\Character;
use App\Models\City;
use App\Models\Job;
use App\Models\Store;
use Illuminate\Http\JsonResponse;
use Illuminate\Http\Request;
use Illuminate\Support\Facades\Auth;
use Illuminate\View\View;
/**
* 3D city viewer.
* City viewer entry point and JSON payload.
*
* Serves the Three.js scene page plus a lightweight JSON payload of stores
* and agents. The JSON endpoint reuses the web session so the browser can
* fetch world data without a separate API token.
* Renders the 3D scene for a chosen city and exposes characters, buildings
* and jobs so the frontend can simulate a living persistent world.
*/
class CityViewerController extends Controller
{
/**
* Render the city viewer page.
* Render the 3D city viewer page.
*/
public function __invoke(): View
public function __invoke(Request $request): View
{
return view('city.viewer');
$city = $this->resolveCity($request);
return view('city.viewer', [
'city' => $city,
]);
}
/**
* Return the world snapshot consumed by the viewer scene.
* JSON payload driving the 3D scene for the selected city.
*/
public function data(): JsonResponse
public function data(Request $request): JsonResponse
{
$stores = Store::query()
->get(['id', 'name', 'type', 'pos_x', 'pos_y', 'pos_z', 'width', 'height', 'depth', 'is_open'])
->map(fn (Store $store): array => [
'id' => $store->id,
'name' => $store->name,
'type' => $store->type,
'position' => [(float) $store->pos_x, (float) $store->pos_y, (float) $store->pos_z],
'size' => [(float) $store->width, (float) $store->height, (float) $store->depth],
'is_open' => $store->is_open,
]);
$city = $this->resolveCity($request);
$user = Auth::user();
$me = $user ? Character::ensureForUser($user, $city) : null;
$agents = AiAgent::query()
->where('status', '!=', 'paused')
->get(['id', 'name', 'type', 'status', 'pos_x', 'pos_y', 'pos_z', 'rotation_y', 'last_decision'])
->map(fn (AiAgent $agent): array => [
'id' => $agent->id,
'name' => $agent->name,
'type' => $agent->type,
'status' => $agent->status,
'position' => [(float) $agent->pos_x, (float) $agent->pos_y, (float) $agent->pos_z],
'rotation_y' => (float) $agent->rotation_y,
'last_decision' => $agent->last_decision,
]);
return response()->json([
'generated_at' => now()->toIso8601String(),
'stores' => $stores,
'agents' => $agents,
'layout' => self::cityLayout($stores->all()),
])->header('Cache-Control', 'no-store');
}
/**
* Derive a deterministic street layout from store positions.
*
* Returns road segments and block rectangles so the frontend can build
* a consistent grid-based city without additional database tables.
*
* @param array<int, array<string, mixed>> $stores
* @return array<string, mixed>
*/
private static function cityLayout(array $stores): array
{
if ($stores === []) {
return ['roads' => [], 'blocks' => []];
}
$xs = array_map(fn ($s) => $s['position'][0], $stores);
$zs = array_map(fn ($s) => $s['position'][2], $stores);
$minX = floor(min($xs) / 40) * 40 - 40;
$maxX = ceil(max($xs) / 40) * 40 + 40;
$minZ = floor(min($zs) / 40) * 40 - 40;
$maxZ = ceil(max($zs) / 40) * 40 + 40;
$roads = [];
// Vertical roads every 40 units.
for ($x = $minX; $x <= $maxX; $x += 40) {
$roads[] = [
'from' => [(float) $x, 0.0, (float) $minZ],
'to' => [(float) $x, 0.0, (float) $maxZ],
'width' => 8.0,
'axis' => 'z',
];
}
// Horizontal roads every 40 units.
for ($z = $minZ; $z <= $maxZ; $z += 40) {
$roads[] = [
'from' => [(float) $minX, 0.0, (float) $z],
'to' => [(float) $maxX, 0.0, (float) $z],
'width' => 8.0,
'axis' => 'x',
];
}
// Blocks = cells between roads.
$blocks = [];
for ($x = $minX; $x < $maxX; $x += 40) {
for ($z = $minZ; $z < $maxZ; $z += 40) {
$blocks[] = [
'min' => [(float) $x + 5.0, 0.0, (float) $z + 5.0],
'max' => [(float) $x + 35.0, 0.0, (float) $z + 35.0],
];
if ($me && (int) $me->city_id !== (int) $city->id) {
// Keep the player's home city authoritative when no explicit ?city= given.
if (! $request->filled('city')) {
$city = $me->city;
}
}
return ['roads' => $roads, 'blocks' => $blocks];
$stores = Store::query()
->orderBy('id')
->get(['id', 'name', 'type', 'pos_x', 'pos_y', 'pos_z', 'width', 'height', 'depth', 'is_open', 'owner_id'])
->map(fn (Store $s): array => [
'id' => $s->id,
'name' => $s->name,
'type' => $s->type,
'position' => [(float) $s->pos_x, (float) $s->pos_y, (float) $s->pos_z],
'size' => [(float) $s->width, (float) $s->height, (float) $s->depth],
'is_open' => (bool) $s->is_open,
'owner_id' => $s->owner_id,
]);
$characters = Character::query()
->where('city_id', $city->id)
->with('user:id,name')
->get()
->map(fn (Character $c): array => [
'id' => $c->id,
'name' => $c->name,
'type' => $c->user_id === null ? 'child' : 'citizen',
'status' => $c->state,
'position' => [(float) $c->pos_x, (float) $c->pos_y, (float) $c->pos_z],
'is_online' => (bool) $c->is_online,
'is_me' => $me !== null && (int) $me->id === (int) $c->id,
'owner_name' => $c->user?->name,
]);
$buildings = Building::query()
->where('city_id', $city->id)
->get()
->map(fn (Building $b): array => [
'id' => $b->id,
'type' => $b->type,
'name' => $b->name,
'position' => [(float) $b->pos_x, 0, (float) $b->pos_z],
'size' => [(float) $b->width, (float) $b->height, (float) $b->depth],
'is_complete' => (bool) $b->is_complete,
'build_progress' => (int) $b->build_progress,
'owner_character_id' => $b->owner_character_id,
]);
$jobs = Job::query()
->where('city_id', $city->id)
->get()
->map(fn (Job $j): array => [
'id' => $j->id,
'title' => $j->title,
'salary' => (float) $j->salary,
'requires_education' => (int) $j->requires_education,
'store_id' => $j->store_id,
]);
$payload = [
'generated_at' => now()->toIso8601String(),
'city' => [
'id' => $city->id,
'name' => $city->name,
'slug' => $city->slug,
'bounds' => [
'min_x' => (float) $city->bounds_min_x,
'max_x' => (float) $city->bounds_max_x,
'min_z' => (float) $city->bounds_min_z,
'max_z' => (float) $city->bounds_max_z,
],
],
'stores' => $stores,
'characters' => $characters,
'buildings' => $buildings,
'jobs' => $jobs,
'me' => $me ? [
'id' => $me->id,
'name' => $me->name,
'state' => $me->state,
'money' => (float) $me->money,
'energy' => (int) $me->energy,
'hunger' => (int) $me->hunger,
'thirst' => (int) $me->thirst,
'education' => (int) $me->education,
'job_id' => $me->job_id,
'job_title' => $me->job?->title,
'house_id' => $me->house_id,
'position' => [(float) $me->pos_x, (float) $me->pos_y, (float) $me->pos_z],
'hospitalized_until' => $me->hospitalized_until?->toIso8601String(),
'inventory' => $me->inventory()->get()->mapWithKeys(fn ($i) => [$i->item => (int) $i->qty])->all(),
] : null,
'layout' => $this->cityLayout($city, $stores->all()),
'agents' => AiAgent::orderBy('id')->get()->map(fn ($a): array => [
'id' => $a->id,
'name' => $a->name,
'type' => $a->type,
'status' => $a->status,
'position' => [(float) $a->pos_x, (float) $a->pos_y, (float) $a->pos_z],
'rotation_y' => (float) $a->rotation_y,
'current_goal' => $a->current_goal,
'last_decision' => $a->last_decision,
]),
];
return response()->json($payload)->header('Cache-Control', 'no-store');
}
/**
* Resolve the city from the query string or the active default.
*/
private function resolveCity(Request $request): City
{
$slug = $request->query('city');
if (is_string($slug) && $slug !== '') {
$city = City::query()
->where('slug', $slug)
->orWhere('id', ctype_digit($slug) ? (int) $slug : 0)
->first();
if ($city) {
return $city;
}
}
$user = Auth::user();
if ($user) {
$character = Character::query()->where('user_id', $user->id)->first();
if ($character?->city) {
return $character->city;
}
}
return City::active() ?? City::query()->firstOrFail();
}
/**
* Build the street grid layout from city bounds and store anchors.
*
* @param array<int, array<string, mixed>> $storeRows
* @return array<string, mixed>
*/
private function cityLayout(City $city, array $storeRows): 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;
$roads = [];
for ($x = $minX; $x <= $maxX; $x += 40) {
$roads[] = ['from' => [$x, 0, $minZ], 'to' => [$x, 0, $maxZ], 'width' => 8, 'axis' => 'z'];
}
for ($z = $minZ; $z <= $maxZ; $z += 40) {
$roads[] = ['from' => [$minX, 0, $z], 'to' => [$maxX, 0, $z], 'width' => 8, 'axis' => 'x'];
}
$blocks = [];
for ($x = $minX; $x < $maxX; $x += 40) {
for ($z = $minZ; $z < $maxZ; $z += 40) {
$blocks[] = ['min' => [$x + 5, 0, $z + 5], 'max' => [$x + 35, 0, $z + 35]];
}
}
return [
'roads' => $roads,
'blocks' => $blocks,
'origin' => [0, 0, 0],
'bounds' => [
'min_x' => $minX,
'max_x' => $maxX,
'min_z' => $minZ,
'max_z' => $maxZ,
],
];
}
}
View File
+8
View File
@@ -36,6 +36,14 @@ class LanguageController extends Controller
// Persist the cookie preference (1 year) used on subsequent visits.
$response = back();
$previousPath = (string) parse_url($response->getTargetUrl(), PHP_URL_PATH);
// The 3D viewer fetches /city/data via XHR, which can become the
// session's "previous URL" and would dump the user on raw JSON.
if ($previousPath === '/city/data') {
$response = redirect()->route('city.viewer');
}
$response->withCookie(cookie('city10-locale', $locale, 60 * 24 * 365, '/', null, false, true));
return $response;
View File
+16 -5
View File
@@ -2,15 +2,16 @@
namespace App\Http\Middleware;
use App\Models\User;
use Closure;
use Illuminate\Http\Request;
use Symfony\Component\HttpFoundation\Response;
/**
* Ensures the authenticated account is still active.
* Ensures the authenticated account is still active and approved.
*
* Blocks disabled (deactivated) accounts from accessing any protected
* route, even when a previously issued token or session remains valid.
* Blocks banned/disabled accounts and routes pending registrations to the
* approval wait screen, even when a previously issued token or session remains.
*/
class EnsureUserIsActive
{
@@ -23,13 +24,23 @@ class EnsureUserIsActive
{
$user = $request->user();
if ($user !== null && ! $user->is_active) {
if ($user !== null && $user->status !== User::STATUS_ACTIVE) {
if ($request->expectsJson()) {
return response()->json([
'message' => __('auth.disabled'),
'message' => $user->status === User::STATUS_PENDING
? __('auth.pending')
: __('auth.disabled'),
], 403);
}
if ($user->status === User::STATUS_PENDING) {
if ($request->routeIs('account.pending', 'terms.accept', 'terms.accept.store', 'logout')) {
return $next($request);
}
return redirect()->route('account.pending');
}
auth()->guard('web')->logout();
$request->session()->invalidate();
$request->session()->regenerateToken();
View File