Backup before cleanup

This commit is contained in:
Joan
2026-02-05 15:00:49 +01:00
parent e6747b1d05
commit 1b7ffd614d
60 changed files with 3013 additions and 460 deletions

View File

@@ -20,6 +20,7 @@ COPY data/ ./data/
COPY gamedata/ ./gamedata/
# Copy migration scripts
COPY migrations/ ./migrations/
COPY migrate_*.py ./
# Copy startup script

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@@ -6,6 +6,7 @@ import asyncio
import logging
import random
import time
from api.services.helpers import get_game_message
from .services.constants import PVP_TURN_TIMEOUT
import os
import fcntl
@@ -401,7 +402,7 @@ async def check_pvp_combat_timers(manager=None):
await db.update_pvp_combat(combat['id'], {
'turn': new_turn,
'turn_started_at': time.time(),
'last_action': f"Turn timeout - {current_turn}'s turn skipped|{time.time()}"
'last_action': f"turn_timeout:{current_turn}|{time.time()}"
})
processed += 1
@@ -423,10 +424,16 @@ async def check_pvp_combat_timers(manager=None):
"turn": new_turn,
"time_remaining": time_remaining,
"turn_timeout": "skipped",
"last_action": f"Turn timeout - {current_turn}'s turn skipped"
"last_action": f"turn_timeout:{current_turn}"
},
"is_pvp": True,
"message": f"⏱️ Turn skipped due to timeout!"
"messages": [
{
"type": "combat_timeout",
"origin": "system",
"timestamp": time.time()
}
]
},
"timestamp": time.time()
}
@@ -519,6 +526,8 @@ async def cleanup_interactable_cooldowns(manager=None, world_locations=None):
"data": {
"instance_id": cooldown_info['instance_id'],
"action_id": cooldown_info['action_id'],
"name": cooldown_info['name'],
"action_name": cooldown_info['action_name'],
"message": f"{cooldown_info['action_name']} is ready on {cooldown_info['name']}"
},
"timestamp": datetime.utcnow().isoformat()
@@ -638,7 +647,7 @@ async def process_status_effects(manager=None):
while True:
try:
await asyncio.sleep(300) # Wait 5 minutes
await asyncio.sleep(60) # Wait 1 minute (requested by user)
start_time = time.time()
logger.info("Running status effects processor...")
@@ -658,28 +667,39 @@ async def process_status_effects(manager=None):
for player_id in affected_players:
try:
# Get current status effects (after decrement)
effects = await db.get_player_status_effects(player_id)
# Get current status effects (after decrement), INCLUDING expired (0 ticks)
effects = await db.get_player_status_effects(player_id, min_ticks=0)
if not effects:
continue
# Calculate total damage
from api.game_logic import calculate_status_damage
total_damage = calculate_status_damage(effects)
# Prepare detailed effects data for frontend
effects_data = [
{
"name": e['effect_name'],
"ticks_remaining": e['ticks_remaining'],
"effect_icon": e.get('effect_icon')
}
for e in effects
]
if total_damage > 0:
damage_dealt += total_damage
# Calculate total impact (positive = damage, negative = healing)
from api.game_logic import calculate_status_impact
total_impact = calculate_status_impact(effects)
if total_impact > 0:
# DAMAGE LOGIC
damage_dealt += total_impact
player = await db.get_player_by_id(player_id)
if not player or player['is_dead']:
continue
new_hp = max(0, player['hp'] - total_damage)
new_hp = max(0, player['hp'] - total_impact)
# Check if player died from status effects
if new_hp <= 0:
await db.update_player(player_id, {'hp': 0, 'is_dead': True})
await db.update_player(player_id, hp=0, is_dead=True)
deaths += 1
# Only create corpse if player has items
@@ -701,6 +721,7 @@ async def process_status_effects(manager=None):
# Notify player of death
if manager:
from datetime import datetime
locale = player.get('locale', 'en')
await manager.send_personal_message(
player_id,
{
@@ -708,7 +729,7 @@ async def process_status_effects(manager=None):
"data": {
"hp": 0,
"is_dead": True,
"message": "You died from status effects"
"message": get_game_message('diedFromStatus', locale)
},
"timestamp": datetime.utcnow().isoformat()
}
@@ -717,10 +738,11 @@ async def process_status_effects(manager=None):
logger.info(f"Player {player['name']} (ID: {player_id}) died from status effects")
else:
# Apply damage and notify player
await db.update_player(player_id, {'hp': new_hp})
await db.update_player(player_id, hp=new_hp)
if manager:
from datetime import datetime
locale = player.get('locale', 'en')
await manager.send_personal_message(
player_id,
{
@@ -728,8 +750,44 @@ async def process_status_effects(manager=None):
"data": {
"hp": new_hp,
"max_hp": player['max_hp'],
"damage": total_damage,
"message": f"You took {total_damage} damage from status effects"
"damage": total_impact,
"message": get_game_message('statusDamage', locale, damage=total_impact),
"effects": effects_data
},
"timestamp": datetime.utcnow().isoformat()
}
)
elif total_impact < 0:
# HEALING LOGIC
heal_amount = abs(total_impact)
player = await db.get_player_by_id(player_id)
if not player or player['is_dead']:
continue
# Don't heal if already full
if player['hp'] >= player['max_hp']:
continue
new_hp = min(player['max_hp'], player['hp'] + heal_amount)
real_heal = new_hp - player['hp']
if real_heal > 0:
await db.update_player(player_id, hp=new_hp)
if manager:
from datetime import datetime
locale = player.get('locale', 'en')
await manager.send_personal_message(
player_id,
{
"type": "status_effect_heal",
"data": {
"hp": new_hp,
"max_hp": player['max_hp'],
"heal": real_heal,
"message": get_game_message('statusHeal', locale, heal=real_heal),
"effects": effects_data
},
"timestamp": datetime.utcnow().isoformat()
}
@@ -738,10 +796,13 @@ async def process_status_effects(manager=None):
except Exception as e:
logger.error(f"Error processing status effects for player {player_id}: {e}")
# CLEANUP: Remove expired effects now that we've notified the user
await db.clean_expired_status_effects()
elapsed = time.time() - start_time
logger.info(
f"Processed status effects for {len(affected_players)} players "
f"({damage_dealt} total damage, {deaths} deaths) in {elapsed:.3f}s"
f"({damage_dealt} damage, {deaths} deaths) in {elapsed:.3f}s"
)
# Warn if taking too long (potential scaling issue)

View File

@@ -262,8 +262,12 @@ player_status_effects = Table(
Column("character_id", Integer, ForeignKey("characters.id", ondelete="CASCADE"), nullable=False),
Column("effect_name", String(50), nullable=False),
Column("effect_icon", String(10), nullable=False),
Column("effect_type", String(20), default="damage"), # 'damage', 'buff', 'debuff'
Column("damage_per_tick", Integer, nullable=False, default=0),
Column("value", Integer, default=0), # Generic value (buff %, damage, etc.)
Column("ticks_remaining", Integer, nullable=False),
Column("persist_after_combat", Boolean, default=False), # Keep after combat ends
Column("source", String(50), nullable=True), # 'item:molotov', 'action:defend'
Column("applied_at", Float, nullable=False),
)
@@ -2030,18 +2034,99 @@ async def remove_empty_npc_corpses() -> int:
# STATUS EFFECTS FUNCTIONS
# ============================================================================
async def get_player_status_effects(player_id: int):
async def add_effect(
player_id: int,
effect_name: str,
effect_icon: str,
ticks_remaining: int,
effect_type: str = "damage",
damage_per_tick: int = 0,
value: int = 0,
persist_after_combat: bool = False,
source: str = None
) -> int:
"""
Add a status effect to a player.
If the effect already exists, it refreshes the duration (ticks_remaining).
Returns the effect ID.
"""
async with DatabaseSession() as session:
# Check if effect already exists
result = await session.execute(
select(player_status_effects).where(
and_(
player_status_effects.c.character_id == player_id,
player_status_effects.c.effect_name == effect_name
)
)
)
existing_effect = result.first()
if existing_effect:
# Refresh duration
await session.execute(
update(player_status_effects).where(
player_status_effects.c.id == existing_effect.id
).values(
ticks_remaining=ticks_remaining,
applied_at=time.time()
)
)
await session.commit()
return existing_effect.id
else:
# Insert new effect
stmt = insert(player_status_effects).values(
character_id=player_id,
effect_name=effect_name,
effect_icon=effect_icon,
effect_type=effect_type,
damage_per_tick=damage_per_tick,
value=value,
ticks_remaining=ticks_remaining,
persist_after_combat=persist_after_combat,
source=source,
applied_at=time.time()
).returning(player_status_effects.c.id)
result = await session.execute(stmt)
row = result.first()
await session.commit()
return row[0] if row else None
async def get_player_effects(player_id: int, min_ticks: int = 1) -> List[Dict[str, Any]]:
"""Get all active status effects for a player."""
async with DatabaseSession() as session:
result = await session.execute(
select(player_status_effects).where(
and_(
player_status_effects.c.character_id == player_id,
player_status_effects.c.ticks_remaining > 0
player_status_effects.c.ticks_remaining >= min_ticks
)
)
)
return [row._asdict() for row in result.fetchall()]
return [dict(row._mapping) for row in result.fetchall()]
# Alias for backward compatibility
async def get_player_status_effects(player_id: int, min_ticks: int = 1):
"""Alias for get_player_effects for backward compatibility."""
return await get_player_effects(player_id, min_ticks)
async def remove_effect(player_id: int, effect_name: str) -> bool:
"""Remove a specific effect from a player by name."""
async with DatabaseSession() as session:
await session.execute(
delete(player_status_effects).where(
and_(
player_status_effects.c.character_id == player_id,
player_status_effects.c.effect_name == effect_name
)
)
)
await session.commit()
return True
async def remove_all_status_effects(player_id: int):
@@ -2052,36 +2137,141 @@ async def remove_all_status_effects(player_id: int):
)
await session.commit()
async def decrement_all_status_effect_ticks():
"""
Decrement ticks for all active status effects and return affected player IDs.
Used by background processor.
"""
async def clean_expired_status_effects():
"""Remove all status effects with <= 0 ticks."""
async with DatabaseSession() as session:
# Get player IDs with effects before updating
from sqlalchemy import distinct
result = await session.execute(
select(distinct(player_status_effects.c.character_id)).where(
player_status_effects.c.ticks_remaining > 0
await session.execute(
delete(player_status_effects).where(player_status_effects.c.ticks_remaining <= 0)
)
await session.commit()
async def remove_non_persistent_effects(player_id: int):
"""Remove effects where persist_after_combat is False. Called when combat ends."""
async with DatabaseSession() as session:
await session.execute(
delete(player_status_effects).where(
and_(
player_status_effects.c.character_id == player_id,
player_status_effects.c.persist_after_combat == False
)
)
)
affected_players = [row[0] for row in result.fetchall()]
await session.commit()
async def tick_player_effects(player_id: int) -> List[Dict[str, Any]]:
"""
Decrement ticks and return effects that were applied this tick.
Used during combat when player receives a turn.
Returns list of effects with their current state (before tick was applied).
"""
async with DatabaseSession() as session:
# Get effects before decrementing
result = await session.execute(
select(player_status_effects).where(
and_(
player_status_effects.c.character_id == player_id,
player_status_effects.c.ticks_remaining > 0
)
)
)
effects = [dict(row._mapping) for row in result.fetchall()]
if not effects:
return []
# Decrement ticks
await session.execute(
update(player_status_effects).where(
player_status_effects.c.ticks_remaining > 0
and_(
player_status_effects.c.character_id == player_id,
player_status_effects.c.ticks_remaining > 0
)
).values(ticks_remaining=player_status_effects.c.ticks_remaining - 1)
)
# Remove expired effects
await session.execute(
delete(player_status_effects).where(player_status_effects.c.ticks_remaining <= 0)
delete(player_status_effects).where(
and_(
player_status_effects.c.character_id == player_id,
player_status_effects.c.ticks_remaining <= 0
)
)
)
await session.commit()
return affected_players
return effects
async def decrement_all_status_effect_ticks():
"""
Decrement ticks for all active status effects and return affected player IDs.
Used by background processor. Only processes players NOT in combat.
"""
async with DatabaseSession() as session:
from sqlalchemy import distinct
# Get all players with active effects
result = await session.execute(
select(distinct(player_status_effects.c.character_id)).where(
player_status_effects.c.ticks_remaining > 0
)
)
all_players = [row[0] for row in result.fetchall()]
# Filter out players in combat - they process effects on turn
players_to_process = []
for pid in all_players:
if not await is_player_in_combat(pid):
players_to_process.append(pid)
if not players_to_process:
return []
# Decrement ticks only for players not in combat
for pid in players_to_process:
await session.execute(
update(player_status_effects).where(
and_(
player_status_effects.c.character_id == pid,
player_status_effects.c.ticks_remaining > 0
)
).values(ticks_remaining=player_status_effects.c.ticks_remaining - 1)
)
# NOTE: We do NOT remove expired effects here anymore.
# They will be processed by the background task (to apply final tick)
# and then cleaned up via clean_expired_status_effects()
await session.commit()
return players_to_process
async def is_player_in_combat(player_id: int) -> bool:
"""Check if player is in any active combat (PvE or PvP)."""
async with DatabaseSession() as session:
# Check PvE combat
pve = await session.execute(
select(active_combats.c.id).where(active_combats.c.character_id == player_id)
)
if pve.first():
return True
# Check PvP combat
pvp = await session.execute(
select(pvp_combats.c.id).where(
or_(
pvp_combats.c.attacker_character_id == player_id,
pvp_combats.c.defender_character_id == player_id
)
)
)
if pvp.first():
return True
return False
# ============================================================================

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@@ -335,6 +335,55 @@ async def use_item(player_id: int, item_id: str, items_manager, locale: str = 'e
effects = {}
effects_msg = []
# 1. Apply Status Effects (e.g. Regeneration from Bandage)
if 'status_effect' in item.effects:
status_data = item.effects['status_effect']
# Check if effect already exists
current_effects = await db.get_player_effects(player_id)
effect_name = status_data['name']
# Handle potential dict/string difference in validation (db stores as string usually)
# But we need to compare with what's in the DB.
# DB get_player_effects returns list of dicts with 'effect_name' key.
is_active = False
for effect in current_effects:
# Simple string comparison should suffice as both should be localized keys or raw strings
if effect['effect_name'] == effect_name:
is_active = True
break
if is_active:
return {"success": False, "message": get_game_message('effect_already_active', locale)}
await db.add_effect(
player_id=player['id'],
effect_name=status_data['name'],
effect_icon=status_data.get('icon', ''),
effect_type=status_data.get('type', 'buff'),
damage_per_tick=status_data.get('damage_per_tick', 0),
value=status_data.get('value', 0),
ticks_remaining=status_data.get('ticks', 3),
persist_after_combat=True, # Consumable effects usually persist
source=f"item:{item.id}"
)
effects['status_applied'] = status_data['name']
effects_msg.append(f"Applied {get_locale_string(status_data['name'], locale) if isinstance(status_data['name'], dict) else status_data['name']}")
# 2. Cure Status Effects
if 'cures' in item.effects:
cures = item.effects['cures']
cured_list = []
for cure_effect in cures:
if await db.remove_effect(player['id'], cure_effect):
cured_list.append(cure_effect)
if cured_list:
effects['cured'] = cured_list
effects_msg.append(f"{get_game_message('cured', locale)}: {', '.join(cured_list)}")
# 3. Direct Healing (Legacy/Instant)
if 'hp_restore' in item.effects:
hp_restore = item.effects['hp_restore']
old_hp = player['hp']
@@ -496,15 +545,17 @@ async def check_and_apply_level_up(player_id: int) -> Dict[str, Any]:
# STATUS EFFECTS UTILITIES
# ============================================================================
def calculate_status_damage(effects: list) -> int:
def calculate_status_impact(effects: list) -> int:
"""
Calculate total damage from all status effects.
Calculate total impact from all status effects.
Positive value = Damage
Negative value = Healing
Args:
effects: List of status effect dicts
Returns:
Total damage per tick
Total impact per tick
"""
return sum(effect.get('damage_per_tick', 0) for effect in effects)
@@ -513,8 +564,6 @@ def calculate_status_damage(effects: list) -> int:
# COMBAT UTILITIES
# ============================================================================
return message, player_defeated
def generate_npc_intent(npc_def, combat_state: dict) -> dict:
"""
@@ -548,6 +597,96 @@ async def npc_attack(player_id: int, combat: dict, npc_def, reduce_armor_func) -
if not player:
return [], True
messages = []
# 1. PROCESS NPC STATUS EFFECTS
npc_hp = combat['npc_hp']
npc_max_hp = combat['npc_max_hp']
npc_status_str = combat.get('npc_status_effects', '')
if npc_status_str:
# Parse status: "bleeding:5:3" (name:dmg:ticks) or multiple "bleeding:5:3|burning:2:2"
# Handling multiple effects separated by |
effects_list = npc_status_str.split('|')
active_effects = []
npc_damage_taken = 0
npc_healing_received = 0
for effect_str in effects_list:
if not effect_str: continue
try:
parts = effect_str.split(':')
if len(parts) >= 3:
name = parts[0]
dmg = int(parts[1])
ticks = int(parts[2])
# Apply effect
if ticks > 0:
if dmg > 0:
npc_damage_taken += dmg
messages.append(create_combat_message(
"effect_damage",
origin="enemy",
damage=dmg,
effect_name=name,
npc_name=npc_def.name
))
elif dmg < 0:
heal = abs(dmg)
npc_healing_received += heal
messages.append(create_combat_message(
"effect_heal", # Check if this message type exists or fallback
origin="enemy",
heal=heal,
effect_name=name,
npc_name=npc_def.name
))
# Decrement tick
ticks -= 1
if ticks > 0:
active_effects.append(f"{name}:{dmg}:{ticks}")
except Exception as e:
print(f"Error parsing NPC status: {e}")
# Update NPC active effects
new_status_str = "|".join(active_effects)
if new_status_str != npc_status_str:
await db.update_combat(player_id, {'npc_status_effects': new_status_str})
# Apply Total Damage/Healing
if npc_damage_taken > 0:
npc_hp = max(0, npc_hp - npc_damage_taken)
if npc_healing_received > 0:
npc_hp = min(npc_max_hp, npc_hp + npc_healing_received)
# Update NPC HP in DB
await db.update_combat(player_id, {'npc_hp': npc_hp})
# Check if NPC died from effects
if npc_hp <= 0:
messages.append(create_combat_message(
"victory",
origin="neutral",
npc_name=npc_def.name
))
# Award XP/Loot logic handled in combat route mostly, but we need to signal it.
# Returning true for player_defeated is definitely WRONG here if NPC died.
# The router usually handles "victory" check after action.
# But here this is triggered during NPC turn (which happens after Player turn).
# If NPC dies on its OWN turn, we need to handle it.
# However, typically NPC dies on Player turn.
# If NPC dies from bleeding on its turn, the player wins.
# We need to signal this back to router.
# But the current return signature is (messages, player_defeated).
# We might need to handle the win logic here or update signature.
# For now, let's update HP and let the flow continue.
# Wait, if NPC is dead, it shouldn't attack!
# returning here prevents NPC from attacking if it died from status effects
return messages, False
# Parse current intent (stored in DB as string or JSON, assuming simple string for now or we parse it)
current_intent_str = combat.get('npc_intent', 'attack')
# Handle legacy/null
@@ -556,84 +695,98 @@ async def npc_attack(player_id: int, combat: dict, npc_def, reduce_armor_func) -
intent_type = current_intent_str
messages = []
actual_damage = 0
# EXECUTE INTENT
if intent_type == 'defend':
# NPC defends - heals 5% HP
heal_amount = int(combat['npc_max_hp'] * 0.05)
new_npc_hp = min(combat['npc_max_hp'], combat['npc_hp'] + heal_amount)
await db.update_combat(player_id, {'npc_hp': new_npc_hp})
messages.append(create_combat_message(
"enemy_defend",
origin="enemy",
npc_name=npc_def.name,
heal=heal_amount
))
elif intent_type == 'special':
# Strong attack (1.5x damage)
npc_damage = int(random.randint(npc_def.damage_min, npc_def.damage_max) * 1.5)
armor_absorbed, broken_armor = await reduce_armor_func(player_id, npc_damage)
actual_damage = max(1, npc_damage - armor_absorbed)
new_player_hp = max(0, player['hp'] - actual_damage)
messages.append(create_combat_message(
"enemy_special",
origin="enemy",
npc_name=npc_def.name,
damage=npc_damage,
armor_absorbed=armor_absorbed
))
if npc_hp > 0: # Only attack if alive
if intent_type == 'defend':
# NPC defends - heals 5% HP
heal_amount = int(combat['npc_max_hp'] * 0.05)
new_npc_hp = min(combat['npc_max_hp'], combat['npc_hp'] + heal_amount)
await db.update_combat(player_id, {'npc_hp': new_npc_hp})
if broken_armor:
for armor in broken_armor:
messages.append(create_combat_message(
"item_broken",
origin="player",
item_name=armor['name'],
emoji=armor['emoji']
))
await db.update_player(player_id, hp=new_player_hp)
else: # Default 'attack'
npc_damage = random.randint(npc_def.damage_min, npc_def.damage_max)
# Enrage bonus if NPC is below 30% HP
is_enraged = combat['npc_hp'] / combat['npc_max_hp'] < 0.3
if is_enraged:
npc_damage = int(npc_damage * 1.5)
messages.append(create_combat_message(
"enemy_enraged",
origin="enemy",
npc_name=npc_def.name
"enemy_defend",
origin="enemy",
npc_name=npc_def.name,
heal=heal_amount
))
armor_absorbed, broken_armor = await reduce_armor_func(player_id, npc_damage)
actual_damage = max(1, npc_damage - armor_absorbed)
new_player_hp = max(0, player['hp'] - actual_damage)
messages.append(create_combat_message(
"enemy_attack",
origin="enemy",
npc_name=npc_def.name,
damage=npc_damage,
armor_absorbed=armor_absorbed
))
elif intent_type == 'special':
# Strong attack (1.5x damage)
npc_damage = int(random.randint(npc_def.damage_min, npc_def.damage_max) * 1.5)
armor_absorbed, broken_armor = await reduce_armor_func(player_id, npc_damage)
actual_damage = max(1, npc_damage - armor_absorbed)
new_player_hp = max(0, player['hp'] - actual_damage)
if broken_armor:
for armor in broken_armor:
messages.append(create_combat_message(
"item_broken",
origin="player",
item_name=armor['name'],
emoji=armor['emoji']
))
messages.append(create_combat_message(
"enemy_special",
origin="enemy",
npc_name=npc_def.name,
damage=npc_damage,
armor_absorbed=armor_absorbed
))
await db.update_player(player_id, hp=new_player_hp)
if broken_armor:
for armor in broken_armor:
messages.append(create_combat_message(
"item_broken",
origin="player",
item_name=armor['name'],
emoji=armor['emoji']
))
await db.update_player(player_id, hp=new_player_hp)
else: # Default 'attack'
npc_damage = random.randint(npc_def.damage_min, npc_def.damage_max)
# Enrage bonus if NPC is below 30% HP
is_enraged = combat['npc_hp'] / combat['npc_max_hp'] < 0.3
if is_enraged:
npc_damage = int(npc_damage * 1.5)
messages.append(create_combat_message(
"enemy_enraged",
origin="enemy",
npc_name=npc_def.name
))
# Check if player is defending (reduces damage by value%)
player_effects = await db.get_player_effects(player_id)
defending_effect = next((e for e in player_effects if e['effect_name'] == 'defending'), None)
if defending_effect:
reduction = defending_effect.get('value', 50) / 100 # Default 50% reduction
npc_damage = int(npc_damage * (1 - reduction))
messages.append(create_combat_message(
"damage_reduced",
origin="player",
reduction=int(reduction * 100)
))
# Remove defending effect after use
await db.remove_effect(player_id, 'defending')
armor_absorbed, broken_armor = await reduce_armor_func(player_id, npc_damage)
actual_damage = max(1, npc_damage - armor_absorbed)
new_player_hp = max(0, player['hp'] - actual_damage)
messages.append(create_combat_message(
"enemy_attack",
origin="enemy",
npc_name=npc_def.name,
damage=npc_damage,
armor_absorbed=armor_absorbed
))
if broken_armor:
for armor in broken_armor:
messages.append(create_combat_message(
"item_broken",
origin="player",
item_name=armor['name'],
emoji=armor['emoji']
))
await db.update_player(player_id, hp=new_player_hp)
# GENERATE NEXT INTENT

View File

@@ -45,6 +45,10 @@ class Item:
uncraft_yield: list = None # Materials yielded from uncrafting (before loss chance)
uncraft_loss_chance: float = 0.3 # Chance to lose materials when uncrafting (0.3 = 30%)
uncraft_tools: list = None # Tools required for uncrafting
# Combat system
combat_usable: bool = False # Can be used during combat
combat_only: bool = False # Can ONLY be used during combat
combat_effects: Dict[str, Any] = None # Effects applied in combat (damage, status)
def __post_init__(self):
if self.stats is None:
@@ -65,7 +69,8 @@ class Item:
self.uncraft_yield = []
if self.uncraft_tools is None:
self.uncraft_tools = []
self.craft_materials = []
if self.combat_effects is None:
self.combat_effects = {}
class ItemsManager:
@@ -129,7 +134,10 @@ class ItemsManager:
uncraftable=item_data.get('uncraftable', False),
uncraft_yield=item_data.get('uncraft_yield', []),
uncraft_loss_chance=item_data.get('uncraft_loss_chance', 0.3),
uncraft_tools=item_data.get('uncraft_tools', [])
uncraft_tools=item_data.get('uncraft_tools', []),
combat_usable=item_data.get('combat_usable', is_consumable), # Default: consumables are combat usable
combat_only=item_data.get('combat_only', False),
combat_effects=item_data.get('combat_effects', {})
)
self.items[item_id] = item

View File

@@ -249,7 +249,59 @@ async def combat_action(
messages = []
combat_over = False
player_won = False
# Process status effects (bleeding, etc.) before action
active_effects = await db.tick_player_effects(player['id'])
# Process status effects before action
if active_effects:
from ..game_logic import calculate_status_impact
total_impact = calculate_status_impact(active_effects)
if total_impact > 0:
# DAMAGE
damage = total_impact
new_hp = max(0, player['hp'] - damage)
await db.update_player_hp(player['id'], new_hp)
player['hp'] = new_hp # Update local reference
messages.append(create_combat_message(
"effect_damage",
origin="player",
damage=damage,
effect_name="status effects"
))
if new_hp <= 0:
# Player died from effects
await db.remove_non_persistent_effects(player['id'])
await db.end_combat(player['id'])
return {
"player": player,
"combat": None,
"messages": messages + [create_combat_message("died", origin="player", message="You died from status effects!")],
"active_effects": [],
"round": combat['round']
}
elif total_impact < 0:
# HEALING
heal = abs(total_impact)
new_hp = min(player['max_hp'], player['hp'] + heal)
actual_heal = new_hp - player['hp']
if actual_heal > 0:
await db.update_player_hp(player['id'], new_hp)
player['hp'] = new_hp
messages.append(create_combat_message(
"effect_heal",
origin="player",
heal=actual_heal,
effect_name="status effects"
))
if req.action == 'attack':
# Calculate player damage
@@ -382,6 +434,9 @@ async def combat_action(
loot_remaining=json.dumps(corpse_loot_dicts)
)
await db.remove_non_persistent_effects(player['id'])
await db.end_combat(player['id'])
# Update Redis: Delete combat state cache
@@ -456,6 +511,7 @@ async def combat_action(
await session.execute(stmt)
await session.commit()
await db.remove_non_persistent_effects(player['id'])
await db.end_combat(player['id'])
# Broadcast to location that player fled from combat
@@ -557,6 +613,7 @@ async def combat_action(
await session.execute(stmt)
await session.commit()
await db.remove_non_persistent_effects(player['id'])
await db.end_combat(player['id'])
# Broadcast to location that player died (and corpse if created)
@@ -584,6 +641,249 @@ async def combat_action(
await db.update_player_statistics(player['id'], failed_flees=1, damage_taken=npc_damage, increment=True)
await db.update_combat(player['id'], {'turn': 'player', 'turn_started_at': time.time()})
elif req.action == 'defend':
# Apply "defending" status effect - reduces incoming damage by 50% for 1 turn
await db.add_effect(
player_id=player['id'],
effect_name='defending',
effect_icon='🛡️',
effect_type='buff',
value=50, # 50% damage reduction
ticks_remaining=1,
persist_after_combat=False,
source='action:defend'
)
messages.append(create_combat_message(
"defend",
origin="player",
message=get_game_message('defend_text', locale, name=player['name'])
))
# NPC's turn after defend
npc_attack_messages, player_defeated = await game_logic.npc_attack(
player['id'],
{'npc_hp': combat['npc_hp'], 'npc_max_hp': combat['npc_max_hp']},
npc_def,
reduce_armor_durability
)
messages.extend(npc_attack_messages)
if player_defeated:
await db.remove_non_persistent_effects(player['id'])
combat_over = True
elif req.action == 'use_item':
combat_over = False
# Validate item_id provided
if not req.item_id:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail="item_id required for use_item action"
)
# Get the item from inventory
player_inventory = await db.get_inventory(player['id'])
inv_item = None
for item in player_inventory:
if item['item_id'] == req.item_id:
inv_item = item
break
if not inv_item:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail="Item not found in inventory"
)
# Get item definition
item_def = ITEMS_MANAGER.get_item(req.item_id)
if not item_def:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail="Unknown item"
)
# Check if item is combat usable
if not item_def.combat_usable:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail="This item cannot be used in combat"
)
# Apply item effects
item_name = get_locale_string(item_def.name, locale)
effects_applied = []
# 1. Apply Status Effects (e.g. Regeneration from Bandage)
if item_def.effects.get('status_effect'):
status_data = item_def.effects['status_effect']
await db.add_effect(
player_id=player['id'],
effect_name=status_data['name'],
effect_icon=status_data.get('icon', ''),
effect_type=status_data.get('type', 'buff'),
damage_per_tick=status_data.get('damage_per_tick', 0),
value=status_data.get('value', 0),
ticks_remaining=status_data.get('ticks', 3),
persist_after_combat=True, # Consumable effects usually persist
source=f"item:{item_def.id}"
)
effects_applied.append(f"Applied {status_data['name']}")
# 2. Cure Status Effects
if item_def.effects.get('cures'):
cures = item_def.effects['cures']
for cure_effect in cures:
if await db.remove_effect(player['id'], cure_effect):
effects_applied.append(f"Cured {cure_effect}")
# 3. Handle Direct healing (legacy/instant)
if item_def.effects.get('hp_restore') and item_def.effects['hp_restore'] > 0:
hp_restore = item_def.effects['hp_restore']
old_hp = player['hp']
new_hp = min(player.get('max_hp', 100), old_hp + hp_restore)
actual_restored = new_hp - old_hp
if actual_restored > 0:
await db.update_player_hp(player['id'], new_hp)
effects_applied.append(f"+{actual_restored} HP")
if item_def.effects.get('stamina_restore'):
stamina_restore = item_def.effects['stamina_restore']
old_stamina = player['stamina']
new_stamina = min(player.get('max_stamina', 100), old_stamina + stamina_restore)
actual_restored = new_stamina - old_stamina
if actual_restored > 0:
await db.update_player_stamina(player['id'], new_stamina)
effects_applied.append(f"+{actual_restored} Stamina")
# Handle combat effects (throwables)
combat_effects = item_def.combat_effects or {}
# Direct damage from throwable
if combat_effects.get('damage_min') and combat_effects.get('damage_max'):
damage = random.randint(combat_effects['damage_min'], combat_effects['damage_max'])
new_npc_hp = max(0, combat['npc_hp'] - damage)
effects_applied.append(f"{damage} damage")
messages.append(create_combat_message(
"item_damage",
origin="player",
damage=damage,
item_name=item_name
))
# Check if NPC is defeated
if new_npc_hp <= 0:
messages.append(create_combat_message(
"victory",
origin="neutral",
npc_name=npc_def.name
))
combat_over = True
player_won = True
# Award XP
xp_gained = npc_def.xp_reward
new_xp = player['xp'] + xp_gained
messages.append(create_combat_message(
"xp_gain",
origin="player",
amount=xp_gained
))
await db.update_player(player['id'], xp=new_xp)
await db.update_player_statistics(player['id'], enemies_killed=1, damage_dealt=damage, increment=True)
# Check for level up
level_up_result = await game_logic.check_and_apply_level_up(player['id'])
if level_up_result['leveled_up']:
messages.append(create_combat_message(
"level_up",
origin="player",
level=level_up_result['new_level'],
stat_points=level_up_result['levels_gained']
))
# Create corpse with loot
import json as json_module
corpse_loot = npc_def.corpse_loot if hasattr(npc_def, 'corpse_loot') else []
corpse_loot_dicts = []
for loot in corpse_loot:
if hasattr(loot, '__dict__'):
corpse_loot_dicts.append({
'item_id': loot.item_id,
'quantity_min': loot.quantity_min,
'quantity_max': loot.quantity_max,
'required_tool': loot.required_tool
})
else:
corpse_loot_dicts.append(loot)
await db.create_npc_corpse(
npc_id=combat['npc_id'],
location_id=player['location_id'],
loot_remaining=json_module.dumps(corpse_loot_dicts)
)
await db.remove_non_persistent_effects(player['id'])
await db.end_combat(player['id'])
else:
# Update NPC HP
await db.update_combat(player['id'], {'npc_hp': new_npc_hp})
# Apply status effect from item (e.g., burning from molotov)
status_effect = combat_effects.get('status')
if status_effect and not combat_over:
# Apply to NPC via combat status (simplified - NPC status stored in combat record)
npc_status = f"{status_effect['name']}:{status_effect.get('damage_per_tick', 0)}:{status_effect.get('ticks', 1)}"
await db.update_combat(player['id'], {'npc_status_effects': npc_status})
messages.append(create_combat_message(
"effect_applied",
origin="player",
effect_name=status_effect['name'],
effect_icon=status_effect.get('icon', '🔥'),
target="enemy"
))
# Consume the item
await db.remove_item_from_inventory(player['id'], req.item_id, 1)
await db.update_player_statistics(player['id'], items_used=1, increment=True)
# Add item used message
effects_str = f" ({', '.join(effects_applied)})" if effects_applied else ""
# Calculate total restored amounts for frontend floating text
hp_restored_val = 0
stamina_restored_val = 0
if item_def.effects.get('hp_restore'):
hp_restored_val = min(player.get('max_hp', 100), old_hp + item_def.effects['hp_restore']) - old_hp
if item_def.effects.get('stamina_restore'):
stamina_restored_val = min(player.get('max_stamina', 100), old_stamina + item_def.effects['stamina_restore']) - old_stamina
messages.append(create_combat_message(
"item_used",
origin="player",
item_name=item_name,
effects=effects_str,
hp_restore=hp_restored_val if hp_restored_val > 0 else None,
stamina_restore=stamina_restored_val if stamina_restored_val > 0 else None
))
# NPC's turn after using item (if combat not over)
if not combat_over:
npc_attack_messages, player_defeated = await game_logic.npc_attack(
player['id'],
{'npc_hp': combat['npc_hp'], 'npc_max_hp': combat['npc_max_hp']},
npc_def,
reduce_armor_durability
)
messages.extend(npc_attack_messages)
if player_defeated:
await db.remove_non_persistent_effects(player['id'])
combat_over = True
# Get updated combat state if not over
updated_combat = None
if not combat_over:

View File

@@ -586,6 +586,7 @@ async def get_repairable_items(current_user: dict = Depends(get_current_user)):
# Check if player has this tool (find one with highest durability)
tool_found = False
tool_durability = 0
tool_max_durability = 0
best_tool_unique = None
for check_item in inventory:
@@ -596,6 +597,7 @@ async def get_repairable_items(current_user: dict = Depends(get_current_user)):
best_tool_unique = unique
tool_found = True
tool_durability = unique.get('durability', 0)
tool_max_durability = unique.get('max_durability', 100)
tools_info.append({
@@ -604,7 +606,8 @@ async def get_repairable_items(current_user: dict = Depends(get_current_user)):
'emoji': tool_def.emoji if tool_def else '🔧',
'durability_cost': durability_cost,
'has_tool': tool_found,
'tool_durability': tool_durability
'tool_durability': tool_durability,
'tool_max_durability': tool_max_durability
})
if not tool_found:
has_tools = False
@@ -633,7 +636,7 @@ async def get_repairable_items(current_user: dict = Depends(get_current_user)):
})
# Sort: repairable items first (can_repair=True), then by durability percent (lowest first), then by name
repairable_items.sort(key=lambda x: (not x['can_repair'], -x['durability_percent'], x['name']))
repairable_items.sort(key=lambda x: (not x['can_repair'], -x['durability_percent'], str(x['name'])))
return {'repairable_items': repairable_items}

View File

@@ -158,6 +158,7 @@ async def _get_enriched_inventory(player_id: int):
"unique_stats": unique_stats,
"hp_restore": item.effects.get('hp_restore') if item.effects else None,
"stamina_restore": item.effects.get('stamina_restore') if item.effects else None,
"effects": item.effects,
"damage_min": item.stats.get('damage_min') if item.stats else None,
"damage_max": item.stats.get('damage_max') if item.stats else None,
"stats": item.stats,
@@ -183,6 +184,10 @@ async def get_game_state(current_user: dict = Depends(get_current_user)):
if not player:
raise HTTPException(status_code=404, detail="Player not found")
# Get player status effects
status_effects = await db.get_player_effects(player_id)
player['status_effects'] = status_effects
# Get location
location = LOCATIONS.get(player['location_id'])
@@ -274,6 +279,7 @@ async def get_game_state(current_user: dict = Depends(get_current_user)):
"tier": tier if tier is not None else None,
"hp_restore": item.effects.get('hp_restore') if item.effects else None,
"stamina_restore": item.effects.get('stamina_restore') if item.effects else None,
"effects": item.effects,
"damage_min": item.stats.get('damage_min') if item.stats else None,
"damage_max": item.stats.get('damage_max') if item.stats else None
})
@@ -325,6 +331,10 @@ async def get_player_profile(current_user: dict = Depends(get_current_user)):
player = await db.get_player_by_id(player_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
# Get player status effects
status_effects = await db.get_player_effects(player_id)
player['status_effects'] = status_effects
# Get capacity metrics (weight/volume) using the helper function
# We don't need the inventory array itself, just the capacity calculations

View File

@@ -96,7 +96,13 @@ GAME_MESSAGES = {
# Item Usage
'item_used': {'en': "Used {name}", 'es': "Usado {name}"},
'no_item': {'en': "You don't have this item", 'es': "No tienes este objeto"},
'cannot_use': {'en': "This item cannot be used", 'es': "Este objeto no se puede usar"}
'cannot_use': {'en': "This item cannot be used", 'es': "Este objeto no se puede usar"},
'cured': {'en': "Cured", 'es': "Curado"},
# Status Effects
'statusDamage': {'en': "You took {damage} damage from status effects", 'es': "Has recibido {damage} de daño por efectos de estado"},
'statusHeal': {'en': "You recovered {heal} HP from status effects", 'es': "Has recuperado {heal} vida por efectos de estado"},
'diedFromStatus': {'en': "You died from status effects", 'es': "Has muerto por efectos de estado"},
}
def get_game_message(key: str, lang: str = 'en', **kwargs) -> str:

View File

@@ -79,7 +79,8 @@ class InitiateCombatRequest(BaseModel):
class CombatActionRequest(BaseModel):
action: str # 'attack', 'defend', 'flee'
action: str # 'attack', 'defend', 'flee', 'use_item'
item_id: Optional[str] = None # For use_item action
class PvPCombatInitiateRequest(BaseModel):
@@ -91,7 +92,8 @@ class PvPAcknowledgeRequest(BaseModel):
class PvPCombatActionRequest(BaseModel):
action: str # 'attack', 'defend', 'flee'
action: str # 'attack', 'defend', 'flee', 'use_item'
item_id: Optional[str] = None # For use_item action
# ============================================================================

115
build_log.txt Normal file
View File

@@ -0,0 +1,115 @@
--progress is a global compose flag, better use `docker compose --progress xx build ...
Image echoes_of_the_ashes-echoes_of_the_ashes_pwa Building
Image echoes_of_the_ashes-echoes_of_the_ashes_api Building
#1 [internal] load local bake definitions
#1 reading from stdin 1.25kB done
#1 DONE 0.0s
#2 [internal] load build definition from Dockerfile.pwa
#2 transferring dockerfile: 810B done
#2 DONE 0.0s
#3 [internal] load metadata for docker.io/library/nginx:alpine
#3 DONE 0.0s
#4 [internal] load metadata for docker.io/library/node:20-alpine
#4 DONE 0.4s
#5 [internal] load .dockerignore
#5 transferring context: 2B done
#5 DONE 0.0s
#6 [build 1/6] FROM docker.io/library/node:20-alpine@sha256:09e2b3d9726018aecf269bd35325f46bf75046a643a66d28360ec71132750ec8
#6 DONE 0.0s
#7 [stage-1 1/4] FROM docker.io/library/nginx:alpine
#7 DONE 0.0s
#8 [internal] load build context
#8 transferring context: 589.63MB 3.7s done
#8 DONE 3.8s
#9 [build 2/6] WORKDIR /app
#9 CACHED
#10 [build 3/6] COPY pwa/package*.json ./
#10 CACHED
#11 [build 4/6] RUN npm install
#11 CACHED
#12 [build 5/6] COPY pwa/ ./
#12 CACHED
#13 [build 6/6] RUN npm run build
#13 0.305
#13 0.305 > echoes-of-the-ashes-pwa@1.0.0 build
#13 0.305 > tsc && vite build
#13 0.305
#13 4.381 vite v5.4.21 building for production...
#13 4.436 transforming...
#13 5.170 ✓ 111 modules transformed.
#13 5.474 [baseline-browser-mapping] The data in this module is over two months old. To ensure accurate Baseline data, please update: `npm i baseline-browser-mapping@latest -D`
#13 7.266
#13 7.266 PWA v0.17.5
#13 7.266 mode generateSW
#13 7.266 precache 3 entries (0.00 KiB)
#13 7.266 files generated
#13 7.266 dist/sw.js
#13 7.266 dist/workbox-4b126c97.js
#13 7.267 warnings
#13 7.267 One of the glob patterns doesn't match any files. Please remove or fix the following: {
#13 7.267 "globDirectory": "/app/dist",
#13 7.267 "globPattern": "**/*.{js,css,html,ico,svg,woff,woff2}",
#13 7.267 "globIgnores": [
#13 7.267 "**/node_modules/**/*",
#13 7.267 "sw.js",
#13 7.267 "workbox-*.js"
#13 7.267 ]
#13 7.267 }
#13 7.267
#13 7.273 x Build failed in 2.87s
#13 7.273 error during build:
#13 7.273 [vite-plugin-pwa:build] [plugin vite-plugin-pwa:build] src/components/common/GameProgressBar.tsx: There was an error during the build:
#13 7.273 Could not resolve "./InventoryModal.css" from "src/components/common/GameProgressBar.tsx"
#13 7.273 Additionally, handling the error in the 'buildEnd' hook caused the following error:
#13 7.273 Could not resolve "./InventoryModal.css" from "src/components/common/GameProgressBar.tsx"
#13 7.273 file: /app/src/components/common/GameProgressBar.tsx
#13 7.273 at getRollupError (file:///app/node_modules/rollup/dist/es/shared/parseAst.js:401:41)
#13 7.273 at file:///app/node_modules/rollup/dist/es/shared/node-entry.js:23347:39
#13 7.273 at async catchUnfinishedHookActions (file:///app/node_modules/rollup/dist/es/shared/node-entry.js:22805:16)
#13 7.273 at async rollupInternal (file:///app/node_modules/rollup/dist/es/shared/node-entry.js:23330:5)
#13 7.273 at async build (file:///app/node_modules/vite/dist/node/chunks/dep-BK3b2jBa.js:65709:14)
#13 7.273 at async CAC.<anonymous> (file:///app/node_modules/vite/dist/node/cli.js:829:5)
#13 ERROR: process "/bin/sh -c npm run build" did not complete successfully: exit code: 1
------
> [build 6/6] RUN npm run build:
7.273 Could not resolve "./InventoryModal.css" from "src/components/common/GameProgressBar.tsx"
7.273 Additionally, handling the error in the 'buildEnd' hook caused the following error:
7.273 Could not resolve "./InventoryModal.css" from "src/components/common/GameProgressBar.tsx"
7.273 file: /app/src/components/common/GameProgressBar.tsx
7.273 at getRollupError (file:///app/node_modules/rollup/dist/es/shared/parseAst.js:401:41)
7.273 at file:///app/node_modules/rollup/dist/es/shared/node-entry.js:23347:39
7.273 at async catchUnfinishedHookActions (file:///app/node_modules/rollup/dist/es/shared/node-entry.js:22805:16)
7.273 at async rollupInternal (file:///app/node_modules/rollup/dist/es/shared/node-entry.js:23330:5)
7.273 at async build (file:///app/node_modules/vite/dist/node/chunks/dep-BK3b2jBa.js:65709:14)
7.273 at async CAC.<anonymous> (file:///app/node_modules/vite/dist/node/cli.js:829:5)
------
Dockerfile.pwa:22
--------------------
20 |
21 | # Build the application
22 | >>> RUN npm run build
23 |
24 | # Production stage
--------------------
failed to solve: process "/bin/sh -c npm run build" did not complete successfully: exit code: 1

90
build_log_2.txt Normal file
View File

@@ -0,0 +1,90 @@
--progress is a global compose flag, better use `docker compose --progress xx build ...
Image echoes_of_the_ashes-echoes_of_the_ashes_pwa Building
Image echoes_of_the_ashes-echoes_of_the_ashes_api Building
#1 [internal] load local bake definitions
#1 reading from stdin 1.25kB done
#1 DONE 0.0s
#2 [internal] load build definition from Dockerfile.pwa
#2 transferring dockerfile: 810B done
#2 DONE 0.0s
#3 [internal] load metadata for docker.io/library/nginx:alpine
#3 DONE 0.0s
#4 [internal] load metadata for docker.io/library/node:20-alpine
#4 DONE 0.7s
#5 [internal] load .dockerignore
#5 transferring context: 2B done
#5 DONE 0.0s
#6 [build 1/6] FROM docker.io/library/node:20-alpine@sha256:09e2b3d9726018aecf269bd35325f46bf75046a643a66d28360ec71132750ec8
#6 DONE 0.0s
#7 [stage-1 1/4] FROM docker.io/library/nginx:alpine
#7 DONE 0.0s
#8 [internal] load build context
#8 transferring context: 2.35MB 0.6s done
#8 DONE 0.6s
#9 [build 2/6] WORKDIR /app
#9 CACHED
#10 [build 3/6] COPY pwa/package*.json ./
#10 CACHED
#11 [build 4/6] RUN npm install
#11 CACHED
#12 [build 5/6] COPY pwa/ ./
#12 DONE 2.9s
#13 [build 6/6] RUN npm run build
#13 0.256
#13 0.256 > echoes-of-the-ashes-pwa@1.0.0 build
#13 0.256 > tsc && vite build
#13 0.256
#13 4.328 vite v5.4.21 building for production...
#13 4.379 transforming...
#13 5.865 ✓ 160 modules transformed.
#13 5.995 rendering chunks...
#13 6.118 computing gzip size...
#13 6.129 dist/manifest.webmanifest 0.46 kB
#13 6.129 dist/index.html 1.00 kB │ gzip: 0.50 kB
#13 6.129 dist/assets/index-DvVzkIfD.css 111.05 kB │ gzip: 19.61 kB
#13 6.129 dist/assets/workbox-window.prod.es5-vqzQaGvo.js 5.72 kB │ gzip: 2.35 kB
#13 6.129 dist/assets/index-RV0Szog0.js 454.56 kB │ gzip: 135.53 kB
#13 6.130 ✓ built in 1.78s
#13 6.404 [baseline-browser-mapping] The data in this module is over two months old. To ensure accurate Baseline data, please update: `npm i baseline-browser-mapping@latest -D`
#13 8.218
#13 8.218 PWA v0.17.5
#13 8.218 mode generateSW
#13 8.218 precache 7 entries (559.91 KiB)
#13 8.218 files generated
#13 8.218 dist/sw.js
#13 8.218 dist/workbox-4b126c97.js
#13 DONE 8.3s
#7 [stage-1 1/4] FROM docker.io/library/nginx:alpine
#7 CACHED
#14 [stage-1 2/4] COPY --from=build /app/dist /usr/share/nginx/html
#14 DONE 0.0s
#15 [stage-1 3/4] COPY images/ /usr/share/nginx/html/images/
#15 DONE 0.0s
#16 [stage-1 4/4] COPY nginx.conf /etc/nginx/conf.d/default.conf
#16 DONE 0.0s
#17 exporting to image
#17 exporting layers 0.1s done
#17 writing image sha256:04e99cea3a418401aff49901e27724e5132a721881a9c01bda68dd302a496587 done
#17 naming to docker.io/library/echoes_of_the_ashes-echoes_of_the_ashes_pwa done
#17 DONE 0.1s
#18 resolving provenance for metadata file
#18 DONE 0.0s
Image echoes_of_the_ashes-echoes_of_the_ashes_pwa Built

View File

@@ -33,7 +33,7 @@
"wood_planks": {
"name": {
"en": "Wood Planks",
"es": "Tablillas de madera"
"es": "Tablas de madera"
},
"weight": 3.0,
"volume": 2.0,
@@ -314,14 +314,25 @@
"es": "Vendaje"
},
"description": {
"en": "Clean cloth bandages for treating minor wounds. Can stop bleeding.",
"es": "Vendajes limpios de tela para tratar heridas menores. Pueden detener la sangrado."
"en": "Clean cloth bandages for treating minor wounds. Applies regeneration and stops bleeding.",
"es": "Vendajes limpios de tela para tratar heridas menores. Aplica regeneración y detiene el sangrado."
},
"weight": 0.1,
"volume": 0.1,
"type": "consumable",
"hp_restore": 15,
"treats": "Bleeding",
"effects": {
"status_effect": {
"name": "regeneration",
"icon": "❤️",
"type": "buff",
"damage_per_tick": -5,
"ticks": 3,
"value": 15
},
"cures": [
"bleeding"
]
},
"emoji": "🩹",
"image_path": "images/items/bandage.webp"
},
@@ -458,11 +469,11 @@
"knife": {
"name": {
"en": "Knife",
"es": ""
"es": "Cuchillo"
},
"description": {
"en": "A sharp survival knife in decent condition.",
"es": ""
"es": "Un cuchillo de supervivencia afilado en buen estado."
},
"weight": 0.3,
"volume": 0.2,
@@ -547,11 +558,11 @@
"rusty_pipe": {
"name": {
"en": "Rusty Pipe",
"es": ""
"es": "Tubería oxidada"
},
"description": {
"en": "Heavy metal pipe. Crude but effective.",
"es": ""
"es": "Tubería de metal oxidada. Bruta pero efectiva."
},
"weight": 1.5,
"volume": 0.8,
@@ -567,11 +578,11 @@
"tattered_rucksack": {
"name": {
"en": "Tattered Rucksack",
"es": ""
"es": "Mochila rústica"
},
"description": {
"en": "An old backpack with torn straps. Still functional.",
"es": ""
"es": "Una mochila vieja con tirantes rotos. Todavía funcional."
},
"weight": 1.0,
"volume": 0.5,
@@ -614,11 +625,11 @@
"hiking_backpack": {
"name": {
"en": "Hiking Backpack",
"es": ""
"es": "Mochila de senderismo"
},
"description": {
"en": "A quality backpack with multiple compartments.",
"es": ""
"es": "Una mochila de calidad con múltiples compartimentos."
},
"weight": 1.5,
"volume": 0.7,
@@ -650,11 +661,11 @@
"flashlight": {
"name": {
"en": "Flashlight",
"es": ""
"es": "Linterna"
},
"description": {
"en": "A battery-powered flashlight. Batteries low but working.",
"es": ""
"es": "Una linterna alimentada por pilas. Las pilas están casi agotadas pero funcionan."
},
"weight": 0.3,
"volume": 0.2,
@@ -670,7 +681,7 @@
"old_photograph": {
"name": {
"en": "Old Photograph",
"es": ""
"es": "Fotografía vieja"
},
"weight": 0.01,
"volume": 0.01,
@@ -679,13 +690,13 @@
"image_path": "images/items/old_photograph.webp",
"description": {
"en": "A useful old photograph.",
"es": ""
"es": "Una fotografía vieja útil."
}
},
"key_ring": {
"name": {
"en": "Key Ring",
"es": ""
"es": "Anillo de llaves"
},
"weight": 0.1,
"volume": 0.05,
@@ -694,17 +705,17 @@
"image_path": "images/items/key_ring.webp",
"description": {
"en": "A useful key ring.",
"es": ""
"es": "Un anillo de llaves útil."
}
},
"makeshift_spear": {
"name": {
"en": "Makeshift Spear",
"es": ""
"es": "Pica improvisado"
},
"description": {
"en": "A crude spear made from a sharpened stick and scrap metal.",
"es": ""
"es": "Una pica improvisada hecha de un palo afilado y metal desechado."
},
"weight": 1.2,
"volume": 2.0,
@@ -751,11 +762,11 @@
"reinforced_bat": {
"name": {
"en": "Reinforced Bat",
"es": ""
"es": "Bate de béisbol reforzado"
},
"description": {
"en": "A wooden bat wrapped with scrap metal and nails. Brutal.",
"es": ""
"es": "Un bate de béisbol envuelto con metal desechado y clavos. Brutal."
},
"weight": 1.8,
"volume": 1.5,
@@ -808,11 +819,11 @@
"leather_vest": {
"name": {
"en": "Leather Vest",
"es": ""
"es": "Chaleco de cuero"
},
"description": {
"en": "A makeshift vest crafted from leather scraps. Provides basic protection.",
"es": ""
"es": "Un chaleco improvisado hecho de cuero desechado. Proporciona protección básica."
},
"weight": 1.5,
"volume": 1.0,
@@ -859,11 +870,11 @@
"cloth_bandana": {
"name": {
"en": "Cloth Bandana",
"es": ""
"es": "Banda de tela"
},
"description": {
"en": "A simple cloth head covering. Keeps the sun and dust out.",
"es": ""
"es": "Una cobertura simple para la cabeza. Mantiene el sol y la arena fuera."
},
"weight": 0.1,
"volume": 0.1,
@@ -897,11 +908,11 @@
"sturdy_boots": {
"name": {
"en": "Sturdy Boots",
"es": ""
"es": "Botas fuertes"
},
"description": {
"en": "Reinforced boots for traversing the wasteland.",
"es": ""
"es": "Botas reforzadas para cruzar el desierto."
},
"weight": 1.0,
"volume": 0.8,
@@ -948,11 +959,11 @@
"padded_pants": {
"name": {
"en": "Padded Pants",
"es": ""
"es": "Pantalones reforzados"
},
"description": {
"en": "Pants reinforced with extra padding for protection.",
"es": ""
"es": "Pantalones reforzados con un relleno extra para protección."
},
"weight": 0.8,
"volume": 0.6,
@@ -995,11 +1006,11 @@
"reinforced_pack": {
"name": {
"en": "Reinforced Pack",
"es": ""
"es": "Mochila reforzada"
},
"description": {
"en": "A custom-built backpack with metal frame and extra pockets.",
"es": ""
"es": "Una mochila personalizada con un marco de metal y bolsillos extra."
},
"weight": 2.0,
"volume": 0.9,
@@ -1085,11 +1096,11 @@
"hammer": {
"name": {
"en": "Hammer",
"es": ""
"es": "Martillo"
},
"description": {
"en": "A basic tool for crafting and repairs. Essential for any survivor.",
"es": ""
"es": "Una herramienta básica para la fabricación y reparaciones. Esencial para cualquier superviviente."
},
"weight": 0.8,
"volume": 0.4,
@@ -1124,11 +1135,11 @@
"screwdriver": {
"name": {
"en": "Screwdriver",
"es": ""
"es": "Destornillador"
},
"description": {
"en": "A flathead screwdriver. Useful for repairs and scavenging.",
"es": ""
"es": "Un destornillador de cabeza plana. Útil para reparaciones y recogida de material."
},
"weight": 0.2,
"volume": 0.2,
@@ -1163,6 +1174,130 @@
"damage_min": 5,
"damage_max": 8
}
},
"pipe_bomb": {
"name": {
"en": "Pipe Bomb",
"es": "Bomba improvisada"
},
"type": "throwable",
"weight": 0.5,
"volume": 0.3,
"emoji": "💣",
"image_path": "images/items/pipe_bomb.webp",
"description": {
"en": "An improvised explosive. Deals heavy damage when thrown.",
"es": "Un explosivo improvisado. Causa gran daño cuando se lanza."
},
"stackable": true,
"combat_usable": true,
"combat_effects": {
"damage_min": 15,
"damage_max": 25
}
},
"molotov_cocktail": {
"name": {
"en": "Molotov Cocktail",
"es": "Cóctel Molotov"
},
"type": "throwable",
"weight": 0.4,
"volume": 0.3,
"emoji": "🔥",
"image_path": "images/items/molotov.webp",
"description": {
"en": "A bottle filled with flammable liquid. Sets the target on fire.",
"es": "Una botella llena de líquido inflamable. Prende fuego al objetivo."
},
"stackable": true,
"combat_usable": true,
"combat_effects": {
"damage_min": 10,
"damage_max": 15,
"status": {
"name": "burning",
"icon": "🔥",
"damage_per_tick": 3,
"ticks": 3,
"persist_after_combat": true
}
}
},
"smoke_bomb": {
"name": {
"en": "Smoke Bomb",
"es": "Bomba de humo"
},
"type": "throwable",
"weight": 0.3,
"volume": 0.2,
"emoji": "💨",
"image_path": "images/items/smoke_bomb.webp",
"description": {
"en": "Creates a smoke screen. Greatly increases flee chance for 1 turn.",
"es": "Crea una cortina de humo. Aumenta la probabilidad de huir por 1 turno."
},
"stackable": true,
"combat_usable": true,
"combat_only": true,
"combat_effects": {
"status": {
"name": "smoke_cover",
"icon": "💨",
"value": 50,
"ticks": 1,
"persist_after_combat": false
}
}
},
"stim_pack": {
"name": {
"en": "Stim Pack",
"es": "Estimulante"
},
"type": "consumable",
"weight": 0.2,
"volume": 0.1,
"emoji": "💉",
"image_path": "images/items/stim_pack.webp",
"description": {
"en": "A combat stimulant that instantly restores health. Only usable in combat.",
"es": "Un estimulante de combate que restaura salud instantáneamente. Solo usable en combate."
},
"stackable": true,
"consumable": true,
"combat_usable": true,
"combat_only": true,
"hp_restore": 20
},
"adrenaline_shot": {
"name": {
"en": "Adrenaline Shot",
"es": "Inyección de adrenalina"
},
"type": "consumable",
"weight": 0.1,
"volume": 0.1,
"emoji": "⚡",
"image_path": "images/items/adrenaline.webp",
"description": {
"en": "Increases damage output for 2 turns. Only usable in combat.",
"es": "Aumenta el daño durante 2 turnos. Solo usable en combate."
},
"stackable": true,
"consumable": true,
"combat_usable": true,
"combat_only": true,
"combat_effects": {
"status": {
"name": "empowered",
"icon": "⚡",
"value": 25,
"ticks": 2,
"persist_after_combat": false
}
}
}
}
}

View File

@@ -48,7 +48,10 @@
"flee_chance": 0.3,
"status_inflict_chance": 0.15,
"image_path": "images/npcs/feral_dog.webp",
"death_message": "The feral dog whimpers and collapses. Perhaps it was just hungry..."
"death_message": {
"en": "The feral dog whimpers and collapses. Perhaps it was just hungry...",
"es": "El perro salvaje gemía y se derrumbó. Quizás solo estaba hambriento..."
}
},
"raider_scout": {
"npc_id": "raider_scout",
@@ -110,7 +113,10 @@
"flee_chance": 0.2,
"status_inflict_chance": 0.1,
"image_path": "images/npcs/raider_scout.webp",
"death_message": "The raider scout falls with a final gasp. Their supplies are yours."
"death_message": {
"en": "The raider scout falls with a final gasp. Their supplies are yours.",
"es": "El explorador cae con un último gemido. Sus suministros son tuyos."
}
},
"mutant_rat": {
"npc_id": "mutant_rat",
@@ -154,7 +160,10 @@
"flee_chance": 0.5,
"status_inflict_chance": 0.25,
"image_path": "images/npcs/mutant_rat.webp",
"death_message": "The mutant rat squeals its last and goes still."
"death_message": {
"en": "The mutant rat squeals its last and goes still.",
"es": "La rata mutante gemía por última vez y se detuvo."
}
},
"infected_human": {
"npc_id": "infected_human",
@@ -204,17 +213,20 @@
"flee_chance": 0.1,
"status_inflict_chance": 0.3,
"image_path": "images/npcs/infected_human.webp",
"death_message": "The infected human finally finds peace in death."
"death_message": {
"en": "The infected human finally finds peace in death.",
"es": "El humano infectado finalmente encuentra paz en la muerte."
}
},
"scavenger": {
"npc_id": "scavenger",
"name": {
"en": "Hostile Scavenger",
"es": ""
"es": "Superviviente hostil"
},
"description": {
"en": "Another survivor, but this one sees you as competition. They won't share territory.",
"es": ""
"es": "Otro superviviente, eres su competencia. No compartirá el territorio."
},
"emoji": "💀",
"hp_min": 25,
@@ -278,7 +290,10 @@
"flee_chance": 0.25,
"status_inflict_chance": 0.05,
"image_path": "images/npcs/scavenger.webp",
"death_message": "The scavenger's struggle ends. Survival has no mercy."
"death_message": {
"en": "The scavenger's struggle ends. Survival has no mercy.",
"es": "El deseo de supervivencia del escavador se agota. La supervivencia no tiene misericordia."
}
}
},
"danger_levels": {

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@@ -16,7 +16,7 @@ echo " Source: $SOURCE_DIR"
echo " Output: $OUTPUT_DIR"
echo ""
for category in items locations npcs interactables characters; do
for category in items locations npcs interactables characters placeholder; do
src="$SOURCE_DIR/$category"
out="$OUTPUT_DIR/$category"
@@ -38,7 +38,7 @@ for category in items locations npcs interactables characters; do
continue
fi
if [[ "$category" == "items" ]]; then
if [[ "$category" == "items" || "$category" == "placeholder" ]]; then
# Special processing for items: remove white background and resize
echo " ➜ Converting item: $filename"
tmp="/tmp/${base}_clean.png"

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@@ -1,18 +1,24 @@
-- Add persistent status effects table
CREATE TABLE IF NOT EXISTS player_status_effects (
DROP TABLE IF EXISTS player_status_effects CASCADE;
CREATE TABLE player_status_effects (
id SERIAL PRIMARY KEY,
player_id INTEGER NOT NULL REFERENCES players(telegram_id) ON DELETE CASCADE,
character_id INTEGER NOT NULL REFERENCES characters(id) ON DELETE CASCADE,
effect_name VARCHAR(50) NOT NULL,
effect_icon VARCHAR(10) NOT NULL,
damage_per_tick INTEGER NOT NULL DEFAULT 0,
effect_type VARCHAR(20) DEFAULT 'damage',
value INTEGER DEFAULT 0,
ticks_remaining INTEGER NOT NULL,
persist_after_combat BOOLEAN DEFAULT FALSE,
source VARCHAR(50),
applied_at FLOAT NOT NULL,
CONSTRAINT valid_ticks CHECK (ticks_remaining >= 0),
CONSTRAINT valid_damage CHECK (damage_per_tick >= 0)
);
-- Create index for efficient querying by player
CREATE INDEX IF NOT EXISTS idx_status_effects_player ON player_status_effects(player_id);
CREATE INDEX IF NOT EXISTS idx_status_effects_player ON player_status_effects(character_id);
-- Create index for background processor to find active effects
CREATE INDEX IF NOT EXISTS idx_status_effects_active ON player_status_effects(player_id, ticks_remaining) WHERE ticks_remaining > 0;
CREATE INDEX IF NOT EXISTS idx_status_effects_active ON player_status_effects(character_id, ticks_remaining) WHERE ticks_remaining > 0;

View File

@@ -7,6 +7,9 @@ import asyncio
import os
from sqlalchemy.ext.asyncio import create_async_engine
from sqlalchemy import text
from dotenv import load_dotenv
load_dotenv()
# Database connection
DB_USER = os.getenv("POSTGRES_USER")

View File

@@ -0,0 +1,89 @@
#!/usr/bin/env python3
"""
Migration: Add combat effect fields to player_status_effects table.
Adds effect_type, value, persist_after_combat, and source columns.
"""
import asyncio
import os
import sys
# Add parent directory to path
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from sqlalchemy.ext.asyncio import create_async_engine
from sqlalchemy import text
DB_USER = os.getenv("POSTGRES_USER")
DB_PASS = os.getenv("POSTGRES_PASSWORD")
DB_NAME = os.getenv("POSTGRES_DB")
DB_HOST = os.getenv("POSTGRES_HOST", "echoes_of_the_ashes_db")
DB_PORT = os.getenv("POSTGRES_PORT", "5432")
DATABASE_URL = f"postgresql+psycopg://{DB_USER}:{DB_PASS}@{DB_HOST}:{DB_PORT}/{DB_NAME}"
async def run_migration():
engine = create_async_engine(DATABASE_URL, echo=True)
async with engine.begin() as conn:
print("Adding new columns to player_status_effects table...")
# Add effect_type column (damage, buff, debuff)
try:
await conn.execute(text("""
ALTER TABLE player_status_effects
ADD COLUMN IF NOT EXISTS effect_type VARCHAR(20) DEFAULT 'damage'
"""))
print("✓ Added effect_type column")
except Exception as e:
print(f"Note: effect_type column may already exist: {e}")
# Add value column (generic value for effect - damage amount, buff %, etc.)
# This replaces/supplements damage_per_tick for more flexibility
try:
await conn.execute(text("""
ALTER TABLE player_status_effects
ADD COLUMN IF NOT EXISTS value INTEGER DEFAULT 0
"""))
print("✓ Added value column")
except Exception as e:
print(f"Note: value column may already exist: {e}")
# Add persist_after_combat column
try:
await conn.execute(text("""
ALTER TABLE player_status_effects
ADD COLUMN IF NOT EXISTS persist_after_combat BOOLEAN DEFAULT FALSE
"""))
print("✓ Added persist_after_combat column")
except Exception as e:
print(f"Note: persist_after_combat column may already exist: {e}")
# Add source column to track where effect came from
try:
await conn.execute(text("""
ALTER TABLE player_status_effects
ADD COLUMN IF NOT EXISTS source VARCHAR(50) DEFAULT NULL
"""))
print("✓ Added source column")
except Exception as e:
print(f"Note: source column may already exist: {e}")
# Create index on persist_after_combat for background task queries
try:
await conn.execute(text("""
CREATE INDEX IF NOT EXISTS idx_status_effects_persist
ON player_status_effects(persist_after_combat)
WHERE persist_after_combat = TRUE
"""))
print("✓ Created persist_after_combat index")
except Exception as e:
print(f"Note: Index may already exist: {e}")
print("\n✓ Migration completed successfully!")
await engine.dispose()
if __name__ == "__main__":
asyncio.run(run_migration())

View File

@@ -0,0 +1,46 @@
#!/usr/bin/env python3
"""
Migration: Drop valid_damage constraint from player_status_effects table.
This constraint prevents negative damage (healing) for status effects.
"""
import asyncio
import os
import sys
# Add parent directory to path
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from sqlalchemy.ext.asyncio import create_async_engine
from sqlalchemy import text
DB_USER = os.getenv("POSTGRES_USER")
DB_PASS = os.getenv("POSTGRES_PASSWORD")
DB_NAME = os.getenv("POSTGRES_DB")
DB_HOST = os.getenv("POSTGRES_HOST", "echoes_of_the_ashes_db")
DB_PORT = os.getenv("POSTGRES_PORT", "5432")
DATABASE_URL = f"postgresql+psycopg://{DB_USER}:{DB_PASS}@{DB_HOST}:{DB_PORT}/{DB_NAME}"
async def run_migration():
engine = create_async_engine(DATABASE_URL, echo=True)
async with engine.begin() as conn:
print("Removing restrictive constraint from player_status_effects table...")
try:
await conn.execute(text("""
ALTER TABLE player_status_effects
DROP CONSTRAINT IF EXISTS valid_damage
"""))
print("✓ Dropped valid_damage constraint")
except Exception as e:
print(f"Error dropping constraint: {e}")
print("\n✓ Migration completed successfully!")
await engine.dispose()
if __name__ == "__main__":
asyncio.run(run_migration())

View File

@@ -16,9 +16,11 @@ server {
add_header X-XSS-Protection "1; mode=block" always;
# Cache static assets
# Cache static assets - DISABLE CACHE FOR DEVELOPMENT
location ~* \.(js|css|png|jpg|jpeg|gif|ico|svg|woff|woff2|ttf|eot)$ {
expires 1y;
add_header Cache-Control "public, immutable";
add_header Cache-Control "no-cache, no-store, must-revalidate";
add_header Pragma "no-cache";
add_header Expires "0";
}
# Service worker should never be cached

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View File

@@ -56,7 +56,8 @@
border-color: #535bf2;
}
input, textarea {
input,
textarea {
width: 100%;
padding: 0.75rem;
border: 1px solid #3a3a3a;
@@ -66,7 +67,8 @@ input, textarea {
font-size: 1rem;
}
input:focus, textarea:focus {
input:focus,
textarea:focus {
outline: none;
border-color: #646cff;
}
@@ -85,8 +87,48 @@ input:focus, textarea:focus {
.container {
padding: 0.5rem;
}
.card {
padding: 1rem;
}
}
/* Status Effects */
.status-effects-container {
display: flex;
flex-wrap: wrap;
gap: 8px;
margin-bottom: 15px;
}
.status-effect-badge {
display: flex;
align-items: center;
gap: 5px;
padding: 4px 8px;
background-color: #333;
border-radius: 4px;
font-size: 0.85rem;
border: 1px solid #444;
}
.status-effect-badge.damage {
background-color: rgba(231, 76, 60, 0.2);
border-color: #e74c3c;
color: #ffdce0;
}
.status-effect-badge.buff {
background-color: rgba(46, 204, 113, 0.2);
border-color: #2ecc71;
color: #d4efdf;
}
.effect-icon {
font-size: 1.1em;
}
.effect-timer {
font-family: monospace;
opacity: 0.8;
}

View File

@@ -1,16 +1,23 @@
import { useEffect, useRef, useState } from 'react';
import { useEffect, useRef, useState, useCallback } from 'react';
import { useLocation } from 'react-router-dom';
import { useAudio } from '../contexts/AudioContext';
import { isElectronApp } from '../utils/assetPath';
export default function BackgroundMusic() {
const { pathname } = useLocation();
const { masterVolume, musicVolume, isMuted } = useAudio();
const audioRef = useRef<HTMLAudioElement | null>(null);
const { audioContext, masterVolume, musicVolume, isMuted, getAudioBuffer } = useAudio();
// We only need refs for the source (track) and the gain (volume)
// The context is now shared.
const sourceNodeRef = useRef<AudioBufferSourceNode | null>(null);
const musicGainNodeRef = useRef<GainNode | null>(null);
const [audioBuffer, setAudioBuffer] = useState<AudioBuffer | null>(null);
const [isLoading, setIsLoading] = useState(true);
const [playbackError, setPlaybackError] = useState(false);
// Routes where music should play
const shouldPlayMusic = () => {
const shouldPlayMusic = useCallback(() => {
// Game main view
if (pathname === '/game') return true;
// Leaderboards
@@ -21,73 +28,142 @@ export default function BackgroundMusic() {
if (pathname.startsWith('/profile/')) return true;
return false;
};
}, [pathname]);
// Calculate effective volume
const effectiveVolume = isMuted ? 0 : masterVolume * musicVolume;
// Load Audio Buffer (using shared cache)
useEffect(() => {
if (!audioRef.current) {
// For static assets in public folder:
// Browser: use absolute path from root
// Electron: use relative path
const loadAudio = async () => {
setIsLoading(true);
const src = isElectronApp() ? './audio/bgm.wav' : '/audio/bgm.wav';
audioRef.current = new Audio(src);
audioRef.current.loop = true;
}
const audio = audioRef.current;
// Update volume in real-time
audio.volume = effectiveVolume;
const handlePlay = async () => {
try {
if (shouldPlayMusic()) {
if (audio.paused) {
await audio.play();
setPlaybackError(false);
}
} else {
if (!audio.paused) {
audio.pause();
audio.currentTime = 0; // Reset track when stopping
}
}
} catch (err) {
console.log('Audio playback failed:', err);
const buffer = await getAudioBuffer(src);
if (buffer) {
setAudioBuffer(buffer);
} else {
console.error('Failed to load background music buffer');
setPlaybackError(true);
}
setIsLoading(false);
};
handlePlay();
if (audioContext) {
loadAudio();
}
}, [audioContext, getAudioBuffer]);
// Attempts to resume audio if the user interacts with the page
const retryPlay = () => {
if (shouldPlayMusic() && audio.paused) {
handlePlay();
// Setup Gain Node
useEffect(() => {
if (audioContext && !musicGainNodeRef.current) {
const gain = audioContext.createGain();
gain.connect(audioContext.destination);
musicGainNodeRef.current = gain;
}
}, [audioContext]);
// Playback Logic
const playMusic = useCallback(() => {
if (!audioContext || !audioBuffer || !musicGainNodeRef.current) return;
// If already playing, do nothing
if (sourceNodeRef.current) return;
try {
// Ensure context is running (handled globally but good to check)
if (audioContext.state === 'suspended') {
audioContext.resume().catch(e => console.warn(e));
}
const source = audioContext.createBufferSource();
source.buffer = audioBuffer;
source.loop = true;
source.connect(musicGainNodeRef.current);
source.start(0);
sourceNodeRef.current = source;
setPlaybackError(false);
// Cleanup on end (though looping, so only if loop=false or stopped)
source.onended = () => {
if (sourceNodeRef.current === source) {
sourceNodeRef.current = null;
}
};
} catch (error) {
console.error('Start playback failed:', error);
setPlaybackError(true);
}
}, [audioContext, audioBuffer]);
const stopMusic = useCallback(() => {
if (sourceNodeRef.current) {
try {
sourceNodeRef.current.stop();
sourceNodeRef.current.disconnect();
} catch (e) {
// ignore
}
sourceNodeRef.current = null;
}
}, []);
// Handle Volume Changes
useEffect(() => {
if (musicGainNodeRef.current && audioContext) {
const currentTime = audioContext.currentTime;
musicGainNodeRef.current.gain.setTargetAtTime(effectiveVolume, currentTime, 0.1);
}
}, [effectiveVolume, audioContext]);
// Control Play/Stop based on Route and Readiness
useEffect(() => {
if (isLoading || !audioContext) return;
const handleAudioLogic = () => {
if (shouldPlayMusic()) {
if (!sourceNodeRef.current) {
playMusic();
}
} else {
stopMusic();
}
};
if (playbackError) {
document.addEventListener('click', retryPlay, { once: true });
}
handleAudioLogic();
}, [shouldPlayMusic, isLoading, audioContext, playMusic, stopMusic]);
// Cleanup on unmount
useEffect(() => {
return () => {
stopMusic();
// Don't close context, it's shared
};
}, [stopMusic]);
// Monitor state for overlay
const [isSuspended, setIsSuspended] = useState(false);
useEffect(() => {
if (!audioContext) return;
const updateState = () => setIsSuspended(audioContext.state === 'suspended');
updateState();
const interval = setInterval(updateState, 1000);
audioContext.addEventListener('statechange', updateState);
return () => {
document.removeEventListener('click', retryPlay);
clearInterval(interval);
audioContext.removeEventListener('statechange', updateState);
};
}, [audioContext]);
}, [pathname, effectiveVolume, playbackError]);
// Render overlay if music should play but is blocked
if (!shouldPlayMusic()) return null;
// Handle volume changes specifically if they happen while playing
useEffect(() => {
if (audioRef.current) {
audioRef.current.volume = effectiveVolume;
}
}, [effectiveVolume]);
// Render a small overlay if autoplay is blocked
if (!playbackError || !shouldPlayMusic()) return null;
// If not suspended and no error, don't show overlay
if (!isSuspended && !playbackError) return null;
return (
<div
@@ -96,7 +172,7 @@ export default function BackgroundMusic() {
bottom: '20px',
right: '20px',
zIndex: 9999,
background: 'rgba(74, 158, 255, 0.9)',
background: 'rgba(255, 74, 74, 0.9)',
color: 'white',
padding: '10px 20px',
borderRadius: '8px',
@@ -106,14 +182,15 @@ export default function BackgroundMusic() {
animation: 'pulse 2s infinite'
}}
onClick={() => {
if (audioRef.current) {
audioRef.current.play()
.then(() => setPlaybackError(false))
.catch(e => console.error(e));
if (audioContext) {
audioContext.resume().then(() => {
// Attempt to play again
playMusic();
});
}
}}
>
🎵 Click to Enable Audio
{playbackError ? '⚠️ Audio Error' : '🎵 Click to Enable Audio'}
</div>
);
}

View File

@@ -1909,7 +1909,6 @@ body.no-scroll {
align-items: center;
gap: 0.25rem;
width: 100%;
max-width: 50px;
flex: 1;
/* Allow content to grow */
justify-content: space-between;
@@ -2047,15 +2046,11 @@ body.no-scroll {
}
.equipment-emoji {
max-width: 50px;
max-height: 50px;
font-size: 1.2rem;
/* Reduced for better fit */
line-height: 1;
/* Prevent clipping */
margin-top: 0.25rem;
/* Add small margin */
width: 100%;
height: 100%;
object-fit: contain;
margin: 0;
line-height: 1;
}
.equipment-emoji.hidden {

View File

@@ -219,6 +219,64 @@ function Game() {
}
break
case 'interactable_ready':
// Interactable cooldown finished
if (message.data?.action_name && message.data?.name) {
actions.addLocationMessage(t('messages.interactableReady', {
action: message.data.action_name,
name: message.data.name
}))
} else if (message.data?.message) {
actions.addLocationMessage(message.data.message)
}
break
case 'status_effect_damage':
if (message.data?.damage) {
actions.addLocationMessage(t('messages.statusDamage', { damage: message.data.damage }))
actions.updatePlayerState({ hp: message.data.hp })
if (message.data.effects && Array.isArray(message.data.effects)) {
message.data.effects.forEach((e: any) => {
actions.updateStatusEffect(e.name, e.ticks_remaining)
})
} else if (message.data.name && message.data.ticks_remaining !== undefined) {
actions.updateStatusEffect(message.data.name, message.data.ticks_remaining)
}
}
break
case 'status_effect_heal':
if (message.data?.heal) {
actions.addLocationMessage(t('messages.statusHeal', { heal: message.data.heal }))
actions.updatePlayerState({ hp: message.data.hp })
if (message.data.effects && Array.isArray(message.data.effects)) {
message.data.effects.forEach((e: any) => {
actions.updateStatusEffect(e.name, e.ticks_remaining)
})
} else if (message.data.name && message.data.ticks_remaining !== undefined) {
actions.updateStatusEffect(message.data.name, message.data.ticks_remaining)
}
}
break
case 'player_died':
if (message.data?.is_dead) {
actions.addLocationMessage(t('messages.diedStatus'))
actions.updatePlayerState({ hp: 0, is_dead: true })
}
break
case 'stamina_update':
if (message.data?.stamina) {
// Only show message if significant change or if it's the regeneration event
// actions.addLocationMessage(t('messages.staminaRegenerated'))
// (commented out to avoid spam, usually stamina update is silent or subtle)
actions.updatePlayerState({ stamina: message.data.stamina })
}
break
case 'player_count_update':
// Handled by GameHeader, ignore here
break

View File

@@ -0,0 +1,102 @@
import React from 'react';
import '../game/InventoryModal.css'; // Reusing existing styles for now, or ensure classes are global
interface GameProgressBarProps {
value: number;
max: number;
type?: 'weight' | 'volume' | 'health' | 'enemy_health' | 'stamina' | 'xp' | 'durability'; // types map to colors
showText?: boolean;
label?: React.ReactNode;
unit?: string;
height?: string;
align?: 'left' | 'right';
labelAlignment?: 'left' | 'right';
}
export const GameProgressBar: React.FC<GameProgressBarProps> = ({
value,
max,
type = 'weight',
showText = false,
label,
unit = '',
height = '8px',
align = 'left',
labelAlignment
}) => {
const percentage = Math.min(100, Math.max(0, (value / (max || 1)) * 100));
// Map types to CSS classes used in InventoryModal.css or inline styles
const getFillClass = () => {
switch (type) {
case 'weight': return 'metric-fill weight';
case 'volume': return 'metric-fill volume';
case 'health': return 'durability-fill high'; // borrowing green
case 'enemy_health': return 'durability-fill low'; // borrowing red
case 'stamina': return 'durability-fill medium'; // borrowing yellow
case 'xp': return 'durability-fill medium'; // XP usually gold/yellow
case 'durability': return 'metric-fill'; // Use inline gradient
default: return 'metric-fill';
}
};
// Custom coloring for health/stamina if not using classes matching InventoryModal exactly
const getGradient = () => {
switch (type) {
// InventoryModal.css defines .weight and .volume gradients
// We can rely on classes if we import the CSS in parent or here
case 'health': return 'linear-gradient(90deg, #10b981, #059669)';
case 'enemy_health': return 'linear-gradient(90deg, #ef4444, #b91c1c)'; // Red
case 'stamina': return 'linear-gradient(90deg, #eab308, #ca8a04)';
case 'xp': return 'linear-gradient(90deg, #8b5cf6, #7c3aed)'; // Purple for XP?
case 'durability':
if (percentage < 15) return 'linear-gradient(90deg, #ef4444, #b91c1c)'; // Red
if (percentage < 50) return 'linear-gradient(90deg, #eab308, #ca8a04)'; // Yellow
return 'linear-gradient(90deg, #10b981, #059669)'; // Green
default: return undefined;
}
};
const displayValue = Number.isInteger(value) ? value : value.toFixed(1);
const displayMax = Number.isInteger(max) ? max : max.toFixed(1);
const effectiveLabelAlign = labelAlignment || align;
return (
<div className="game-progress-container" style={{ width: '100%', display: 'flex', flexDirection: 'column', gap: '2px' }}>
{showText && (
<div className="progress-text" style={{ fontSize: '0.8rem', color: '#cbd5e0', display: 'flex', justifyContent: 'space-between', marginBottom: '2px' }}>
{effectiveLabelAlign === 'left' ? (
<>
{label && <span style={{ fontWeight: 500 }}>{label}</span>}
<span style={{ fontFamily: 'monospace' }}>{displayValue}/{displayMax}{unit ? ` ${unit}` : ''}</span>
</>
) : (
<>
<span style={{ fontFamily: 'monospace' }}>{displayValue}/{displayMax}{unit ? ` ${unit}` : ''}</span>
{label && <span style={{ fontWeight: 500 }}>{label}</span>}
</>
)}
</div>
)}
<div className="progress-track" style={{
height,
backgroundColor: '#2d3748',
borderRadius: '4px',
overflow: 'hidden',
display: 'flex',
justifyContent: align === 'right' ? 'flex-end' : 'flex-start'
}}>
<div
className={getFillClass()}
style={{
width: `${percentage}%`,
height: '100%',
background: getGradient(),
transition: 'width 0.3s ease'
}}
/>
</div>
</div>
);
};

View File

@@ -2,6 +2,7 @@ import React, { useState, useEffect, useRef, useCallback } from 'react';
import { useAuth } from '../../contexts/AuthContext';
// import { useGame } from '../../contexts/GameContext'; // Removed invalid import
import { CombatView } from './CombatView';
import { CombatInventoryModal } from './CombatInventoryModal';
import { CombatState, CombatMessage, FloatingText, AnimationState, CombatActionResponse } from './CombatTypes';
import { useTranslation } from 'react-i18next';
@@ -143,6 +144,7 @@ export const Combat: React.FC<CombatProps> = ({
const [messageQueue, setMessageQueue] = useState<CombatMessage[]>([]);
const [isProcessingQueue, setIsProcessingQueue] = useState(false);
const [combatResult, setCombatResult] = useState<'victory' | 'defeat' | 'fled' | null>(null);
const [showSuppliesModal, setShowSuppliesModal] = useState(false);
// --- Refs ---
const processingRef = useRef(false);
@@ -465,6 +467,19 @@ export const Combat: React.FC<CombatProps> = ({
}, 2000);
break;
case 'item_used':
if (data.hp_restore) {
setTimeout(() => addFloatingText(`+${data.hp_restore}`, 'heal', 'player'), 200);
}
if (data.stamina_restore) {
setTimeout(() => addFloatingText(`+${data.stamina_restore}`, 'stamina', 'player'), 400);
}
break;
case 'effect_applied':
addFloatingText(`${data.effect_icon || ''} ${data.effect_name}`, 'info', data.target === 'enemy' ? 'enemy' : 'player');
break;
case 'flee_success':
if (cleanupIntervalRef.current) clearInterval(cleanupIntervalRef.current);
setTimeout(() => {
@@ -655,17 +670,78 @@ export const Combat: React.FC<CombatProps> = ({
}, 50);
};
const handleUseItem = async (itemId: string) => {
// Close modal and use item in combat
setShowSuppliesModal(false);
if (isPvP) {
await handlePvPActionWrapper('use_item');
} else {
await handlePvEActionWithItem('use_item', itemId);
}
};
const handlePvEActionWithItem = async (action: string, itemId?: string) => {
if (isProcessingQueue) return;
try {
if (localCombatState.turn !== 'player') return;
// Build action payload
const actionPayload = itemId ? `${action}:${itemId}` : action;
const data: CombatActionResponse = await onCombatAction(actionPayload);
if (data && data.success && data.messages) {
setMessageQueue(data.messages);
if (data.combat) {
setLocalCombatState(prev => ({
...prev,
npcHp: data.combat.npc_hp,
npcMaxHp: data.combat.npc_max_hp,
turn: data.combat.turn,
round: data.combat.round,
npcName: resolveName(data.combat.npc_name) || prev.npcName
}));
} else if (data.combat_over && data.player_won) {
setLocalCombatState(prev => ({
...prev,
npcHp: 0
}));
}
if (data.player) {
pendingPlayerHpRef.current = { hp: data.player.hp, max_hp: data.player.max_hp };
pendingPlayerXpRef.current = { xp: data.player.xp, level: data.player.level };
refreshCharacters();
}
}
} catch (err) {
console.error(err);
}
};
return (
<CombatView
state={localCombatState}
animState={animState}
floatingTexts={floatingTexts}
onAction={isPvP ? handlePvPActionWrapper : handlePvEAction}
onClose={handleCloseWrapper}
isProcessing={isProcessingQueue}
combatResult={combatResult}
equipment={_equipment}
/>
<>
<CombatView
state={localCombatState}
animState={animState}
floatingTexts={floatingTexts}
onAction={isPvP ? handlePvPActionWrapper : handlePvEAction}
onClose={handleCloseWrapper}
onShowSupplies={() => setShowSuppliesModal(true)}
isProcessing={isProcessingQueue}
combatResult={combatResult}
equipment={_equipment}
playerName={profile?.name}
/>
{/* Supplies modal */}
<CombatInventoryModal
isOpen={showSuppliesModal}
onClose={() => setShowSuppliesModal(false)}
onUseItem={handleUseItem}
inventory={playerState?.inventory || []}
/>
</>
);
};

View File

@@ -266,7 +266,11 @@
}
.type-info {
color: #ffff44;
color: #44aaff;
}
.type-stamina {
color: #ffd700;
}
@keyframes float-up {

View File

@@ -0,0 +1,369 @@
/* Shared Backdrop (Refined) */
.modal-backdrop {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.85);
display: flex;
justify-content: center;
align-items: center;
z-index: 2000;
backdrop-filter: blur(4px);
}
/* Combat Modal Container - Matches Inventory Redesign */
.combat-inventory-modal {
width: 90%;
max-width: 600px;
/* Slightly wider for better card display */
max-height: 80vh;
display: flex;
flex-direction: column;
background: linear-gradient(135deg, #1e2a38 0%, #121820 100%);
border: 1px solid #3a4b5c;
border-radius: 12px;
box-shadow: 0 12px 40px rgba(0, 0, 0, 0.8);
overflow: hidden;
color: #e0e6ed;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
z-index: 2001;
}
/* Header */
.combat-inventory-modal .modal-header {
display: flex;
justify-content: space-between;
align-items: center;
padding: 1rem 1.5rem;
background: rgba(0, 0, 0, 0.3);
border-bottom: 1px solid #3a4b5c;
}
.combat-inventory-modal .modal-header h3 {
margin: 0;
color: #ff6b6b;
/* Reddish for combat focus */
font-size: 1.25rem;
letter-spacing: 0.5px;
}
.combat-inventory-modal .close-btn {
background: none;
border: none;
color: #a0aec0;
font-size: 1.5rem;
cursor: pointer;
transition: color 0.2s;
}
.combat-inventory-modal .close-btn:hover {
color: #fff;
}
.modal-body {
padding: 1.5rem;
display: flex;
flex-direction: column;
overflow: hidden;
/* Flex container for scrollable list */
flex: 1;
}
/* Search Input */
.search-input {
width: 100%;
padding: 0.75rem 1rem;
margin-bottom: 1.5rem;
background: rgba(0, 0, 0, 0.2);
border: 1px solid #3a4b5c;
border-radius: 8px;
color: #fff;
font-size: 1rem;
outline: none;
transition: border-color 0.2s;
}
.search-input:focus {
border-color: #ff6b6b;
}
/* Items List */
.items-list {
flex: 1;
overflow-y: auto;
display: flex;
flex-direction: column;
gap: 0.75rem;
padding-right: 0.5rem;
}
.no-items {
text-align: center;
color: #718096;
padding: 2rem;
font-style: italic;
display: flex;
flex-direction: column;
align-items: center;
gap: 1rem;
font-size: 1.1rem;
}
/* Item Card - Matching Inventory Compact Style */
.combat-item-card {
display: flex;
flex-direction: row;
background-color: rgba(26, 32, 44, 0.8);
border: 1px solid #2d3748;
border-radius: 0.5rem;
padding: 0.75rem;
gap: 1rem;
align-items: stretch;
transition: all 0.2s ease;
cursor: pointer;
}
.combat-item-card:hover {
border-color: #ff6b6b;
background: rgba(255, 255, 255, 0.06);
transform: translateY(-1px);
}
/* Image Section */
.item-image-section {
width: 80px;
height: 80px;
flex-shrink: 0;
position: relative;
display: flex;
align-items: center;
justify-content: center;
background: rgba(0, 0, 0, 0.3);
border-radius: 6px;
border: 1px solid #4a5568;
}
.item-img-thumb {
max-width: 100%;
max-height: 100%;
object-fit: contain;
}
.item-icon-large {
font-size: 2rem;
display: flex;
align-items: center;
justify-content: center;
}
.item-icon-large.hidden {
display: none;
}
.item-quantity-badge {
position: absolute;
bottom: -5px;
right: -5px;
background: #2d3748;
border: 1px solid #4a5568;
color: #fff;
font-size: 0.75rem;
padding: 2px 6px;
border-radius: 10px;
font-weight: bold;
}
/* Info Section */
.item-details {
flex: 1;
display: flex;
flex-direction: column;
justify-content: center;
gap: 0.25rem;
min-width: 0;
}
.item-name {
margin: 0;
font-size: 1.1rem;
font-weight: 600;
color: #fff;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
.item-description {
font-size: 0.85rem;
color: #a0aec0;
line-height: 1.3;
display: -webkit-box;
-webkit-line-clamp: 2;
line-clamp: 2;
-webkit-box-orient: vertical;
overflow: hidden;
margin-bottom: 0.25rem;
}
/* Stat Badges */
.item-effects {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
}
.stat-badge {
padding: 0.25rem 0.5rem;
border-radius: 0.375rem;
border: 1px solid;
display: flex;
align-items: center;
gap: 0.375rem;
font-size: 0.75rem;
font-weight: 600;
background-color: rgba(255, 255, 255, 0.05);
border-color: rgba(255, 255, 255, 0.1);
color: #e2e8f0;
}
/* Badge Colors */
.stat-badge.healing,
.stat-badge.health {
background-color: rgba(16, 185, 129, 0.2);
color: #6ee7b7;
border-color: rgba(16, 185, 129, 0.4);
}
.stat-badge.stamina,
.stat-badge.crit {
background-color: rgba(234, 179, 8, 0.2);
color: #fde047;
border-color: rgba(234, 179, 8, 0.4);
}
.stat-badge.damage,
.stat-badge.penetration {
background-color: rgba(239, 68, 68, 0.2);
color: #fca5a5;
border-color: rgba(239, 68, 68, 0.4);
}
.stat-badge.armor {
background-color: rgba(59, 130, 246, 0.2);
color: #93c5fd;
border-color: rgba(59, 130, 246, 0.4);
}
.stat-badge.accuracy {
background-color: rgba(20, 184, 166, 0.2);
color: #5eead4;
border-color: rgba(20, 184, 166, 0.4);
}
.stat-badge.dodge {
background-color: rgba(99, 102, 241, 0.2);
color: #a5b4fc;
border-color: rgba(99, 102, 241, 0.4);
}
.stat-badge.lifesteal {
background-color: rgba(236, 72, 153, 0.2);
color: #f9a8d4;
border-color: rgba(236, 72, 153, 0.4);
}
.stat-badge.strength {
background-color: rgba(249, 115, 22, 0.2);
color: #fdba74;
border-color: rgba(249, 115, 22, 0.4);
}
.stat-badge.agility {
background-color: rgba(6, 182, 212, 0.2);
color: #67e8f9;
border-color: rgba(6, 182, 212, 0.4);
}
.stat-badge.endurance {
background-color: rgba(16, 185, 129, 0.2);
color: #6ee7b7;
border-color: rgba(16, 185, 129, 0.4);
}
.stat-badge.capacity {
background-color: rgba(16, 185, 129, 0.2);
color: #6ee7b7;
border-color: rgba(16, 185, 129, 0.4);
}
/* Use Button (Embedded in card) */
.btn-use {
background: rgba(72, 187, 120, 0.2);
color: #48bb78;
border: 1px solid rgba(72, 187, 120, 0.4);
padding: 0.5rem 1rem;
border-radius: 6px;
cursor: pointer;
font-weight: bold;
margin-left: 0.5rem;
height: fit-content;
align-self: center;
transition: all 0.2s;
}
.btn-use:hover {
background: rgba(72, 187, 120, 0.3);
transform: translateY(-1px);
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.2);
}
/* Tier Colors for Names/Icons */
.text-tier-0 {
color: #a0aec0;
}
.text-tier-1 {
color: #ffffff;
}
.text-tier-2 {
color: #68d391;
}
.text-tier-3 {
color: #63b3ed;
}
.text-tier-4 {
color: #9f7aea;
}
.text-tier-5 {
color: #ed8936;
}
.item-icon-large.tier-0 {
text-shadow: 0 0 10px rgba(160, 174, 192, 0.3);
}
.item-icon-large.tier-1 {
text-shadow: 0 0 10px rgba(255, 255, 255, 0.3);
}
.item-icon-large.tier-2 {
text-shadow: 0 0 10px rgba(104, 211, 145, 0.3);
}
.item-icon-large.tier-3 {
text-shadow: 0 0 10px rgba(99, 179, 237, 0.3);
}
.item-icon-large.tier-4 {
text-shadow: 0 0 10px rgba(159, 122, 234, 0.3);
}
.item-icon-large.tier-5 {
text-shadow: 0 0 10px rgba(237, 137, 54, 0.3);
}

View File

@@ -0,0 +1,212 @@
import React, { useState, useMemo } from 'react';
import { useTranslation } from 'react-i18next';
import { getAssetPath } from '../../utils/assetPath';
import { getTranslatedText } from '../../utils/i18nUtils';
import './CombatInventoryModal.css';
import { EffectBadge } from './EffectBadge';
interface CombatInventoryModalProps {
isOpen: boolean;
onClose: () => void;
onUseItem: (itemId: string) => void;
inventory: any[];
}
export const CombatInventoryModal: React.FC<CombatInventoryModalProps> = ({
isOpen,
onClose,
onUseItem,
inventory
}) => {
const { t } = useTranslation();
const [searchTerm, setSearchTerm] = useState('');
const combatItems = useMemo(() => {
if (!inventory) return [];
return inventory.filter(item => {
// Check if item is usable in combat
// If explicit combat_usable flag is present, respect it.
// If not, fallback to 'consumable' type check, but ideally we want explicit flags.
// Some items might be consumable but not combat usable (e.g. quest items, or long-cast items)
// For now, checks: combat_usable OR (consumable AND has effects)
const isCombatUsable = item.combat_usable === true;
const isConsumable = item.type === 'consumable' || item.category === 'consumable' || item.consumable === true;
// Allow if strictly combat_usable, or if consumable and not explicitly restricted
const allowed = isCombatUsable || (isConsumable && item.combat_only !== false);
const itemName = getTranslatedText(item.name).toLowerCase();
const matchesSearch = itemName.includes(searchTerm.toLowerCase());
return allowed && matchesSearch && item.quantity > 0;
});
}, [inventory, searchTerm]);
if (!isOpen) return null;
return (
<div className="modal-backdrop" onClick={onClose}>
<div className="combat-inventory-modal" onClick={e => e.stopPropagation()}>
<div className="modal-header">
<h3>{t('combat.modal.supplies_title')}</h3>
<button className="close-btn" onClick={onClose}>&times;</button>
</div>
<div className="modal-body">
<input
type="text"
className="search-input"
placeholder={t('combat.modal.search_items')}
value={searchTerm}
onChange={e => setSearchTerm(e.target.value)}
autoFocus
/>
<div className="items-list">
{combatItems.length === 0 ? (
<div className="no-items">
<span style={{ fontSize: '3rem', opacity: 0.5 }}>📦</span>
{t('combat.modal.no_combat_items')}
</div>
) : (
combatItems.map((item, index) => (
<div key={`${item.item_id}-${index}`} className="combat-item-card" onClick={() => onUseItem(item.item_id)}>
{/* Image Section */}
<div className="item-image-section">
{item.image_path ? (
<img
src={getAssetPath(item.image_path)}
alt={getTranslatedText(item.name)}
className="item-img-thumb"
onError={(e) => {
(e.target as HTMLImageElement).style.display = 'none';
const icon = (e.target as HTMLImageElement).nextElementSibling;
if (icon) icon.classList.remove('hidden');
}}
/>
) : null}
<div className={`item-icon-large ${item.tier ? `tier-${item.tier}` : 'tier-0'} ${item.image_path ? 'hidden' : ''}`}>
{item.emoji || '📦'}
</div>
{item.quantity > 1 && <div className="item-quantity-badge">x{item.quantity}</div>}
</div>
{/* Info Section */}
<div className="item-details">
<h4 className={`item-name text-tier-${item.tier || 0}`}>
{getTranslatedText(item.name)}
</h4>
{item.description && (
<p className="item-description">{getTranslatedText(item.description)}</p>
)}
<div className="item-effects">
{/* Logic adapted from InventoryModal to show all relevant stats */}
{/* Consumables (Priority for combat) */}
{(item.effects?.hp_restore || item.hp_restore) && (
<span className="stat-badge healing">
+{item.effects?.hp_restore || item.hp_restore} HP
</span>
)}
{(item.effects?.stamina_restore || item.stamina_restore) && (
<span className="stat-badge stamina">
+{item.effects?.stamina_restore || item.stamina_restore} Stm
</span>
)}
{/* Status Effects & Cures */}
{item.effects?.status_effect && (
<EffectBadge effect={item.effects.status_effect} />
)}
{item.effects?.cures && item.effects.cures.length > 0 && (
<span className="stat-badge cure">
💊 {t('game.cures')}: {item.effects.cures.map((c: string) => getTranslatedText(c)).join(', ')}
</span>
)}
{/* Combat Effects (Throwables, etc) */}
{item.combat_effects?.damage_min && (
<span className="stat-badge damage">
💥 {item.combat_effects.damage_min}-{item.combat_effects.damage_max} Dmg
</span>
)}
{item.combat_effects?.status && (
<span className="stat-badge damage">
{t(`effects.${item.combat_effects.status.name}`, item.combat_effects.status.name) as string}
</span>
)}
{/* Stats & Unique Stats (If applicable) */}
{(item.unique_stats?.damage_min || item.stats?.damage_min) && (
<span className="stat-badge damage">
{item.unique_stats?.damage_min || item.stats?.damage_min}-{item.unique_stats?.damage_max || item.stats?.damage_max}
</span>
)}
{(item.unique_stats?.armor || item.stats?.armor) && (
<span className="stat-badge armor">
🛡 +{item.unique_stats?.armor || item.stats?.armor}
</span>
)}
{(item.unique_stats?.armor_penetration || item.stats?.armor_penetration) && (
<span className="stat-badge penetration">
💔 +{item.unique_stats?.armor_penetration || item.stats?.armor_penetration} {t('stats.pen') as string}
</span>
)}
{(item.unique_stats?.crit_chance || item.stats?.crit_chance) && (
<span className="stat-badge crit">
🎯 +{Math.round((item.unique_stats?.crit_chance || item.stats?.crit_chance) * 100)}% {t('stats.crit') as string}
</span>
)}
{(item.unique_stats?.accuracy || item.stats?.accuracy) && (
<span className="stat-badge accuracy">
👁 +{Math.round((item.unique_stats?.accuracy || item.stats?.accuracy) * 100)}% {t('stats.acc') as string}
</span>
)}
{(item.unique_stats?.dodge_chance || item.stats?.dodge_chance) && (
<span className="stat-badge dodge">
💨 +{Math.round((item.unique_stats?.dodge_chance || item.stats?.dodge_chance) * 100)}% Dodge
</span>
)}
{(item.unique_stats?.lifesteal || item.stats?.lifesteal) && (
<span className="stat-badge lifesteal">
🧛 +{Math.round((item.unique_stats?.lifesteal || item.stats?.lifesteal) * 100)}% {t('stats.life') as string}
</span>
)}
{/* Attributes */}
{(item.unique_stats?.strength_bonus || item.stats?.strength_bonus) && (
<span className="stat-badge strength">
💪 +{item.unique_stats?.strength_bonus || item.stats?.strength_bonus} {t('stats.str') as string}
</span>
)}
{(item.unique_stats?.agility_bonus || item.stats?.agility_bonus) && (
<span className="stat-badge agility">
🏃 +{item.unique_stats?.agility_bonus || item.stats?.agility_bonus} {t('stats.agi') as string}
</span>
)}
{(item.unique_stats?.endurance_bonus || item.stats?.endurance_bonus) && (
<span className="stat-badge endurance">
🏋 +{item.unique_stats?.endurance_bonus || item.stats?.endurance_bonus} {t('stats.end') as string}
</span>
)}
</div>
</div>
{/* Action Button */}
<button className="btn-use">
{t('game.use')}
</button>
</div>
))
)}
</div>
</div>
</div>
</div>
);
};

View File

@@ -8,7 +8,7 @@ export interface CombatMessage {
export interface FloatingText {
id: string;
text: string;
type: 'damage' | 'heal' | 'info' | 'crit' | 'miss' | 'xp';
type: 'damage' | 'heal' | 'info' | 'crit' | 'miss' | 'xp' | 'stamina';
x: number; // Percentage 0-100
y: number; // Percentage 0-100
origin: 'player' | 'enemy';

View File

@@ -4,16 +4,19 @@ import { useAudio } from '../../contexts/AudioContext';
import { CombatState, AnimationState, FloatingText } from './CombatTypes';
import { Equipment } from './types';
import './CombatEffects.css';
import { GameProgressBar } from '../common/GameProgressBar';
interface CombatViewProps {
state: CombatState;
animState: AnimationState;
floatingTexts: FloatingText[];
onAction: (action: string) => void;
onAction: (action: string, itemId?: string) => void;
onClose: () => void;
onShowSupplies: () => void;
isProcessing: boolean;
combatResult: 'victory' | 'defeat' | 'fled' | null;
equipment?: Equipment | any;
playerName?: string;
}
export const CombatView: React.FC<CombatViewProps> = ({
@@ -22,9 +25,11 @@ export const CombatView: React.FC<CombatViewProps> = ({
floatingTexts,
onAction,
onClose,
onShowSupplies,
isProcessing,
combatResult,
equipment
equipment,
playerName
}) => {
const { t } = useTranslation();
const { playSfx } = useAudio();
@@ -109,10 +114,6 @@ export const CombatView: React.FC<CombatViewProps> = ({
}
}, [state.messages]);
const getHealthPercent = (current: number, max: number) => {
return Math.max(0, Math.min(100, (current / max) * 100));
};
return (
<div className="combat-container">
@@ -158,7 +159,6 @@ export const CombatView: React.FC<CombatViewProps> = ({
<div className="combat-stats-container">
{/* Enemy HP (Left) */}
{/* Also shake the stat block on npcHit if desired, or just avatar. User said "both image and health bar should shake" */}
<div className={`stat-block enemy ${animState.npcHit ? 'shake-effect' : ''}`}>
<div className="floating-text-layer" style={{ height: '0', overflow: 'visible' }}>
{floatingTexts.filter(ft => ft.origin === 'enemy').map(ft => (
@@ -167,13 +167,15 @@ export const CombatView: React.FC<CombatViewProps> = ({
</div>
))}
</div>
<div className="stat-header">
<span className="stat-label">{t('common.enemy')}</span>
<span className="stat-numbers">{state.npcHp} / {state.npcMaxHp}</span>
</div>
<div className="progress-bar">
<div className="progress-fill health" style={{ width: `${getHealthPercent(state.npcHp, state.npcMaxHp)}%`, background: 'linear-gradient(90deg, #dc3545 0%, #ff6b6b 100%)' }}></div>
</div>
<GameProgressBar
label={state.npcName || t('common.enemy')}
value={state.npcHp}
max={state.npcMaxHp}
type="enemy_health"
showText={true}
height="10px"
labelAlignment="right"
/>
</div>
{/* Player HP (Right) */}
@@ -185,14 +187,16 @@ export const CombatView: React.FC<CombatViewProps> = ({
</div>
))}
</div>
<div className="stat-header">
<span className="stat-label">{t('common.you')}</span>
<span className="stat-numbers">{state.playerHp} / {state.playerMaxHp}</span>
</div>
<div className="progress-bar">
<div className="progress-fill health" style={{ width: `${getHealthPercent(state.playerHp, state.playerMaxHp)}%`, background: 'linear-gradient(90deg, #4caf50 0%, #8bc34a 100%)' }}></div>
</div>
<GameProgressBar
label={playerName || t('common.you')}
value={state.playerHp}
max={state.playerMaxHp}
type="health"
showText={true}
height="10px"
align="right"
labelAlignment="left"
/>
</div>
</div>
@@ -206,7 +210,7 @@ export const CombatView: React.FC<CombatViewProps> = ({
{t('common.close')}
</button>
<div className="combat-actions-group" style={{ display: !combatResult ? 'flex' : 'none', gap: '1rem', width: '100%', justifyContent: 'center' }}>
<div className="combat-actions-group" style={{ display: !combatResult ? 'grid' : 'none', gridTemplateColumns: '1fr 1fr', gap: '0.75rem', width: '100%', maxWidth: '400px', margin: '0 auto' }}>
<button
className="btn btn-attack"
onClick={() => onAction('attack')}
@@ -215,6 +219,22 @@ export const CombatView: React.FC<CombatViewProps> = ({
👊 {t('combat.actions.attack')}
</button>
<button
className="btn btn-defend"
onClick={() => onAction('defend')}
disabled={isProcessing || !state.yourTurn}
>
🛡 {t('combat.actions.defend')}
</button>
<button
className="btn btn-supplies"
onClick={onShowSupplies}
disabled={isProcessing || !state.yourTurn}
>
🎒 {t('combat.actions.supplies')}
</button>
<button
className="btn btn-flee"
onClick={() => onAction('flee')}
@@ -238,6 +258,7 @@ export const CombatView: React.FC<CombatViewProps> = ({
} else {
switch (msg.type) {
case 'combat_start': text = t('combat.start'); break;
case 'combat_timeout': text = t('combat.turn_timeout'); className += " text-warning"; break;
case 'player_attack':
if (msg.origin === 'enemy') {
text = t('combat.log.enemy_attack', { damage: msg.data?.damage || 0 });
@@ -267,6 +288,18 @@ export const CombatView: React.FC<CombatViewProps> = ({
}
break;
case 'text': text = msg.data?.text || ""; break;
case 'item_used':
text = t('combat.log.item_used', { item: msg.data?.item_name || '' });
if (msg.data?.effects) text += msg.data.effects; // Append effects string if backend still sends it
className += " text-info";
break;
case 'effect_applied':
text = t('combat.log.effect_applied', {
effect: msg.data?.effect_name,
target: msg.data?.target === 'enemy' ? t('common.enemy') : t('common.you')
});
className += " text-warning";
break;
default: text = msg.type;
}
}
@@ -286,12 +319,13 @@ export const CombatView: React.FC<CombatViewProps> = ({
</div>
{/* Overlay for Enemy Turn / Processing */}
{/* Overlay for Enemy Turn / Processing */}
{isProcessing && !combatResult && state.turn === 'enemy' && (
<div className="turn-overlay">
{t('combat.enemy_turn')}
</div>
)}
</div>
{
isProcessing && !combatResult && state.turn === 'enemy' && (
<div className="turn-overlay">
{t('combat.enemy_turn')}
</div>
)
}
</div >
);
};

View File

@@ -0,0 +1,41 @@
import React from 'react';
import { useTranslation } from 'react-i18next';
import { getTranslatedText } from '../../utils/i18nUtils';
interface EffectBadgeProps {
effect: {
name: string | any;
icon?: string;
type?: 'buff' | 'debuff' | 'damage';
damage_per_tick?: number;
ticks?: number;
};
}
export const EffectBadge: React.FC<EffectBadgeProps> = ({ effect }) => {
const { t } = useTranslation();
// Determine class based on type or fallback to damage logic
const badgeClass = effect.type === 'buff' ? 'buff' : 'damage';
// For translation of effect name
const effectName = typeof effect.name === 'string'
? t(`game.effects.${effect.name}`, effect.name)
: getTranslatedText(effect.name);
return (
<span className={`stat-badge ${badgeClass}`}>
{effect.icon}
{effect.damage_per_tick ? (
<>
{effect.damage_per_tick < 0 ?
`+${Math.abs(effect.damage_per_tick)}` :
`-${effect.damage_per_tick}`} HP
{effect.ticks && ` (${effect.ticks})`}
</>
) : (
effectName
)}
</span>
);
};

View File

@@ -356,6 +356,7 @@
line-height: 1.3;
display: -webkit-box;
-webkit-line-clamp: 2;
line-clamp: 2;
-webkit-box-orient: vertical;
overflow: hidden;
}
@@ -513,12 +514,19 @@
/* Variant Colors */
.stat-badge.capacity,
.stat-badge.endurance,
.stat-badge.health {
.stat-badge.health,
.stat-badge.buff {
background-color: rgba(16, 185, 129, 0.2);
color: #6ee7b7;
border-color: rgba(16, 185, 129, 0.4);
}
.stat-badge.cure {
background-color: rgba(45, 212, 191, 0.2);
color: #5eead4;
border-color: rgba(45, 212, 191, 0.4);
}
.stat-badge.damage,
.stat-badge.penetration {
background-color: rgba(239, 68, 68, 0.2);
@@ -662,6 +670,18 @@
white-space: nowrap;
}
.action-btn:disabled,
.action-btn.disabled {
opacity: 0.5;
cursor: not-allowed;
filter: grayscale(100%);
pointer-events: none;
background: rgba(144, 144, 144, 0.2) !important;
color: #a0aec0 !important;
border-color: rgba(160, 174, 192, 0.4) !important;
transform: none !important;
}
.action-btn.use {
background: rgba(72, 187, 120, 0.2);
color: #48bb78;

View File

@@ -1,10 +1,11 @@
import { MouseEvent, ChangeEvent } from 'react'
import { MouseEvent, ChangeEvent, useEffect } from 'react'
import { useTranslation } from 'react-i18next'
import { useAudio } from '../../contexts/AudioContext'
import { PlayerState, Profile, Equipment } from './types'
import { getAssetPath } from '../../utils/assetPath'
import { getTranslatedText } from '../../utils/i18nUtils'
import './InventoryModal.css'
import { EffectBadge } from './EffectBadge'
interface InventoryModalProps {
playerState: PlayerState
@@ -37,7 +38,22 @@ function InventoryModal({
}: InventoryModalProps) {
const { t } = useTranslation()
const { playSfx } = useAudio()
// Categories for the sidebar
// Play sound on mount
useEffect(() => {
playSfx('/audio/sfx/inventory_open.wav')
// Return cleanup/close sound? usage of "onClose" typically handles it.
// We can't easily do it on unmount if the parent unmounts it instantly.
// But for "close" button click we can play it.
}, [])
const handleClose = () => {
playSfx('/audio/sfx/inventory_close.wav')
onClose()
}
// ... existing categories ...
const categories = [
{ id: 'all', label: t('categories.all'), icon: '🎒' },
{ id: 'weapon', label: t('categories.weapon'), icon: '⚔️' },
@@ -213,6 +229,18 @@ function InventoryModal({
+{item.stamina_restore} Stm
</span>
)}
{/* Status Effects */}
{item.effects?.status_effect && (
<EffectBadge effect={item.effects.status_effect} />
)}
{item.effects?.cures && item.effects.cures.length > 0 && (
<span className="stat-badge cure">
💊 {t('game.cures')}: {item.effects.cures.map((c: string) => t(`game.effects.${c}`, c)).join(', ')}
</span>
)}
</div>
{/* Durability Bar */}
@@ -248,10 +276,30 @@ function InventoryModal({
{/* Right: Actions */}
<div className="item-actions-section">
{item.consumable && (
<button className="action-btn use" onClick={() => {
playSfx('/audio/sfx/use.wav')
onUseItem(item.item_id, item.id)
}}>{t('game.use')}</button>
(() => {
const statusEffect = item.effects?.status_effect;
const isEffectActive = statusEffect && playerState.status_effects.some((e: any) => {
const effectName = typeof e.effect_name === 'string' ? e.effect_name : e.effect_name['en'];
const itemName = typeof statusEffect.name === 'string' ? statusEffect.name : statusEffect.name['en'];
return effectName === itemName;
});
return (
<button
className={`action-btn use ${isEffectActive ? 'disabled' : ''}`}
disabled={isEffectActive}
title={isEffectActive ? t('game.effectAlreadyActive') : ''}
onClick={() => {
if (!isEffectActive) {
playSfx('/audio/sfx/use.wav')
onUseItem(item.item_id, item.id)
}
}}
>
{t('game.use')}
</button>
);
})()
)}
{item.equippable && !item.is_equipped && (
<button className="action-btn equip" onClick={() => {
@@ -271,7 +319,7 @@ function InventoryModal({
playSfx('/audio/sfx/drop.wav')
onDropItem(item.item_id, item.id, 1)
}}>
{item.quantity === 1 ? t('game.drop') : 'x1' }
{item.quantity === 1 ? t('game.drop') : 'x1'}
</button>
{item.quantity >= 5 && (
<button className="action-btn drop" onClick={() => {
@@ -301,7 +349,7 @@ function InventoryModal({
return (
<div className="workbench-overlay" onClick={(e: MouseEvent<HTMLDivElement>) => {
if (e.target === e.currentTarget) onClose()
if (e.target === e.currentTarget) handleClose()
}}>
<div className="workbench-menu inventory-modal-redesign">
{/* Top Bar: Capacity & Backpack Info */}
@@ -354,12 +402,13 @@ function InventoryModal({
<span>{t('game.noBackpack')}</span>
</div>
)}
<button className="close-btn" onClick={onClose}></button>
<button className="close-btn" onClick={handleClose}></button>
</div>
</div>
<div className="inventory-main-layout">
{/* Left Sidebar: Categories */}
<div className="inventory-sidebar-filters">
{categories.map(cat => (
<button

View File

@@ -4,6 +4,7 @@ import type { PlayerState, Profile, Equipment } from './types'
import { getAssetPath } from '../../utils/assetPath'
import { getTranslatedText } from '../../utils/i18nUtils'
import InventoryModal from './InventoryModal'
import { GameProgressBar } from '../common/GameProgressBar'
interface PlayerSidebarProps {
playerState: PlayerState
@@ -37,13 +38,10 @@ function PlayerSidebar({
onSpendPoint
}: PlayerSidebarProps) {
const [showInventory, setShowInventory] = useState(false)
const { t } = useTranslation()
const renderEquipmentSlot = (slot: string, item: any, emoji: string, label: string) => (
<div className={`equipment-slot ${item ? 'filled' : 'empty'}`}>
const renderEquipmentSlot = (slot: string, item: any, label: string) => (
<div className={`equipment-slot ${item ? 'filled' : 'empty'}`} title={!item ? label : ''}>
{item ? (
<>
<button className="equipment-unequip-btn" onClick={() => onUnequipItem(slot)} title={t('game.unequip')}></button>
@@ -53,22 +51,31 @@ function PlayerSidebar({
src={getAssetPath(item.image_path)}
alt={getTranslatedText(item.name)}
className="equipment-emoji"
onError={(e) => {
(e.target as HTMLImageElement).style.display = 'none';
const icon = (e.target as HTMLImageElement).nextElementSibling;
if (icon) icon.classList.remove('hidden');
}}
style={{ width: '100%', height: '100%', objectFit: 'contain' }}
/>
) : null}
<span className={`equipment-emoji ${item.image_path ? 'hidden' : ''}`}>{item.emoji}</span>
<span className={`equipment-name ${item.tier ? `tier-${item.tier}` : ''}`}>{getTranslatedText(item.name)}</span>
{item.durability && item.durability !== null && (
<span className="equipment-durability">{item.durability}/{item.max_durability}</span>
) : (
<span className="equipment-emoji" style={{ fontSize: '2rem' }}>{item.emoji}</span>
)}
{item.durability !== undefined && item.durability !== null && (
<div className="equipment-durability-bar-container" style={{ width: '90%', marginTop: 'auto', marginBottom: '4px' }}>
<GameProgressBar
value={item.durability}
max={item.max_durability}
type="durability"
height="4px"
showText={false}
/>
</div>
)}
</div>
<div className="equipment-tooltip">
<div className="item-tooltip-name">{getTranslatedText(item.name)}</div>
{item.tier !== undefined && item.tier !== null && item.tier > 0 && (
<div className="item-tooltip-stat" style={{ color: '#fbbf24' }}>
Tier: {item.tier}
</div>
)}
{item.description && <div className="item-tooltip-desc">{getTranslatedText(item.description)}</div>}
{/* Use unique_stats if available, otherwise fall back to base stats */}
{(item.unique_stats || item.stats) && Object.keys(item.unique_stats || item.stats).length > 0 && (
<>
{(item.unique_stats?.armor || item.stats?.armor) && (
@@ -106,84 +113,97 @@ function PlayerSidebar({
)}
{item.durability !== undefined && item.durability !== null && (
<div className="item-tooltip-stat">
{t('stats.durability')}: {item.durability}/{item.max_durability}
</div>
)}
{item.tier !== undefined && item.tier !== null && item.tier > 0 && (
<div className="item-tooltip-stat">
Tier: {item.tier}
<div style={{ display: 'flex', justifyContent: 'space-between', marginBottom: '2px' }}>
<span>{t('stats.durability')}:</span>
<span>{item.durability}/{item.max_durability}</span>
</div>
<GameProgressBar
value={item.durability}
max={item.max_durability}
type="durability"
height="6px"
showText={false}
/>
</div>
)}
</div>
</>
) : (
<>
<span className="equipment-emoji">{emoji}</span>
<span className="equipment-slot-label">{label}</span>
<img
src={getAssetPath(`/images/placeholder/${slot}_placeholder.webp`)}
alt={label}
className="equipment-placeholder-img"
style={{ width: '100%', height: '100%', objectFit: 'contain', opacity: 0.5 }}
/>
</>
)}
</div>
)
return (
<div className={`right-sidebar mobile-menu-panel ${mobileMenuOpen === 'right' ? 'open' : ''}`}>
{/* Profile Stats */}
<div className="profile-sidebar">
<h3>{t('game.character')}</h3>
<h3 className="sidebar-title">
{profile?.name || 'Character'} <span className="title-level">(Lv. {profile?.level || 1})</span>
</h3>
<div className="sidebar-stat-bars">
<div className="sidebar-stat-bar">
<div className="sidebar-stat-header">
<span className="sidebar-stat-label">{t('stats.hp')}</span>
<span className="sidebar-stat-numbers">{playerState.health}/{playerState.max_health}</span>
</div>
<div className="sidebar-progress-bar">
<div
className="sidebar-progress-fill health"
style={{ width: `${(playerState.health / playerState.max_health) * 100}%` }}
></div>
<span className="progress-percentage">{Math.round((playerState.health / playerState.max_health) * 100)}%</span>
</div>
<GameProgressBar
value={playerState.health}
max={playerState.max_health}
type="health"
showText={true}
height="10px"
label={
<div style={{ display: 'flex', alignItems: 'center', gap: '8px' }}>
{t('stats.hp')}
<div className="status-indicators" style={{ display: 'flex', gap: '5px' }}>
{playerState.status_effects?.filter((e: any) => e.damage_per_tick !== 0).map((e: any) => (
<span key={e.id} className={`stat-indicator ${e.damage_per_tick > 0 ? 'negative' : 'positive'}`} style={{
color: e.damage_per_tick > 0 ? '#ff6b6b' : '#4caf50',
fontSize: '0.85rem',
fontWeight: 'bold'
}}>
{e.damage_per_tick > 0 ? `-${e.damage_per_tick}` : `+${Math.abs(e.damage_per_tick)}`}/t ({e.ticks_remaining})
</span>
))}
</div>
</div>
}
/>
</div>
<div className="sidebar-stat-bar">
<div className="sidebar-stat-header">
<span className="sidebar-stat-label">{t('stats.stamina')}</span>
<span className="sidebar-stat-numbers">{playerState.stamina}/{playerState.max_stamina}</span>
</div>
<div className="sidebar-progress-bar">
<div
className="sidebar-progress-fill stamina"
style={{ width: `${(playerState.stamina / playerState.max_stamina) * 100}%` }}
></div>
<span className="progress-percentage">{Math.round((playerState.stamina / playerState.max_stamina) * 100)}%</span>
<GameProgressBar
value={playerState.stamina}
max={playerState.max_stamina}
type="stamina"
showText={true}
height="10px"
label={t('stats.stamina')}
/>
</div>
<div className="sidebar-stat-bar">
<GameProgressBar
value={profile?.xp || 0}
max={(profile?.level || 1) * 100}
type="xp"
showText={true}
height="10px"
label={t('stats.xp')}
/>
<div className="xp-text-detail" style={{ fontSize: '0.7rem', color: '#718096', textAlign: 'right', marginTop: '2px' }}>
{Math.floor(((profile?.level || 1) * 100) - (profile?.xp || 0))} XP to next level
</div>
</div>
</div>
{profile && (
<div className="sidebar-stats">
<div className="sidebar-stat-row">
<span className="sidebar-label">{t('stats.level')}:</span>
<span className="sidebar-value">{profile.level}</span>
</div>
<div className="sidebar-stat-bar">
<div className="sidebar-stat-header">
<span className="sidebar-stat-label">{t('stats.xp')}</span>
<span className="sidebar-stat-numbers">{profile.xp} / {(profile.level * 100)}</span>
</div>
<div className="sidebar-progress-bar">
<div
className="sidebar-progress-fill xp"
style={{ width: `${(profile.xp / (profile.level * 100)) * 100}%` }}
></div>
<span className="progress-percentage">{Math.round((profile.xp / (profile.level * 100)) * 100)}%</span>
</div>
</div>
{profile.unspent_points > 0 && (
<div className="sidebar-stat-row highlight">
<span className="sidebar-label">{t('stats.unspentPoints')}:</span>
@@ -229,86 +249,78 @@ function PlayerSidebar({
{/* Inventory Capacity - matching HP/Stamina/XP style */}
<div className="sidebar-stat-bar">
<div className="sidebar-stat-header">
<span className="sidebar-stat-label">{t('stats.weight')}</span>
<span className="sidebar-stat-numbers">{(profile.current_weight || 0).toFixed(1)}/{profile.max_weight || 0}kg</span>
</div>
<div className="sidebar-progress-bar">
<div
className="sidebar-progress-fill weight"
style={{ width: `${Math.min(100, ((profile.current_weight || 0) / (profile.max_weight || 1)) * 100)}%` }}
></div>
<span className="progress-percentage">{Math.round(Math.min(100, ((profile.current_weight || 0) / (profile.max_weight || 1)) * 100))}%</span>
</div>
<GameProgressBar
value={profile.current_weight || 0}
max={profile.max_weight || 0}
type="weight"
showText={true}
label={t('stats.weight')}
unit="kg"
height="10px"
/>
</div>
<div className="sidebar-stat-bar">
<div className="sidebar-stat-header">
<span className="sidebar-stat-label">{t('stats.volume')}</span>
<span className="sidebar-stat-numbers">{(profile.current_volume || 0).toFixed(1)}/{profile.max_volume || 0}L</span>
</div>
<div className="sidebar-progress-bar">
<div
className="sidebar-progress-fill volume"
style={{ width: `${Math.min(100, ((profile.current_volume || 0) / (profile.max_volume || 1)) * 100)}%` }}
></div>
<span className="progress-percentage">{Math.round(Math.min(100, ((profile.current_volume || 0) / (profile.max_volume || 1)) * 100))}%</span>
</div>
<GameProgressBar
value={profile.current_volume || 0}
max={profile.max_volume || 0}
type="volume"
showText={true}
label={t('stats.volume')}
unit="L"
height="10px"
/>
</div>
<button
className="open-inventory-btn"
onClick={() => setShowInventory(true)}
style={{
width: '100%',
padding: '1rem',
marginTop: '1rem',
backgroundColor: '#2c3e50',
border: '1px solid #34495e',
borderRadius: '8px',
color: '#ecf0f1',
fontSize: '1.1rem',
cursor: 'pointer',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
gap: '0.5rem',
transition: 'all 0.2s'
}}
>
{t('game.inventory')}
</button>
</div>
)}
<button
className="open-inventory-btn"
onClick={() => setShowInventory(true)}
style={{
width: '100%',
padding: '0.5rem',
marginTop: '1rem',
backgroundColor: '#2c3e50',
border: '1px solid #34495e',
borderRadius: '8px',
color: '#ecf0f1',
fontSize: '1rem',
cursor: 'pointer',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
gap: '0.5rem',
transition: 'all 0.2s'
}}
>
{t('game.inventory')}
</button>
</div>
{/* Equipment Display - Proper Grid Layout */}
<div className="equipment-sidebar">
<h3>{t('game.equipment')}</h3>
<div className="equipment-grid">
{/* Row 1: Head */}
<div className="equipment-row">
{renderEquipmentSlot('head', equipment.head, '🪖', t('equipment.head'))}
{renderEquipmentSlot('head', equipment.head, t('equipment.head'))}
</div>
{/* Row 2: Weapon, Torso, Backpack */}
<div className="equipment-row three-cols">
{renderEquipmentSlot('weapon', equipment.weapon, '⚔️', t('equipment.weapon'))}
{renderEquipmentSlot('torso', equipment.torso, '👕', t('equipment.torso'))}
{renderEquipmentSlot('backpack', equipment.backpack, '🎒', t('equipment.backpack'))}
{renderEquipmentSlot('weapon', equipment.weapon, t('equipment.weapon'))}
{renderEquipmentSlot('torso', equipment.torso, t('equipment.torso'))}
{renderEquipmentSlot('backpack', equipment.backpack, t('equipment.backpack'))}
</div>
{/* Row 3: Legs & Feet */}
<div className="equipment-row two-cols">
{renderEquipmentSlot('legs', equipment.legs, '👖', t('equipment.legs'))}
{renderEquipmentSlot('feet', equipment.feet, '👟', t('equipment.feet'))}
{renderEquipmentSlot('legs', equipment.legs, t('equipment.legs'))}
{renderEquipmentSlot('feet', equipment.feet, t('equipment.feet'))}
</div>
</div>
</div>
{/* Inventory Modal */}
{showInventory && profile && (
<InventoryModal
playerState={playerState}

View File

@@ -305,7 +305,7 @@ function Workbench({
<div key={i} className={`requirement-item ${tool.has_tool ? 'met' : 'missing'}`}>
<span>{tool.emoji} {getTranslatedText(tool.name)}</span>
<span>
{tool.has_tool ? `${tool.tool_durability}/${tool.max_durability} (Cost: ${tool.durability_cost})` : `❌ Missing (Cost: ${tool.durability_cost})`}
{tool.has_tool ? `${tool.tool_durability}/${tool.tool_max_durability} (Cost: ${tool.durability_cost})` : `❌ Missing (Cost: ${tool.durability_cost})`}
</span>
</div>
))}

View File

@@ -136,6 +136,7 @@ export interface GameEngineActions {
removePlayerFromLocation: (playerId: number) => void
addNPCToLocation: (npc: any) => void
removeNPCFromLocation: (enemyId: string) => void
updateStatusEffect: (effectName: string | any, remainingTicks: number) => void
}
export function useGameEngine(
@@ -243,7 +244,7 @@ export function useGameEngine(
stamina: gameState.player.stamina,
max_stamina: gameState.player.max_stamina,
inventory: gameState.inventory || [],
status_effects: []
status_effects: gameState.player.status_effects || []
})
setEquipment(gameState.equipment || {})
@@ -275,7 +276,7 @@ export function useGameEngine(
stamina: gameState.player.stamina,
max_stamina: gameState.player.max_stamina,
inventory: gameState.inventory || [],
status_effects: []
status_effects: gameState.player.status_effects || []
})
setLocation(locationRes.data)
@@ -458,6 +459,42 @@ export function useGameEngine(
setLoadedTabs(new Set())
}
const updateStatusEffect = useCallback((effectName: string | any, remainingTicks: number) => {
setPlayerState((prev: PlayerState | null) => {
if (!prev) return null
if (!prev) return null
const target = typeof effectName === 'object'
? (effectName.en || Object.values(effectName)[0])
: effectName
if (remainingTicks <= 0) {
return {
...prev,
status_effects: prev.status_effects.filter(e => {
const current = typeof e.effect_name === 'object'
? (e.effect_name.en || Object.values(e.effect_name)[0])
: e.effect_name
return current !== target
})
}
}
return {
...prev,
status_effects: prev.status_effects.map(e => {
const current = typeof e.effect_name === 'object'
? (e.effect_name.en || Object.values(e.effect_name)[0])
: e.effect_name
if (current === target) {
return { ...e, ticks_remaining: remainingTicks }
}
return e
})
}
})
}, [])
// State object
const state: GameEngineState = {
playerState,
@@ -720,8 +757,13 @@ export function useGameEngine(
const handleCombatAction = async (action: string) => {
try {
// setEnemyTurnMessage('Processing...') // Handled by Combat.tsx now
const response = await api.post('/api/game/combat/action', { action })
let payload: any = { action }
if (action.includes(':')) {
const [act, itemId] = action.split(':')
payload = { action: act, item_id: itemId }
}
const response = await api.post('/api/game/combat/action', payload)
return response.data
} catch (error: any) {
setMessage(error.response?.data?.detail || 'Combat action failed')
@@ -754,11 +796,19 @@ export function useGameEngine(
const handlePvPAction = async (action: string, _targetId: number) => {
try {
const response = await api.post('/api/game/pvp/action', { action })
let payload: any = { action }
if (action.includes(':')) {
const [act, itemId] = action.split(':')
payload = { action: act, item_id: itemId }
}
const response = await api.post('/api/game/pvp/action', payload)
setMessage(response.data.message || 'Action performed!')
await fetchGameData()
return response.data // Return data so caller can use it
} catch (error: any) {
setMessage(error.response?.data?.detail || 'PvP action failed')
throw error // Re-throw so caller knows it failed
}
}
@@ -1086,7 +1136,8 @@ export function useGameEngine(
}
return newSet
})
}
},
updateStatusEffect
}
// Polling fallback for PvP Combat reliability

View File

@@ -8,7 +8,17 @@ export interface PlayerState {
stamina: number
max_stamina: number
inventory: any[]
status_effects: any[]
status_effects: StatusEffect[]
}
export interface StatusEffect {
id: number
effect_name: string | any
effect_icon: string
effect_type: string
damage_per_tick: number
value: number
ticks_remaining: number
}
export interface DirectionDetail {
@@ -53,6 +63,8 @@ export interface Profile {
current_weight?: number
max_volume?: number
current_volume?: number
status_effects?: StatusEffect[]
}
export interface CombatLogEntry {

View File

@@ -1,4 +1,4 @@
import React, { createContext, useContext, useState } from 'react';
import React, { createContext, useContext, useState, useEffect, useRef, useCallback } from 'react';
import { isElectronApp } from '../utils/assetPath';
interface AudioContextType {
@@ -11,12 +11,17 @@ interface AudioContextType {
setSfxVolume: (val: number) => void;
setIsMuted: (val: boolean) => void;
playSfx: (path: string, fallbackPath?: string) => void;
audioContext: AudioContext | null;
getAudioBuffer: (path: string) => Promise<AudioBuffer | null>;
}
const AudioContext = createContext<AudioContextType | undefined>(undefined);
// Cache for decoded audio buffers to prevent re-fetching/re-decoding
const bufferCache: Record<string, AudioBuffer> = {};
export const AudioProvider: React.FC<{ children: React.ReactNode }> = ({ children }) => {
// Initialize state from localStorage or defaults
// Volume State
const [masterVolume, setMasterVolumeState] = useState(() => {
const saved = localStorage.getItem('audio_masterVolume');
return saved ? parseFloat(saved) : 1.0;
@@ -34,7 +39,62 @@ export const AudioProvider: React.FC<{ children: React.ReactNode }> = ({ childre
return saved ? JSON.parse(saved) : false;
});
// Persistence wrappers
// Web Audio API State
const [audioContext, setAudioContext] = useState<AudioContext | null>(null);
const audioContextRef = useRef<AudioContext | null>(null); // Ref for immediate access in loops/events
const sfxGainNodeRef = useRef<GainNode | null>(null);
// Initialize AudioContext on mount
useEffect(() => {
const AudioContextClass = window.AudioContext || (window as any).webkitAudioContext;
const ctx = new AudioContextClass();
audioContextRef.current = ctx;
setAudioContext(ctx);
// Create a dedicated GainNode for SFX
const sfxGain = ctx.createGain();
sfxGain.connect(ctx.destination);
sfxGainNodeRef.current = sfxGain;
return () => {
if (ctx.state !== 'closed') {
ctx.close();
}
};
}, []);
// Global "Unlock" Listener for Autoplay Policy
useEffect(() => {
const unlockAudio = () => {
const ctx = audioContextRef.current;
if (ctx && ctx.state === 'suspended') {
ctx.resume().then(() => {
console.log('AudioContext resumed via user interaction');
}).catch(e => console.error('Failed to resume AudioContext:', e));
}
// Once resumed, we can generally remove these listeners,
// but Chrome sometimes needs multiple checks if it suspends again.
// Usually one accepted interaction is enough for the session.
};
const events = ['click', 'touchstart', 'keydown', 'mousedown'];
events.forEach(e => document.addEventListener(e, unlockAudio, { passive: true }));
return () => {
events.forEach(e => document.removeEventListener(e, unlockAudio));
};
}, []);
// Update SFX Gain when volumes change
useEffect(() => {
if (sfxGainNodeRef.current && audioContextRef.current) {
const effectiveSfxVol = isMuted ? 0 : masterVolume * sfxVolume;
const currentTime = audioContextRef.current.currentTime;
sfxGainNodeRef.current.gain.setTargetAtTime(effectiveSfxVol, currentTime, 0.1);
}
}, [masterVolume, sfxVolume, isMuted]);
// Volume Setters with Persistence
const setMasterVolume = (val: number) => {
setMasterVolumeState(val);
localStorage.setItem('audio_masterVolume', val.toString());
@@ -55,39 +115,75 @@ export const AudioProvider: React.FC<{ children: React.ReactNode }> = ({ childre
localStorage.setItem('audio_isMuted', JSON.stringify(val));
};
const playSfx = (path: string, fallbackPath?: string) => {
if (isMuted) return;
// Helper: Resolve Path
const resolvePath = useCallback((p: string) => {
if (p.startsWith('http') || p.startsWith('file')) return p;
const cleanPath = p.startsWith('/') ? p.slice(1) : p;
return isElectronApp() ? `./${cleanPath}` : `/${cleanPath}`;
}, []);
// Calculate effective volume
const effectiveVolume = masterVolume * sfxVolume;
if (effectiveVolume <= 0) return;
// Helper: Fetch and Decode Audio
const getAudioBuffer = useCallback(async (path: string): Promise<AudioBuffer | null> => {
const ctx = audioContextRef.current;
if (!ctx) return null;
// Handle path correction for Electron vs Browser
const resolvePath = (p: string) => {
if (p.startsWith('http') || p.startsWith('file')) return p;
// Ensure leading slash for browser, dot slash for electron relative
const cleanPath = p.startsWith('/') ? p.slice(1) : p;
return isElectronApp() ? `./${cleanPath}` : `/${cleanPath}`;
};
const resolvedPath = resolvePath(path);
const primarySrc = resolvePath(path);
const audio = new Audio(primarySrc);
audio.volume = effectiveVolume;
// Check cache
if (bufferCache[resolvedPath]) {
return bufferCache[resolvedPath];
}
const playPromise = audio.play();
try {
const response = await fetch(resolvedPath);
if (!response.ok) throw new Error(`HTTP error ${response.status}`);
const arrayBuffer = await response.arrayBuffer();
const decodedBuffer = await ctx.decodeAudioData(arrayBuffer);
playPromise.catch((error) => {
// If primary fails (e.g. 404 or format issue), try fallback
console.warn(`SFX failed: ${path}`, error);
if (fallbackPath) {
const fallbackSrc = resolvePath(fallbackPath);
console.log(`Trying fallback SFX: ${fallbackPath}`);
const fallbackAudio = new Audio(fallbackSrc);
fallbackAudio.volume = effectiveVolume;
fallbackAudio.play().catch(e => console.error(`Fallback SFX failed: ${fallbackPath}`, e));
// Store in cache
bufferCache[resolvedPath] = decodedBuffer;
return decodedBuffer;
} catch (error) {
console.error(`Failed to load audio: ${path}`, error);
return null;
}
}, [resolvePath]);
// Play SFX
const playSfx = useCallback(async (path: string, fallbackPath?: string) => {
// Early exit if essentially muted
if (isMuted || (masterVolume * sfxVolume) <= 0) return;
const ctx = audioContextRef.current;
const sfxGain = sfxGainNodeRef.current;
if (!ctx || !sfxGain) return;
// Ensure context is running
if (ctx.state === 'suspended') {
try {
await ctx.resume();
} catch (e) {
// If this fails (e.g. no user gesture yet), we can't play
console.warn('AudioContext suspended, cannot play SFX');
return;
}
});
};
}
let buffer = await getAudioBuffer(path);
if (!buffer && fallbackPath) {
console.warn(`Primary SFX failed: ${path}, trying fallback: ${fallbackPath}`);
buffer = await getAudioBuffer(fallbackPath);
}
if (buffer) {
const source = ctx.createBufferSource();
source.buffer = buffer;
source.connect(sfxGain);
source.start(0);
}
}, [isMuted, masterVolume, sfxVolume, getAudioBuffer]);
return (
<AudioContext.Provider value={{
@@ -99,7 +195,9 @@ export const AudioProvider: React.FC<{ children: React.ReactNode }> = ({ childre
setMusicVolume,
setSfxVolume,
setIsMuted,
playSfx
playSfx,
audioContext,
getAudioBuffer
}}>
{children}
</AudioContext.Provider>

View File

@@ -82,7 +82,15 @@
"durability": "Durability",
"noItemsFound": "No items found in this category",
"levelDifferenceTooHigh": "Level difference too high",
"areaTooSafeForPvP": "Area too safe for PvP"
"areaTooSafeForPvP": "Area too safe for PvP",
"cures": "Cures",
"effects": {
"regeneration": "Regeneration",
"bleeding": "Bleeding",
"burning": "Burning",
"poisoned": "Poisoned"
},
"effectAlreadyActive": "Effect already active"
},
"location": {
"recentActivity": "📜 Recent Activity",
@@ -179,12 +187,16 @@
"turnTimer": "Turn Timer",
"actions": {
"attack": "Attack",
"defend": "Defend",
"flee": "Flee",
"supplies": "Supplies",
"useItem": "Use Item"
},
"status": {
"attacking": "Attacking...",
"defending": "Bracing for impact...",
"fleeing": "Fleeing...",
"usingItem": "Using item...",
"waiting": "Waiting for opponent..."
},
"events": {
@@ -193,7 +205,11 @@
"playerMiss": "You missed!",
"enemyMiss": "Enemy missed!",
"armorAbsorbed": "Armor absorbed {{armor}} damage",
"itemBroke": "{{item}} broke!"
"itemBroke": "{{item}} broke!",
"defendSuccess": "You brace yourself, reducing incoming damage!",
"damageReduced": "Defending! Damage reduced by {{reduction}}%",
"itemUsed": "Used {{item}}{{effects}}",
"itemDamage": "{{item}} deals {{damage}} damage!"
},
"log": {
"combat_start": "Combat started!",
@@ -207,7 +223,17 @@
"enemy_miss": "Enemy missed!",
"item_broken": "Your {{item}} broke!",
"xp_gain": "You gained {{xp}} XP!",
"flee_success": "You managed to escape!"
"flee_success": "You managed to escape!",
"defend": "You brace for impact!",
"item_used": "Used {{item}}",
"effect_applied": "Applied {{effect}} to {{target}}",
"item_damage": "{{item}} deals {{damage}} damage!",
"damage_reduced": "Damage reduced by {{reduction}}%"
},
"modal": {
"supplies_title": "Combat Supplies",
"no_combat_items": "No combat items available",
"search_items": "Search items..."
}
},
"equipment": {
@@ -271,6 +297,13 @@
"enemyDespawned": "A wandering enemy has left the area",
"corpsesDecayed": "{{count}} corpses have decayed",
"itemsDecayed": "{{count}} dropped items have decayed",
"statusDamage": "You took {{damage}} damage from status effects",
"statusHeal": "You recovered {{heal}} HP from status effects",
"diedStatus": "You died from status effects",
"wanderingEnemyAppeared": "A wandering enemy left the area",
"staminaRegenerated": "Stamina regenerated",
"combatTimeout": "⏱️ Turn skipped due to timeout!",
"interactableReady": "{{action}} is ready on {{name}}",
"waitBeforeMovingSimple": "Wait {{seconds}}s before moving"
},
"directions": {

View File

@@ -80,7 +80,15 @@
"durability": "Durabilidad",
"noItemsFound": "No se encontraron objetos en esta categoría",
"levelDifferenceTooHigh": "Nivel demasiado alto",
"areaTooSafeForPvP": "Área demasiado segura para PvP"
"areaTooSafeForPvP": "Área demasiado segura para PvP",
"cures": "Cura",
"effects": {
"regeneration": "Regeneración",
"bleeding": "Sangrado",
"burning": "Quemadura",
"poisoned": "Envenenamiento"
},
"effectAlreadyActive": "Efecto ya activo"
},
"location": {
"recentActivity": "📜 Actividad Reciente",
@@ -177,12 +185,16 @@
},
"actions": {
"attack": "Atacar",
"defend": "Defender",
"flee": "Huir",
"supplies": "Suministros",
"useItem": "Usar Objeto"
},
"status": {
"attacking": "Atacando...",
"defending": "Preparándose...",
"fleeing": "Huyendo...",
"usingItem": "Usando objeto...",
"waiting": "Esperando al oponente..."
},
"events": {
@@ -191,7 +203,11 @@
"playerMiss": "¡Fallaste!",
"enemyMiss": "¡El enemigo falló!",
"armorAbsorbed": "La armadura absorbió {{armor}} de daño",
"itemBroke": "¡{{item}} se rompió!"
"itemBroke": "¡{{item}} se rompió!",
"defendSuccess": "¡Te preparas para resistir, reduciendo el daño recibido!",
"damageReduced": "¡Defendiendo! Daño reducido en {{reduction}}%",
"itemUsed": "Usaste {{item}}{{effects}}",
"itemDamage": "{{item}} inflige {{damage}} de daño!"
},
"log": {
"combat_start": "¡Combate iniciado!",
@@ -205,7 +221,17 @@
"enemy_miss": "¡El enemigo falló!",
"item_broken": "¡Tu {{item}} se rompió!",
"flee_success": "¡Lograste escapar!",
"flee_fail": "¡No pudiste escapar!"
"flee_fail": "¡No pudiste escapar!",
"defend": "¡Te preparas para el impacto!",
"item_used": "Usaste {{item}}",
"effect_applied": "Aplicado {{effect}} a {{target}}",
"item_damage": "{{item}} inflige {{damage}} de daño!",
"damage_reduced": "Daño reducido en {{reduction}}%"
},
"modal": {
"supplies_title": "Suministros de Combate",
"no_combat_items": "No hay objetos de combate disponibles",
"search_items": "Buscar objetos..."
}
},
"equipment": {
@@ -268,7 +294,14 @@
"enemyAppeared": "¡Un {{name}} ha aparecido!",
"enemyDespawned": "Un enemigo errante ha abandonado el área",
"corpsesDecayed": "{{count}} cadáveres se han descompuesto",
"itemsDecayed": "{{count}} objetos caídos se han descompuesto",
"itemsDecayed": "{{count}} objeto(s) tirado(s) se han descompuesto",
"statusDamage": "Has recibido {{damage}} de daño por efectos de estado",
"statusHeal": "Has recuperado {{heal}} PS por efectos de estado",
"diedStatus": "Has muerto debido a efectos de estado",
"wanderingEnemyAppeared": "¡Un enemigo errante abandonó el área",
"staminaRegenerated": "Estamina regenerada",
"combatTimeout": "⏱️ ¡Turno saltado por tiempo agotado!",
"interactableReady": "{{action}} está listo en {{name}}",
"waitBeforeMovingSimple": "Espera {{seconds}}s antes de moverte"
},
"directions": {