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

@@ -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