What a mess
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506
api/game_logic.py
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506
api/game_logic.py
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"""
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Standalone game logic for the API.
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Contains all game mechanics without bot dependencies.
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"""
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import random
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import time
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from typing import Dict, Any, Tuple, Optional, List
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from . import database as db
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async def move_player(player_id: int, direction: str, locations: Dict) -> Tuple[bool, str, Optional[str], int, int]:
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"""
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Move player in a direction.
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Returns: (success, message, new_location_id, stamina_cost, distance_meters)
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"""
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player = await db.get_player_by_id(player_id)
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if not player:
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return False, "Player not found", None, 0, 0
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current_location_id = player['location_id']
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current_location = locations.get(current_location_id)
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if not current_location:
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return False, "Current location not found", None, 0, 0
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# Check if direction is valid
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if direction not in current_location.exits:
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return False, f"You cannot go {direction} from here.", None, 0, 0
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new_location_id = current_location.exits[direction]
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new_location = locations.get(new_location_id)
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if not new_location:
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return False, "Destination not found", None, 0, 0
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# Calculate total weight
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from api.items import items_manager as ITEMS_MANAGER
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inventory = await db.get_inventory(player_id)
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total_weight = 0.0
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for inv_item in inventory:
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item = ITEMS_MANAGER.get_item(inv_item['item_id'])
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if item:
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total_weight += item.weight * inv_item['quantity']
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# Calculate distance between locations (1 coordinate unit = 100 meters)
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import math
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coord_distance = math.sqrt(
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(new_location.x - current_location.x)**2 +
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(new_location.y - current_location.y)**2
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)
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distance = int(coord_distance * 100) # Convert to meters, round to integer
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# Calculate stamina cost: base from distance, adjusted by weight and agility
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base_cost = max(1, round(distance / 50)) # 50m = 1 stamina
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weight_penalty = int(total_weight / 10)
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agility_reduction = int(player.get('agility', 5) / 3)
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stamina_cost = max(1, base_cost + weight_penalty - agility_reduction)
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# Check stamina
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if player['stamina'] < stamina_cost:
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return False, "You're too exhausted to move. Wait for your stamina to regenerate.", None, 0, 0
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# Update player location and stamina
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await db.update_player(
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player_id,
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location_id=new_location_id,
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stamina=max(0, player['stamina'] - stamina_cost)
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)
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return True, f"You travel {direction} to {new_location.name}.", new_location_id, stamina_cost, distance
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async def inspect_area(player_id: int, location, interactables_data: Dict) -> str:
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"""
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Inspect the current area and return detailed information.
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Returns formatted text with interactables and their actions.
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"""
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player = await db.get_player_by_id(player_id)
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if not player:
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return "Player not found"
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# Check if player has enough stamina
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if player['stamina'] < 1:
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return "You're too exhausted to inspect the area thoroughly. Wait for your stamina to regenerate."
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# Deduct stamina
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await db.update_player_stamina(player_id, player['stamina'] - 1)
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# Build inspection message
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lines = [f"🔍 **Inspecting {location.name}**\n"]
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lines.append(location.description)
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lines.append("")
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if location.interactables:
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lines.append("**Interactables:**")
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for interactable in location.interactables:
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lines.append(f"• **{interactable.name}**")
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if interactable.actions:
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actions_text = ", ".join([f"{action.label} (⚡{action.stamina_cost})" for action in interactable.actions])
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lines.append(f" Actions: {actions_text}")
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lines.append("")
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if location.npcs:
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lines.append(f"**NPCs:** {', '.join(location.npcs)}")
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lines.append("")
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# Check for dropped items
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dropped_items = await db.get_dropped_items(location.id)
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if dropped_items:
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lines.append("**Items on ground:**")
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for item in dropped_items:
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lines.append(f"• {item['item_id']} x{item['quantity']}")
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return "\n".join(lines)
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async def interact_with_object(
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player_id: int,
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interactable_id: str,
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action_id: str,
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location,
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items_manager
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) -> Dict[str, Any]:
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"""
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Interact with an object using a specific action.
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Returns: {success, message, items_found, damage_taken, stamina_cost}
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"""
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player = await db.get_player_by_id(player_id)
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if not player:
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return {"success": False, "message": "Player not found"}
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# Find the interactable
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interactable = None
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for obj in location.interactables:
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if obj.id == interactable_id:
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interactable = obj
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break
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if not interactable:
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return {"success": False, "message": "Object not found"}
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# Find the action
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action = None
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for act in interactable.actions:
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if act.id == action_id:
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action = act
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break
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if not action:
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return {"success": False, "message": "Action not found"}
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# Check stamina
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if player['stamina'] < action.stamina_cost:
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return {
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"success": False,
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"message": f"Not enough stamina. Need {action.stamina_cost}, have {player['stamina']}."
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}
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# Check cooldown
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cooldown_expiry = await db.get_interactable_cooldown(interactable_id)
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if cooldown_expiry:
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remaining = int(cooldown_expiry - time.time())
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return {
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"success": False,
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"message": f"This object is still recovering. Wait {remaining} seconds."
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}
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# Deduct stamina
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new_stamina = player['stamina'] - action.stamina_cost
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await db.update_player_stamina(player_id, new_stamina)
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# Determine outcome (simple success/failure for now)
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# TODO: Implement proper skill checks
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roll = random.randint(1, 100)
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if roll <= 10: # 10% critical failure
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outcome_key = 'critical_failure'
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elif roll <= 30: # 20% failure
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outcome_key = 'failure'
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else: # 70% success
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outcome_key = 'success'
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outcome = action.outcomes.get(outcome_key)
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if not outcome:
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# Fallback to success if outcome not defined
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outcome = action.outcomes.get('success')
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if not outcome:
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return {
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"success": False,
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"message": "Action has no defined outcomes"
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}
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# Process outcome
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items_found = []
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items_dropped = []
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damage_taken = outcome.damage_taken
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# Calculate current capacity
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from api.main import calculate_player_capacity
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current_weight, max_weight, current_volume, max_volume = await calculate_player_capacity(player_id)
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# Add items to inventory (or drop if over capacity)
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for item_id, quantity in outcome.items_reward.items():
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item = items_manager.get_item(item_id)
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if not item:
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continue
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item_name = item.name if item else item_id
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emoji = item.emoji if item and hasattr(item, 'emoji') else ''
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# Check if item has durability (unique item)
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has_durability = hasattr(item, 'durability') and item.durability is not None
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# For items with durability, we need to create each one individually
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if has_durability:
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for _ in range(quantity):
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# Check if item fits in inventory
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if (current_weight + item.weight <= max_weight and
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current_volume + item.volume <= max_volume):
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# Add to inventory with durability properties
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await db.add_item_to_inventory(
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player_id,
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item_id,
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quantity=1,
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durability=item.durability,
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max_durability=item.durability,
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tier=getattr(item, 'tier', None)
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)
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items_found.append(f"{emoji} {item_name}")
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current_weight += item.weight
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current_volume += item.volume
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else:
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# Create unique_item and drop to ground
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unique_item_id = await db.create_unique_item(
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item_id=item_id,
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durability=item.durability,
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max_durability=item.durability,
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tier=getattr(item, 'tier', None)
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)
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await db.drop_item_to_world(item_id, 1, player['location_id'], unique_item_id=unique_item_id)
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items_dropped.append(f"{emoji} {item_name}")
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else:
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# Stackable items - process as before
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item_weight = item.weight * quantity
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item_volume = item.volume * quantity
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if (current_weight + item_weight <= max_weight and
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current_volume + item_volume <= max_volume):
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# Add to inventory
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await db.add_item_to_inventory(player_id, item_id, quantity)
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items_found.append(f"{emoji} {item_name} x{quantity}")
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current_weight += item_weight
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current_volume += item_volume
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else:
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# Drop to ground
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await db.drop_item_to_world(item_id, quantity, player['location_id'])
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items_dropped.append(f"{emoji} {item_name} x{quantity}")
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# Apply damage
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if damage_taken > 0:
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new_hp = max(0, player['hp'] - damage_taken)
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await db.update_player_hp(player_id, new_hp)
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# Check if player died
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if new_hp <= 0:
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await db.update_player(player_id, is_dead=True)
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# Set cooldown (60 seconds default)
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await db.set_interactable_cooldown(interactable_id, 60)
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# Build message
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final_message = outcome.text
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if items_dropped:
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final_message += f"\n⚠️ Inventory full! Dropped to ground: {', '.join(items_dropped)}"
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return {
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"success": True,
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"message": final_message,
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"items_found": items_found,
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"items_dropped": items_dropped,
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"damage_taken": damage_taken,
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"stamina_cost": action.stamina_cost,
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"new_stamina": new_stamina,
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"new_hp": player['hp'] - damage_taken if damage_taken > 0 else player['hp']
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}
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async def use_item(player_id: int, item_id: str, items_manager) -> Dict[str, Any]:
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"""
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Use an item from inventory.
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Returns: {success, message, effects}
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"""
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player = await db.get_player_by_id(player_id)
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if not player:
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return {"success": False, "message": "Player not found"}
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# Check if player has the item
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inventory = await db.get_inventory(player_id)
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item_entry = None
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for inv_item in inventory:
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if inv_item['item_id'] == item_id:
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item_entry = inv_item
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break
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if not item_entry:
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return {"success": False, "message": "You don't have this item"}
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# Get item data
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item = items_manager.get_item(item_id)
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if not item:
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return {"success": False, "message": "Item not found in game data"}
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if not item.consumable:
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return {"success": False, "message": "This item cannot be used"}
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# Apply item effects
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effects = {}
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effects_msg = []
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if 'hp_restore' in item.effects:
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hp_restore = item.effects['hp_restore']
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old_hp = player['hp']
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new_hp = min(player['max_hp'], old_hp + hp_restore)
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actual_restored = new_hp - old_hp
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if actual_restored > 0:
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await db.update_player_hp(player_id, new_hp)
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effects['hp_restored'] = actual_restored
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effects_msg.append(f"+{actual_restored} HP")
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if 'stamina_restore' in item.effects:
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stamina_restore = item.effects['stamina_restore']
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old_stamina = player['stamina']
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new_stamina = min(player['max_stamina'], old_stamina + stamina_restore)
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actual_restored = new_stamina - old_stamina
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if actual_restored > 0:
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await db.update_player_stamina(player_id, new_stamina)
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effects['stamina_restored'] = actual_restored
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effects_msg.append(f"+{actual_restored} Stamina")
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# Consume the item (remove 1 from inventory)
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await db.remove_item_from_inventory(player_id, item_id, 1)
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# Track statistics
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stat_updates = {"items_used": 1, "increment": True}
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if 'hp_restored' in effects:
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stat_updates['hp_restored'] = effects['hp_restored']
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if 'stamina_restored' in effects:
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stat_updates['stamina_restored'] = effects['stamina_restored']
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await db.update_player_statistics(player_id, **stat_updates)
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# Build message
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msg = f"Used {item.name}"
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if effects_msg:
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msg += f" ({', '.join(effects_msg)})"
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return {
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"success": True,
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"message": msg,
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"effects": effects
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}
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async def pickup_item(player_id: int, item_id: int, location_id: str, quantity: int = None, items_manager=None) -> Dict[str, Any]:
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"""
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Pick up an item from the ground.
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item_id is the dropped_item id, not the item_id field.
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quantity: how many to pick up (None = all)
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items_manager: ItemsManager instance to get item definitions
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Returns: {success, message}
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"""
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# Get the dropped item by its ID
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dropped_item = await db.get_dropped_item(item_id)
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if not dropped_item:
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return {"success": False, "message": "Item not found on ground"}
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# Get item definition
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item_def = items_manager.get_item(dropped_item['item_id']) if items_manager else None
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if not item_def:
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return {"success": False, "message": "Item data not found"}
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# Determine how many to pick up
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available_qty = dropped_item['quantity']
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if quantity is None or quantity >= available_qty:
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pickup_qty = available_qty
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else:
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if quantity < 1:
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return {"success": False, "message": "Invalid quantity"}
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pickup_qty = quantity
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# Get player and calculate capacity
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player = await db.get_player_by_id(player_id)
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inventory = await db.get_inventory(player_id)
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# Calculate current weight and volume (including equipped bag capacity)
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current_weight = 0.0
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current_volume = 0.0
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max_weight = 10.0 # Base capacity
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max_volume = 10.0 # Base capacity
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for inv_item in inventory:
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inv_item_def = items_manager.get_item(inv_item['item_id']) if items_manager else None
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if inv_item_def:
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current_weight += inv_item_def.weight * inv_item['quantity']
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current_volume += inv_item_def.volume * inv_item['quantity']
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# Check for equipped bags/containers that increase capacity
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if inv_item['is_equipped'] and inv_item_def.stats:
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max_weight += inv_item_def.stats.get('weight_capacity', 0)
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max_volume += inv_item_def.stats.get('volume_capacity', 0)
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# Calculate weight and volume for items to pick up
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item_weight = item_def.weight * pickup_qty
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item_volume = item_def.volume * pickup_qty
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new_weight = current_weight + item_weight
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new_volume = current_volume + item_volume
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# Check limits
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if new_weight > max_weight:
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return {
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"success": False,
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"message": f"⚠️ Item too heavy! {item_def.emoji} {item_def.name} x{pickup_qty} ({item_weight:.1f}kg) would exceed capacity. Current: {current_weight:.1f}/{max_weight:.1f}kg"
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}
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if new_volume > max_volume:
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return {
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"success": False,
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"message": f"⚠️ Item too large! {item_def.emoji} {item_def.name} x{pickup_qty} ({item_volume:.1f}L) would exceed capacity. Current: {current_volume:.1f}/{max_volume:.1f}L"
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}
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# Items fit - update dropped item quantity or remove it
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if pickup_qty >= available_qty:
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await db.remove_dropped_item(item_id)
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else:
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new_qty = available_qty - pickup_qty
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await db.update_dropped_item_quantity(item_id, new_qty)
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# Add to inventory (pass unique_item_id if it's a unique item)
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await db.add_item_to_inventory(
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player_id,
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dropped_item['item_id'],
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pickup_qty,
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unique_item_id=dropped_item.get('unique_item_id')
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)
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return {
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"success": True,
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"message": f"Picked up {item_def.emoji} {item_def.name} x{pickup_qty}"
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}
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async def check_and_apply_level_up(player_id: int) -> Dict[str, Any]:
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"""
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Check if player has enough XP to level up and apply it.
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Returns: {leveled_up: bool, new_level: int, levels_gained: int}
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"""
|
||||
player = await db.get_player_by_id(player_id)
|
||||
if not player:
|
||||
return {"leveled_up": False, "new_level": 1, "levels_gained": 0}
|
||||
|
||||
current_level = player['level']
|
||||
current_xp = player['xp']
|
||||
levels_gained = 0
|
||||
|
||||
# Check for level ups (can level up multiple times if enough XP)
|
||||
while current_xp >= (current_level * 100):
|
||||
current_xp -= (current_level * 100)
|
||||
current_level += 1
|
||||
levels_gained += 1
|
||||
|
||||
if levels_gained > 0:
|
||||
# Update player with new level, remaining XP, and unspent points
|
||||
new_unspent_points = player['unspent_points'] + levels_gained
|
||||
await db.update_player(
|
||||
player_id,
|
||||
level=current_level,
|
||||
xp=current_xp,
|
||||
unspent_points=new_unspent_points
|
||||
)
|
||||
|
||||
return {
|
||||
"leveled_up": True,
|
||||
"new_level": current_level,
|
||||
"levels_gained": levels_gained
|
||||
}
|
||||
|
||||
return {"leveled_up": False, "new_level": current_level, "levels_gained": 0}
|
||||
|
||||
|
||||
# ============================================================================
|
||||
# STATUS EFFECTS UTILITIES
|
||||
# ============================================================================
|
||||
|
||||
def calculate_status_damage(effects: list) -> int:
|
||||
"""
|
||||
Calculate total damage from all status effects.
|
||||
|
||||
Args:
|
||||
effects: List of status effect dicts
|
||||
|
||||
Returns:
|
||||
Total damage per tick
|
||||
"""
|
||||
return sum(effect.get('damage_per_tick', 0) for effect in effects)
|
||||
Reference in New Issue
Block a user