What a mess
This commit is contained in:
219
bot/database.py
219
bot/database.py
@@ -12,7 +12,28 @@ engine = create_async_engine(DATABASE_URL)
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metadata = MetaData()
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# ... (players, inventory, dropped_items tables are unchanged) ...
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players = Table("players", metadata, Column("telegram_id", Integer, primary_key=True), Column("name", String, default="Survivor"), Column("hp", Integer, default=100), Column("max_hp", Integer, default=100), Column("stamina", Integer, default=20), Column("max_stamina", Integer, default=20), Column("strength", Integer, default=5), Column("agility", Integer, default=5), Column("endurance", Integer, default=5), Column("intellect", Integer, default=5), Column("location_id", String, default="start_point"), Column("is_dead", Boolean, default=False), Column("level", Integer, default=1), Column("xp", Integer, default=0), Column("unspent_points", Integer, default=0))
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players = Table(
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"players",
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metadata,
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Column("telegram_id", Integer, primary_key=True),
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Column("id", Integer, unique=True, autoincrement=True), # Web users ID
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Column("username", String(50), unique=True, nullable=True), # Web users username
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Column("password_hash", String(255), nullable=True), # Web users password hash
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Column("name", String, default="Survivor"),
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Column("hp", Integer, default=100),
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Column("max_hp", Integer, default=100),
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Column("stamina", Integer, default=20),
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Column("max_stamina", Integer, default=20),
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Column("strength", Integer, default=5),
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Column("agility", Integer, default=5),
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Column("endurance", Integer, default=5),
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Column("intellect", Integer, default=5),
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Column("location_id", String, default="start_point"),
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Column("is_dead", Boolean, default=False),
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Column("level", Integer, default=1),
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Column("xp", Integer, default=0),
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Column("unspent_points", Integer, default=0)
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)
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inventory = Table("inventory", metadata, Column("id", Integer, primary_key=True, autoincrement=True), Column("player_id", Integer, ForeignKey("players.telegram_id", ondelete="CASCADE")), Column("item_id", String), Column("quantity", Integer, default=1), Column("is_equipped", Boolean, default=False))
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dropped_items = Table("dropped_items", metadata, Column("id", Integer, primary_key=True, autoincrement=True), Column("item_id", String), Column("quantity", Integer, default=1), Column("location_id", String), Column("drop_timestamp", Float))
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@@ -82,25 +103,74 @@ wandering_enemies = Table(
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Column("despawn_timestamp", Float, nullable=False), # When this enemy should despawn
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)
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# Persistent status effects table
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player_status_effects = Table(
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"player_status_effects",
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metadata,
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Column("id", Integer, primary_key=True, autoincrement=True),
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Column("player_id", Integer, ForeignKey("players.telegram_id", ondelete="CASCADE"), nullable=False),
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Column("effect_name", String(50), nullable=False),
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Column("effect_icon", String(10), nullable=False),
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Column("damage_per_tick", Integer, nullable=False, default=0),
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Column("ticks_remaining", Integer, nullable=False),
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Column("applied_at", Float, nullable=False),
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)
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async def create_tables():
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async with engine.begin() as conn:
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await conn.run_sync(metadata.create_all)
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# ... (All other database functions are unchanged except the cooldown ones) ...
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async def get_player(telegram_id: int):
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async def get_player(telegram_id: int = None, player_id: int = None, username: str = None):
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"""Get player by telegram_id, player_id (web users), or username."""
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async with engine.connect() as conn:
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result = await conn.execute(players.select().where(players.c.telegram_id == telegram_id))
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if telegram_id is not None:
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result = await conn.execute(players.select().where(players.c.telegram_id == telegram_id))
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elif player_id is not None:
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result = await conn.execute(players.select().where(players.c.id == player_id))
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elif username is not None:
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result = await conn.execute(players.select().where(players.c.username == username))
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else:
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return None
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row = result.first()
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return row._asdict() if row else None
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async def create_player(telegram_id: int, name: str):
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async def create_player(telegram_id: int = None, name: str = "Survivor", username: str = None, password_hash: str = None):
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"""Create a player (Telegram or web user)."""
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async with engine.connect() as conn:
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await conn.execute(players.insert().values(telegram_id=telegram_id, name=name))
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await conn.execute(inventory.insert().values(player_id=telegram_id, item_id="tattered_rucksack", is_equipped=True))
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values = {
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"name": name,
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"telegram_id": telegram_id,
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"username": username,
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"password_hash": password_hash,
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}
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result = await conn.execute(players.insert().values(**values))
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await conn.commit()
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return await get_player(telegram_id)
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async def update_player(telegram_id: int, updates: dict):
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# For telegram users, the primary key is telegram_id
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# For web users, we need to get the auto-generated id
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if telegram_id:
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# Add starting inventory for Telegram users
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await conn.execute(inventory.insert().values(player_id=telegram_id, item_id="tattered_rucksack", is_equipped=True))
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await conn.commit()
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# Return the created player
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if telegram_id:
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return await get_player(telegram_id=telegram_id)
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elif username:
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return await get_player(username=username)
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async def update_player(telegram_id: int = None, player_id: int = None, updates: dict = None):
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"""Update player by telegram_id (Telegram users) or player_id (web users)."""
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if updates is None:
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updates = {}
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async with engine.connect() as conn:
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await conn.execute(players.update().where(players.c.telegram_id == telegram_id).values(**updates))
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if telegram_id is not None:
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await conn.execute(players.update().where(players.c.telegram_id == telegram_id).values(**updates))
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elif player_id is not None:
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await conn.execute(players.update().where(players.c.id == player_id).values(**updates))
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else:
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raise ValueError("Must provide either telegram_id or player_id")
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await conn.commit()
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async def get_inventory(player_id: int):
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async with engine.connect() as conn:
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@@ -526,3 +596,134 @@ async def get_all_active_wandering_enemies():
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)
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result = await conn.execute(stmt)
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return [row._asdict() for row in result.fetchall()]
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# ============================================================================
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# STATUS EFFECTS
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# ============================================================================
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async def get_player_status_effects(player_id: int):
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"""Get all active status effects for a player."""
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async with engine.connect() as conn:
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stmt = player_status_effects.select().where(
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player_status_effects.c.player_id == player_id,
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player_status_effects.c.ticks_remaining > 0
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)
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result = await conn.execute(stmt)
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return [row._asdict() for row in result.fetchall()]
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async def add_status_effect(player_id: int, effect_name: str, effect_icon: str,
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damage_per_tick: int, ticks_remaining: int):
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"""Add a new status effect to a player."""
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async with engine.connect() as conn:
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await conn.execute(
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player_status_effects.insert().values(
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player_id=player_id,
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effect_name=effect_name,
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effect_icon=effect_icon,
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damage_per_tick=damage_per_tick,
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ticks_remaining=ticks_remaining,
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applied_at=time.time()
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)
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)
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await conn.commit()
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async def update_status_effect_ticks(effect_id: int, ticks_remaining: int):
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"""Update the remaining ticks for a status effect."""
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async with engine.connect() as conn:
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await conn.execute(
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player_status_effects.update().where(
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player_status_effects.c.id == effect_id
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).values(ticks_remaining=ticks_remaining)
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)
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await conn.commit()
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async def remove_status_effect(effect_id: int):
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"""Remove a specific status effect."""
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async with engine.connect() as conn:
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await conn.execute(
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player_status_effects.delete().where(player_status_effects.c.id == effect_id)
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)
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await conn.commit()
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async def remove_all_status_effects(player_id: int):
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"""Remove all status effects from a player."""
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async with engine.connect() as conn:
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await conn.execute(
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player_status_effects.delete().where(player_status_effects.c.player_id == player_id)
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)
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await conn.commit()
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async def remove_status_effects_by_name(player_id: int, effect_name: str, count: int = 1):
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"""
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Remove a specific number of status effects by name for a player.
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Used for treatment items that cure specific effects.
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Returns the number of effects actually removed.
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"""
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async with engine.connect() as conn:
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# Get the effects to remove
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stmt = player_status_effects.select().where(
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player_status_effects.c.player_id == player_id,
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player_status_effects.c.effect_name == effect_name,
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player_status_effects.c.ticks_remaining > 0
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).limit(count)
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result = await conn.execute(stmt)
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effects_to_remove = result.fetchall()
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# Remove them
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effect_ids = [row.id for row in effects_to_remove]
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if effect_ids:
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await conn.execute(
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player_status_effects.delete().where(
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player_status_effects.c.id.in_(effect_ids)
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)
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)
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await conn.commit()
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return len(effect_ids)
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async def get_all_players_with_status_effects():
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"""Get all player IDs that have active status effects (for background processing)."""
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async with engine.connect() as conn:
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from sqlalchemy import distinct
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stmt = player_status_effects.select().with_only_columns(
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distinct(player_status_effects.c.player_id)
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).where(player_status_effects.c.ticks_remaining > 0)
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result = await conn.execute(stmt)
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return [row[0] for row in result.fetchall()]
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async def decrement_all_status_effect_ticks():
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"""
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Decrement ticks for all active status effects and return affected player IDs.
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Used by background processor.
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"""
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async with engine.connect() as conn:
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# Get player IDs with effects before updating
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from sqlalchemy import distinct
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stmt = player_status_effects.select().with_only_columns(
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distinct(player_status_effects.c.player_id)
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).where(player_status_effects.c.ticks_remaining > 0)
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result = await conn.execute(stmt)
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affected_players = [row[0] for row in result.fetchall()]
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# Decrement ticks
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await conn.execute(
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player_status_effects.update().where(
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player_status_effects.c.ticks_remaining > 0
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).values(ticks_remaining=player_status_effects.c.ticks_remaining - 1)
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)
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# Remove expired effects
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await conn.execute(
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player_status_effects.delete().where(player_status_effects.c.ticks_remaining <= 0)
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)
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await conn.commit()
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return affected_players
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