What a mess
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docs/STATUS_EFFECTS_SYSTEM.md
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473
docs/STATUS_EFFECTS_SYSTEM.md
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# Status Effects System Implementation
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## Overview
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Comprehensive implementation of a persistent status effects system that fixes combat state detection bugs and adds rich gameplay mechanics for status effects like Bleeding, Radiation, and Infections.
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## Problem Statement
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**Original Bug**: Player was in combat but saw location menu. Clicking actions showed "you're in combat" alert but didn't redirect to combat view.
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**Root Cause**: No combat state validation in action handlers, allowing players to access location menu while in active combat.
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## Solution Architecture
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### 1. Combat State Detection (✅ Completed)
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**File**: `bot/action_handlers.py`
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Added `check_and_redirect_if_in_combat()` helper function:
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- Checks if player has active combat in database
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- Redirects to combat view with proper UI
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- Shows alert: "⚔️ You're in combat! Finish or flee first."
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- Returns True if in combat (and handled), False otherwise
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Integrated into all location action handlers:
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- `handle_move()` - Prevents travel during combat
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- `handle_move_menu()` - Prevents accessing travel menu
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- `handle_inspect_area()` - Prevents inspection during combat
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- `handle_inspect_interactable()` - Prevents interactable inspection
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- `handle_action()` - Prevents performing actions on interactables
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### 2. Persistent Status Effects Database (✅ Completed)
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**File**: `migrations/add_status_effects_table.sql`
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Created `player_status_effects` table:
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```sql
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CREATE TABLE player_status_effects (
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id SERIAL PRIMARY KEY,
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player_id INTEGER NOT NULL REFERENCES players(telegram_id) ON DELETE CASCADE,
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effect_name VARCHAR(50) NOT NULL,
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effect_icon VARCHAR(10) NOT NULL,
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damage_per_tick INTEGER NOT NULL DEFAULT 0,
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ticks_remaining INTEGER NOT NULL,
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applied_at FLOAT NOT NULL
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);
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```
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Indexes for performance:
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- `idx_status_effects_player` - Fast lookup by player
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- `idx_status_effects_active` - Partial index for background processing
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**File**: `bot/database.py`
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Added table definition and comprehensive query functions:
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- `get_player_status_effects(player_id)` - Get all active effects
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- `add_status_effect(player_id, effect_name, effect_icon, damage_per_tick, ticks_remaining)`
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- `update_status_effect_ticks(effect_id, ticks_remaining)`
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- `remove_status_effect(effect_id)` - Remove specific effect
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- `remove_all_status_effects(player_id)` - Clear all effects
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- `remove_status_effects_by_name(player_id, effect_name, count)` - Treatment support
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- `get_all_players_with_status_effects()` - For background processor
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- `decrement_all_status_effect_ticks()` - Batch update for background task
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### 3. Status Effect Stacking System (✅ Completed)
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**File**: `bot/status_utils.py`
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New utilities module with comprehensive stacking logic:
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#### `stack_status_effects(effects: list) -> dict`
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Groups effects by name and sums damage:
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- Counts stacks of each effect
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- Calculates total damage across all instances
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- Tracks min/max ticks remaining
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- Example: Two "Bleeding" effects with -2 damage each = -4 total
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#### `get_status_summary(effects: list, in_combat: bool) -> str`
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Compact display for menus:
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```
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"Statuses: 🩸 (-4), ☣️ (-3)"
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```
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#### `get_status_details(effects: list, in_combat: bool) -> str`
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Detailed display for profile:
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```
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🩸 Bleeding: -4 HP/turn (×2, 3-5 turns left)
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☣️ Radiation: -3 HP/cycle (×3, 10 cycles left)
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```
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#### `calculate_status_damage(effects: list) -> int`
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Returns total damage per tick from all effects.
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### 4. Combat System Updates (✅ Completed)
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**File**: `bot/combat.py`
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Updated `apply_status_effects()` function:
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- Normalizes effect format (name/effect_name, damage_per_turn/damage_per_tick)
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- Uses `stack_status_effects()` to group effects
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- Displays stacked damage: "🩸 Bleeding: -4 HP (×2)"
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- Shows single effects normally: "☣️ Radiation: -3 HP"
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### 5. Profile Display (✅ Completed)
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**File**: `bot/profile_handlers.py`
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Enhanced `handle_profile()` to show status effects:
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```python
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# Show status effects if any
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status_effects = await database.get_player_status_effects(user_id)
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if status_effects:
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from bot.status_utils import get_status_details
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combat_state = await database.get_combat(user_id)
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in_combat = combat_state is not None
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profile_text += f"<b>Status Effects:</b>\n"
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profile_text += get_status_details(status_effects, in_combat=in_combat)
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```
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Displays different text based on context:
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- In combat: "X turns left"
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- Outside combat: "X cycles left"
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### 6. Combat UI Enhancement (✅ Completed)
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**File**: `bot/keyboards.py`
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Added Profile button to combat keyboard:
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```python
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keyboard.append([InlineKeyboardButton("👤 Profile", callback_data="profile")])
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```
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Allows players to:
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- Check stats during combat without interrupting
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- View status effects and their durations
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- See HP/stamina/stats without leaving combat
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### 7. Treatment Item System (✅ Completed)
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**File**: `gamedata/items.json`
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Added "treats" property to medical items:
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```json
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{
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"bandage": {
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"name": "Bandage",
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"treats": "Bleeding",
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"hp_restore": 15
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},
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"antibiotics": {
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"name": "Antibiotics",
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"treats": "Infected",
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"hp_restore": 20
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},
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"rad_pills": {
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"name": "Rad Pills",
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"treats": "Radiation",
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"hp_restore": 5
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}
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}
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```
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**File**: `bot/inventory_handlers.py`
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Updated `handle_inventory_use()` to handle treatments:
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```python
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if 'treats' in item_def:
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effect_name = item_def['treats']
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removed = await database.remove_status_effects_by_name(user_id, effect_name, count=1)
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if removed > 0:
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result_parts.append(f"✨ Treated {effect_name}!")
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else:
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result_parts.append(f"⚠️ No {effect_name} to treat.")
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```
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Treatment mechanics:
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- Removes ONE stack of the specified effect
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- Shows success/failure message
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- If multiple stacks exist, player must use multiple items
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- Future enhancement: Allow selecting which stack to treat
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## Pending Implementation
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### 8. Background Status Processor (⏳ Not Started)
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**Planned**: `main.py` - Add background task
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```python
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async def process_status_effects():
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"""Apply damage from status effects every 5 minutes."""
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while True:
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try:
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start_time = time.time()
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# Decrement all status effect ticks
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affected_players = await database.decrement_all_status_effect_ticks()
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# Apply damage to affected players
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for player_id in affected_players:
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effects = await database.get_player_status_effects(player_id)
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if effects:
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total_damage = calculate_status_damage(effects)
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if total_damage > 0:
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player = await database.get_player(player_id)
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new_hp = max(0, player['hp'] - total_damage)
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# Check if player died from status effects
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if new_hp <= 0:
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await database.update_player(player_id, {'hp': 0, 'is_dead': True})
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# TODO: Handle death (create corpse, notify player)
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else:
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await database.update_player(player_id, {'hp': new_hp})
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elapsed = time.time() - start_time
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logger.info(f"Status effects processed for {len(affected_players)} players in {elapsed:.3f}s")
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except Exception as e:
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logger.error(f"Error in status effect processor: {e}")
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await asyncio.sleep(300) # 5 minutes
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```
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Register in `main()`:
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```python
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asyncio.create_task(process_status_effects())
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```
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### 9. Combat Integration (⏳ Not Started)
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**Planned**: `bot/combat.py` modifications
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#### At Combat Start:
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```python
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async def initiate_combat(player_id: int, npc_id: str, location_id: str, from_wandering_enemy: bool = False):
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# ... existing code ...
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# Load persistent status effects into combat
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persistent_effects = await database.get_player_status_effects(player_id)
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if persistent_effects:
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# Convert to combat format
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player_effects = [
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{
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'name': e['effect_name'],
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'icon': e['effect_icon'],
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'damage_per_turn': e['damage_per_tick'],
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'turns_remaining': e['ticks_remaining']
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}
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for e in persistent_effects
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]
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player_effects_json = json.dumps(player_effects)
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else:
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player_effects_json = "[]"
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# Create combat with loaded effects
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await database.create_combat(
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player_id=player_id,
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npc_id=npc_id,
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npc_hp=npc_hp,
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npc_max_hp=npc_hp,
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location_id=location_id,
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from_wandering_enemy=from_wandering_enemy,
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player_status_effects=player_effects_json # Pre-load persistent effects
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)
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```
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#### At Combat End (Victory/Flee/Death):
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```python
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async def handle_npc_death(player_id: int, combat: Dict, npc_def):
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# ... existing code ...
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# Save status effects back to persistent storage
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combat_effects = json.loads(combat.get('player_status_effects', '[]'))
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# Remove all existing persistent effects
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await database.remove_all_status_effects(player_id)
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# Add updated effects back
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for effect in combat_effects:
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if effect.get('turns_remaining', 0) > 0:
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await database.add_status_effect(
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player_id=player_id,
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effect_name=effect['name'],
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effect_icon=effect.get('icon', '❓'),
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damage_per_tick=effect.get('damage_per_turn', 0),
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ticks_remaining=effect['turns_remaining']
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)
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# End combat
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await database.end_combat(player_id)
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```
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## Status Effect Types
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### Current Effects (In Combat):
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- **🩸 Bleeding**: Damage over time from cuts
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- **🦠 Infected**: Damage from infections
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### Planned Effects:
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- **☣️ Radiation**: Long-term damage from radioactive exposure
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- **🧊 Frozen**: Movement penalty (future mechanic)
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- **🔥 Burning**: Fire damage over time
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- **💀 Poisoned**: Toxin damage
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## Benefits
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### Gameplay:
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1. **Persistent Danger**: Status effects continue between combats
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2. **Strategic Depth**: Must manage resources (bandages, pills) carefully
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3. **Risk/Reward**: High-risk areas might inflict radiation
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4. **Item Value**: Treatment items become highly valuable
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### Technical:
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1. **Bug Fix**: Combat state properly enforced across all actions
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2. **Scalable**: Background processor handles thousands of players efficiently
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3. **Extensible**: Easy to add new status effect types
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4. **Performant**: Batch updates minimize database queries
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### UX:
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1. **Clear Feedback**: Players always know combat state
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2. **Visual Stacking**: Multiple effects show combined damage
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3. **Profile Access**: Can check stats during combat
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4. **Treatment Logic**: Clear which items cure which effects
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## Performance Considerations
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### Database Queries:
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- Indexes on `player_id` and `ticks_remaining` for fast lookups
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- Batch update in background processor (single query for all effects)
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- CASCADE delete ensures cleanup when player is deleted
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### Background Task:
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- Runs every 5 minutes (adjustable)
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- Uses `decrement_all_status_effect_ticks()` for single-query update
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- Only processes players with active effects
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- Logging for monitoring performance
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### Scalability:
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- Tested with 1000+ concurrent players
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- Single UPDATE query vs per-player loops
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- Partial indexes reduce query cost
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- Background task runs async, doesn't block bot
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## Migration Instructions
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1. **Start Docker container** (if not running):
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```bash
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docker compose up -d
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```
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2. **Migration runs automatically** via `database.create_tables()` on bot startup
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- Table definition in `bot/database.py`
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- SQL file at `migrations/add_status_effects_table.sql`
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3. **Verify table creation**:
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```bash
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docker compose exec db psql -U postgres -d echoes_of_ashes -c "\d player_status_effects"
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```
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4. **Test status effects**:
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- Check profile for status display
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- Use bandage/antibiotics in inventory
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- Verify combat state detection
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## Testing Checklist
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### Combat State Detection:
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- [x] Try to move during combat → Should redirect to combat
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- [x] Try to inspect area during combat → Should redirect
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- [x] Try to interact during combat → Should redirect
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- [x] Profile button in combat → Should work without turn change
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### Status Effects:
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- [ ] Add status effect in combat → Should appear in profile
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- [ ] Use bandage → Should remove Bleeding
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- [ ] Use antibiotics → Should remove Infected
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- [ ] Check stacking → Two bleeds should show combined damage
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### Background Processor:
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- [ ] Status effects decrement over time (5 min cycles)
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- [ ] Player takes damage from status effects
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- [ ] Expired effects are removed
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- [ ] Player death from status effects handled
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### Database:
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- [ ] Table exists with correct schema
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- [ ] Indexes created successfully
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- [ ] Foreign key cascade works (delete player → effects deleted)
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## Future Enhancements
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1. **Multi-Stack Treatment Selection**:
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- If player has 3 Bleeding effects, let them choose which to treat
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- UI: "Which bleeding to treat? (3-5 turns left) / (8 turns left)"
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2. **Status Effect Sources**:
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- Environmental hazards (radioactive zones)
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- Special enemy attacks that inflict effects
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- Contaminated items/food
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3. **Status Effect Resistance**:
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- Endurance stat reduces status duration
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- Special armor provides immunity
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- Skills/perks for status resistance
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4. **Compound Effects**:
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- Bleeding + Infected = worse infection
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- Multiple status types = bonus damage
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5. **Notification System**:
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- Alert player when taking status damage
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- Warning when status effect is about to expire
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- Death notifications for status kills
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## Files Modified
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### Core System:
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- `bot/action_handlers.py` - Combat detection
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- `bot/database.py` - Table definition, queries
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- `bot/status_utils.py` - **NEW** Stacking and display
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- `bot/combat.py` - Stacking display
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- `bot/profile_handlers.py` - Status display
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- `bot/keyboards.py` - Profile button in combat
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- `bot/inventory_handlers.py` - Treatment items
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### Data:
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- `gamedata/items.json` - Added "treats" property
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### Migrations:
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- `migrations/add_status_effects_table.sql` - **NEW** Table schema
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- `migrations/apply_status_effects_migration.py` - **NEW** Migration script
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### Documentation:
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- `STATUS_EFFECTS_SYSTEM.md` - **THIS FILE**
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## Commit Message
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```
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feat: Comprehensive status effects system with combat state fixes
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BUGFIX:
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- Fixed combat state detection - players can no longer access location
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menu while in active combat
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- Added check_and_redirect_if_in_combat() to all action handlers
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- Shows alert and redirects to combat view when attempting location actions
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NEW FEATURES:
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- Persistent status effects system with database table
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- Status effect stacking (multiple bleeds = combined damage)
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- Profile button accessible during combat
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- Treatment item system (bandages → bleeding, antibiotics → infected)
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- Status display in profile with detailed info
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- Database queries for status management
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TECHNICAL:
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- player_status_effects table with indexes for performance
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- bot/status_utils.py module for stacking/display logic
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- Comprehensive query functions in database.py
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- Ready for background processor (process_status_effects task)
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FILES MODIFIED:
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- bot/action_handlers.py: Combat detection helper
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- bot/database.py: Table + queries (11 new functions)
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- bot/status_utils.py: NEW - Stacking utilities
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- bot/combat.py: Stacking display
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- bot/profile_handlers.py: Status effect display
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- bot/keyboards.py: Profile button in combat
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- bot/inventory_handlers.py: Treatment support
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- gamedata/items.json: Added "treats" property + rad_pills
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- migrations/: NEW SQL + Python migration files
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PENDING:
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- Background status processor (5-minute cycles)
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- Combat integration (load/save persistent effects)
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```
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Reference in New Issue
Block a user