Initial commit: Echoes of the Ashes - Telegram RPG Bot
This commit is contained in:
539
bot/database.py
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539
bot/database.py
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import time
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import os
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from typing import Set
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from sqlalchemy.ext.asyncio import create_async_engine
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from sqlalchemy import (
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MetaData, Table, Column, Integer, String, Boolean, ForeignKey, Float, UniqueConstraint,
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)
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DB_USER, DB_PASS, DB_NAME, DB_HOST, DB_PORT = os.getenv("POSTGRES_USER"), os.getenv("POSTGRES_PASSWORD"), os.getenv("POSTGRES_DB"), os.getenv("POSTGRES_HOST"), os.getenv("POSTGRES_PORT")
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DATABASE_URL = f"postgresql+psycopg://{DB_USER}:{DB_PASS}@{DB_HOST}:{DB_PORT}/{DB_NAME}"
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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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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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# Combat-related tables
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active_combats = Table(
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"active_combats",
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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"), unique=True),
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Column("npc_id", String, nullable=False),
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Column("npc_hp", Integer, nullable=False),
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Column("npc_max_hp", Integer, nullable=False),
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Column("turn", String, nullable=False), # "player" or "npc"
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Column("turn_started_at", Float, nullable=False),
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Column("player_status_effects", String, default=""), # JSON string
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Column("npc_status_effects", String, default=""), # JSON string
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Column("location_id", String, nullable=False),
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Column("from_wandering_enemy", Boolean, default=False), # If True, respawn on flee/death
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)
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player_corpses = Table(
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"player_corpses",
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metadata,
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Column("id", Integer, primary_key=True, autoincrement=True),
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Column("player_name", String, nullable=False),
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Column("location_id", String, nullable=False),
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Column("items", String, nullable=False), # JSON string of items
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Column("death_timestamp", Float, nullable=False),
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)
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npc_corpses = Table(
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"npc_corpses",
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metadata,
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Column("id", Integer, primary_key=True, autoincrement=True),
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Column("npc_id", String, nullable=False),
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Column("location_id", String, nullable=False),
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Column("loot_remaining", String, nullable=False), # JSON string
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Column("death_timestamp", Float, nullable=False),
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)
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interactable_cooldowns = Table(
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"interactable_cooldowns",
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metadata,
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Column("id", Integer, primary_key=True, autoincrement=True),
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Column("interactable_instance_id", String, nullable=False, unique=True), # Renamed for clarity
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Column("expiry_timestamp", Float, nullable=False),
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)
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# Table to cache Telegram file IDs for images
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image_cache = Table(
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"image_cache",
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metadata,
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Column("id", Integer, primary_key=True, autoincrement=True),
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Column("image_path", String, nullable=False, unique=True), # Local file path
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Column("telegram_file_id", String, nullable=False), # Telegram's file_id for reuse
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Column("uploaded_at", Float, nullable=False),
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)
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# Wandering enemies table - managed by spawn system
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wandering_enemies = Table(
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"wandering_enemies",
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metadata,
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Column("id", Integer, primary_key=True, autoincrement=True),
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Column("npc_id", String, nullable=False),
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Column("location_id", String, nullable=False),
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Column("spawn_timestamp", Float, nullable=False),
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Column("despawn_timestamp", Float, nullable=False), # When this enemy should despawn
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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 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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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 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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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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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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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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result = await conn.execute(inventory.select().where(inventory.c.player_id == player_id))
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return [row._asdict() for row in result.fetchall()]
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async def get_inventory_item(item_db_id: int):
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async with engine.connect() as conn:
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result = await conn.execute(inventory.select().where(inventory.c.id == item_db_id))
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row = result.first()
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return row._asdict() if row else None
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async def add_item_to_inventory(player_id: int, item_id: str, quantity: int = 1):
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async with engine.connect() as conn:
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result = await conn.execute(inventory.select().where(inventory.c.player_id == player_id, inventory.c.item_id == item_id))
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existing_item = result.first()
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if existing_item: stmt = inventory.update().where(inventory.c.id == existing_item.id).values(quantity=inventory.c.quantity + quantity)
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else: stmt = inventory.insert().values(player_id=player_id, item_id=item_id, quantity=quantity)
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await conn.execute(stmt)
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await conn.commit()
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async def add_equipped_item_to_inventory(player_id: int, item_id: str) -> int:
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"""Add a single equipped item to inventory and return its ID."""
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async with engine.connect() as conn:
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stmt = inventory.insert().values(
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player_id=player_id,
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item_id=item_id,
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quantity=1,
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is_equipped=True
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)
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result = await conn.execute(stmt)
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await conn.commit()
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return result.inserted_primary_key[0]
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async def update_inventory_item(item_db_id: int, quantity: int = None, is_equipped: bool = None):
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"""Update inventory item properties."""
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async with engine.connect() as conn:
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updates = {}
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if quantity is not None:
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updates['quantity'] = quantity
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if is_equipped is not None:
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updates['is_equipped'] = is_equipped
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if updates:
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stmt = inventory.update().where(inventory.c.id == item_db_id).values(**updates)
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await conn.execute(stmt)
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await conn.commit()
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async def remove_item_from_inventory(item_db_id: int, quantity: int = 1):
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async with engine.connect() as conn:
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result = await conn.execute(inventory.select().where(inventory.c.id == item_db_id))
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item_data = result.first()
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if not item_data: return
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if item_data.quantity > quantity: stmt = inventory.update().where(inventory.c.id == item_db_id).values(quantity=inventory.c.quantity - quantity)
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else: stmt = inventory.delete().where(inventory.c.id == item_db_id)
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await conn.execute(stmt)
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await conn.commit()
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async def drop_item_to_world(item_id: str, quantity: int, location_id: str):
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"""Drop item to world. Combines with existing stacks of same item in same location."""
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async with engine.connect() as conn:
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# Check if this item already exists in this location
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result = await conn.execute(
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dropped_items.select().where(
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(dropped_items.c.item_id == item_id) &
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(dropped_items.c.location_id == location_id)
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)
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)
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existing_item = result.first()
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if existing_item:
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# Stack exists, add to it
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new_quantity = existing_item.quantity + quantity
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stmt = dropped_items.update().where(dropped_items.c.id == existing_item.id).values(
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quantity=new_quantity,
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drop_timestamp=time.time() # Update timestamp
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)
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else:
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# Create new stack
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stmt = dropped_items.insert().values(
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item_id=item_id,
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quantity=quantity,
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location_id=location_id,
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drop_timestamp=time.time()
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)
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await conn.execute(stmt)
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await conn.commit()
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async def get_dropped_items_in_location(location_id: str):
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async with engine.connect() as conn:
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result = await conn.execute(dropped_items.select().where(dropped_items.c.location_id == location_id).limit(10))
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return [row._asdict() for row in result.fetchall()]
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async def get_dropped_item(dropped_item_id: int):
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async with engine.connect() as conn:
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result = await conn.execute(dropped_items.select().where(dropped_items.c.id == dropped_item_id))
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row = result.first()
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return row._asdict() if row else None
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async def remove_dropped_item(dropped_item_id: int):
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async with engine.connect() as conn:
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await conn.execute(dropped_items.delete().where(dropped_items.c.id == dropped_item_id))
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await conn.commit()
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async def update_dropped_item(dropped_item_id: int, new_quantity: int):
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"""Update the quantity of a dropped item."""
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async with engine.connect() as conn:
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stmt = dropped_items.update().where(dropped_items.c.id == dropped_item_id).values(quantity=new_quantity)
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await conn.execute(stmt)
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await conn.commit()
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async def remove_expired_dropped_items(timestamp_limit: float) -> int:
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async with engine.connect() as conn:
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stmt = dropped_items.delete().where(dropped_items.c.drop_timestamp < timestamp_limit)
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result = await conn.execute(stmt)
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await conn.commit()
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return result.rowcount
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async def regenerate_all_players_stamina() -> int:
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"""
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Regenerate stamina for all active players.
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Recovery formula:
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- Base recovery: 1 stamina per cycle (5 minutes)
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- Endurance bonus: +1 stamina per 10 endurance points
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- Example: 5 endurance = 1 stamina, 15 endurance = 2 stamina, 25 endurance = 3 stamina
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- Only regenerates up to max_stamina
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- Only regenerates for living players
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"""
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async with engine.connect() as conn:
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# Get all living players who are below max stamina
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result = await conn.execute(
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players.select().where(
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(players.c.is_dead == False) &
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(players.c.stamina < players.c.max_stamina)
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)
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)
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players_to_update = result.fetchall()
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updated_count = 0
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for player in players_to_update:
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# Calculate stamina recovery
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base_recovery = 1
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endurance_bonus = player.endurance // 10 # +1 per 10 endurance
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total_recovery = base_recovery + endurance_bonus
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# Calculate new stamina (capped at max)
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new_stamina = min(player.stamina + total_recovery, player.max_stamina)
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# Only update if there's actually a change
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if new_stamina > player.stamina:
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await conn.execute(
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players.update()
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.where(players.c.telegram_id == player.telegram_id)
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.values(stamina=new_stamina)
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)
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updated_count += 1
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await conn.commit()
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return updated_count
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COOLDOWN_DURATION = 300
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async def set_cooldown(instance_id: str):
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expiry_time = time.time() + COOLDOWN_DURATION
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async with engine.connect() as conn:
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update_stmt = interactable_cooldowns.update().where(interactable_cooldowns.c.interactable_instance_id == instance_id).values(expiry_timestamp=expiry_time)
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result = await conn.execute(update_stmt)
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if result.rowcount == 0:
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insert_stmt = interactable_cooldowns.insert().values(interactable_instance_id=instance_id, expiry_timestamp=expiry_time)
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await conn.execute(insert_stmt)
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await conn.commit()
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# --- Combat Functions ---
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async def create_combat(player_id: int, npc_id: str, npc_hp: int, npc_max_hp: int, location_id: str, from_wandering_enemy: bool = False):
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"""Start a new combat encounter."""
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async with engine.connect() as conn:
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stmt = active_combats.insert().values(
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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_max_hp,
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turn="player",
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turn_started_at=time.time(),
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location_id=location_id,
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player_status_effects="[]",
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npc_status_effects="[]",
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from_wandering_enemy=from_wandering_enemy
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)
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result = await conn.execute(stmt)
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await conn.commit()
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return result.inserted_primary_key[0]
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async def get_combat(player_id: int):
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"""Get active combat for a player."""
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async with engine.connect() as conn:
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stmt = active_combats.select().where(active_combats.c.player_id == player_id)
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result = await conn.execute(stmt)
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row = result.first()
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return row._asdict() if row else None
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async def update_combat(player_id: int, updates: dict):
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"""Update combat state."""
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async with engine.connect() as conn:
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stmt = active_combats.update().where(active_combats.c.player_id == player_id).values(**updates)
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await conn.execute(stmt)
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await conn.commit()
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async def end_combat(player_id: int):
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"""Remove active combat."""
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async with engine.connect() as conn:
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stmt = active_combats.delete().where(active_combats.c.player_id == player_id)
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await conn.execute(stmt)
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await conn.commit()
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async def get_all_idle_combats(idle_threshold: float):
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"""Get all combats where the turn has been idle too long."""
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async with engine.connect() as conn:
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stmt = active_combats.select().where(active_combats.c.turn_started_at < idle_threshold)
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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 create_player_corpse(player_name: str, location_id: str, items: str):
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"""Create a player corpse bag."""
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async with engine.connect() as conn:
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stmt = player_corpses.insert().values(
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player_name=player_name,
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location_id=location_id,
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items=items,
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death_timestamp=time.time()
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)
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await conn.execute(stmt)
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await conn.commit()
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async def get_player_corpses_in_location(location_id: str):
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"""Get all player corpses in a location."""
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async with engine.connect() as conn:
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stmt = player_corpses.select().where(player_corpses.c.location_id == location_id)
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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 get_player_corpse(corpse_id: int):
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"""Get a specific player corpse."""
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async with engine.connect() as conn:
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stmt = player_corpses.select().where(player_corpses.c.id == corpse_id)
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result = await conn.execute(stmt)
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row = result.first()
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return row._asdict() if row else None
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async def update_player_corpse(corpse_id: int, items: str):
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"""Update items in a player corpse."""
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async with engine.connect() as conn:
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stmt = player_corpses.update().where(player_corpses.c.id == corpse_id).values(items=items)
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await conn.execute(stmt)
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await conn.commit()
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async def remove_player_corpse(corpse_id: int):
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"""Remove a player corpse."""
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async with engine.connect() as conn:
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stmt = player_corpses.delete().where(player_corpses.c.id == corpse_id)
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await conn.execute(stmt)
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await conn.commit()
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async def remove_expired_player_corpses(timestamp_limit: float) -> int:
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"""Remove old player corpses."""
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async with engine.connect() as conn:
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stmt = player_corpses.delete().where(player_corpses.c.death_timestamp < timestamp_limit)
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result = await conn.execute(stmt)
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await conn.commit()
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return result.rowcount
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async def create_npc_corpse(npc_id: str, location_id: str, loot_remaining: str):
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"""Create an NPC corpse for scavenging."""
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async with engine.connect() as conn:
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stmt = npc_corpses.insert().values(
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npc_id=npc_id,
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location_id=location_id,
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loot_remaining=loot_remaining,
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death_timestamp=time.time()
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)
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result = await conn.execute(stmt)
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await conn.commit()
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return result.inserted_primary_key[0]
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async def get_npc_corpses_in_location(location_id: str):
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"""Get all NPC corpses in a location."""
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async with engine.connect() as conn:
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stmt = npc_corpses.select().where(npc_corpses.c.location_id == location_id)
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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 get_npc_corpse(corpse_id: int):
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"""Get a specific NPC corpse."""
|
||||
async with engine.connect() as conn:
|
||||
stmt = npc_corpses.select().where(npc_corpses.c.id == corpse_id)
|
||||
result = await conn.execute(stmt)
|
||||
row = result.first()
|
||||
return row._asdict() if row else None
|
||||
|
||||
async def update_npc_corpse(corpse_id: int, loot_remaining: str):
|
||||
"""Update loot in an NPC corpse."""
|
||||
async with engine.connect() as conn:
|
||||
stmt = npc_corpses.update().where(npc_corpses.c.id == corpse_id).values(loot_remaining=loot_remaining)
|
||||
await conn.execute(stmt)
|
||||
await conn.commit()
|
||||
|
||||
async def remove_npc_corpse(corpse_id: int):
|
||||
"""Remove an NPC corpse."""
|
||||
async with engine.connect() as conn:
|
||||
stmt = npc_corpses.delete().where(npc_corpses.c.id == corpse_id)
|
||||
await conn.execute(stmt)
|
||||
await conn.commit()
|
||||
|
||||
async def remove_expired_npc_corpses(timestamp_limit: float) -> int:
|
||||
"""Remove old NPC corpses."""
|
||||
async with engine.connect() as conn:
|
||||
stmt = npc_corpses.delete().where(npc_corpses.c.death_timestamp < timestamp_limit)
|
||||
result = await conn.execute(stmt)
|
||||
await conn.commit()
|
||||
return result.rowcount
|
||||
|
||||
async def get_cooldown(instance_id: str) -> int:
|
||||
async with engine.connect() as conn:
|
||||
stmt = interactable_cooldowns.select().where(interactable_cooldowns.c.interactable_instance_id == instance_id)
|
||||
result = await conn.execute(stmt)
|
||||
cooldown = result.first()
|
||||
if cooldown and cooldown.expiry_timestamp > time.time():
|
||||
return int(cooldown.expiry_timestamp - time.time())
|
||||
return 0
|
||||
|
||||
async def get_cooldowns_for_location(location_id: str) -> Set[str]:
|
||||
"""Get all active cooldown instance IDs for a location by checking the prefix."""
|
||||
async with engine.connect() as conn:
|
||||
stmt = interactable_cooldowns.select().where(
|
||||
interactable_cooldowns.c.interactable_instance_id.startswith(location_id + "_"),
|
||||
interactable_cooldowns.c.expiry_timestamp > time.time()
|
||||
)
|
||||
result = await conn.execute(stmt)
|
||||
return {row.interactable_instance_id for row in result.fetchall()}
|
||||
|
||||
# --- Image Cache Functions ---
|
||||
async def get_cached_image(image_path: str):
|
||||
"""Get the Telegram file_id for a cached image."""
|
||||
async with engine.connect() as conn:
|
||||
stmt = image_cache.select().where(image_cache.c.image_path == image_path)
|
||||
result = await conn.execute(stmt)
|
||||
row = result.first()
|
||||
return row.telegram_file_id if row else None
|
||||
|
||||
async def cache_image(image_path: str, telegram_file_id: str):
|
||||
"""Store a Telegram file_id for an image path."""
|
||||
async with engine.connect() as conn:
|
||||
# Check if already exists
|
||||
stmt = image_cache.select().where(image_cache.c.image_path == image_path)
|
||||
result = await conn.execute(stmt)
|
||||
existing = result.first()
|
||||
|
||||
if existing:
|
||||
# Update existing entry
|
||||
update_stmt = image_cache.update().where(
|
||||
image_cache.c.image_path == image_path
|
||||
).values(telegram_file_id=telegram_file_id, uploaded_at=time.time())
|
||||
await conn.execute(update_stmt)
|
||||
else:
|
||||
# Insert new entry
|
||||
insert_stmt = image_cache.insert().values(
|
||||
image_path=image_path,
|
||||
telegram_file_id=telegram_file_id,
|
||||
uploaded_at=time.time()
|
||||
)
|
||||
await conn.execute(insert_stmt)
|
||||
await conn.commit()
|
||||
|
||||
|
||||
# --- Wandering Enemies Functions ---
|
||||
async def spawn_wandering_enemy(npc_id: str, location_id: str, lifetime_seconds: int = 600):
|
||||
"""Spawn a wandering enemy at a location. Lifetime defaults to 10 minutes."""
|
||||
async with engine.connect() as conn:
|
||||
current_time = time.time()
|
||||
despawn_time = current_time + lifetime_seconds
|
||||
|
||||
await conn.execute(wandering_enemies.insert().values(
|
||||
npc_id=npc_id,
|
||||
location_id=location_id,
|
||||
spawn_timestamp=current_time,
|
||||
despawn_timestamp=despawn_time
|
||||
))
|
||||
await conn.commit()
|
||||
|
||||
|
||||
async def get_wandering_enemies_in_location(location_id: str):
|
||||
"""Get all active wandering enemies at a location."""
|
||||
async with engine.connect() as conn:
|
||||
current_time = time.time()
|
||||
stmt = wandering_enemies.select().where(
|
||||
wandering_enemies.c.location_id == location_id,
|
||||
wandering_enemies.c.despawn_timestamp > current_time
|
||||
)
|
||||
result = await conn.execute(stmt)
|
||||
return [row._asdict() for row in result.fetchall()]
|
||||
|
||||
|
||||
async def remove_wandering_enemy(enemy_id: int):
|
||||
"""Remove a wandering enemy (when engaged in combat or manually despawned)."""
|
||||
async with engine.connect() as conn:
|
||||
await conn.execute(wandering_enemies.delete().where(wandering_enemies.c.id == enemy_id))
|
||||
await conn.commit()
|
||||
|
||||
|
||||
async def cleanup_expired_wandering_enemies():
|
||||
"""Remove all expired wandering enemies."""
|
||||
async with engine.connect() as conn:
|
||||
current_time = time.time()
|
||||
result = await conn.execute(
|
||||
wandering_enemies.delete().where(wandering_enemies.c.despawn_timestamp <= current_time)
|
||||
)
|
||||
await conn.commit()
|
||||
return result.rowcount # Number of enemies despawned
|
||||
|
||||
|
||||
async def get_wandering_enemy_count_in_location(location_id: str) -> int:
|
||||
"""Count active wandering enemies at a location."""
|
||||
async with engine.connect() as conn:
|
||||
current_time = time.time()
|
||||
from sqlalchemy import func
|
||||
stmt = wandering_enemies.select().where(
|
||||
wandering_enemies.c.location_id == location_id,
|
||||
wandering_enemies.c.despawn_timestamp > current_time
|
||||
)
|
||||
result = await conn.execute(stmt)
|
||||
return len(result.fetchall())
|
||||
|
||||
|
||||
async def get_all_active_wandering_enemies():
|
||||
"""Get all active wandering enemies across all locations."""
|
||||
async with engine.connect() as conn:
|
||||
current_time = time.time()
|
||||
stmt = wandering_enemies.select().where(
|
||||
wandering_enemies.c.despawn_timestamp > current_time
|
||||
)
|
||||
result = await conn.execute(stmt)
|
||||
return [row._asdict() for row in result.fetchall()]
|
||||
Reference in New Issue
Block a user