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@@ -33,15 +33,12 @@ async def move_player(player_id: int, direction: str, locations: Dict) -> Tuple[
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if not new_location:
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return False, "Destination not found", None, 0, 0
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# Calculate total weight
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# Calculate total weight and capacity
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from api.items import items_manager as ITEMS_MANAGER
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from api.services.helpers import calculate_player_capacity
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inventory = await db.get_inventory(player_id)
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total_weight = 0.0
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for inv_item in inventory:
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item = ITEMS_MANAGER.get_item(inv_item['item_id'])
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if item:
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total_weight += item.weight * inv_item['quantity']
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current_weight, max_weight, current_volume, max_volume = await calculate_player_capacity(inventory, ITEMS_MANAGER)
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# Calculate distance between locations (1 coordinate unit = 100 meters)
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import math
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@@ -53,9 +50,19 @@ async def move_player(player_id: int, direction: str, locations: Dict) -> Tuple[
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# Calculate stamina cost: base from distance, adjusted by weight and agility
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base_cost = max(1, round(distance / 50)) # 50m = 1 stamina
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weight_penalty = int(total_weight / 10)
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weight_penalty = int(current_weight / 10)
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agility_reduction = int(player.get('agility', 5) / 3)
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stamina_cost = max(1, base_cost + weight_penalty - agility_reduction)
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# Add over-capacity penalty (50% extra stamina cost if over limit)
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over_capacity_penalty = 0
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if current_weight > max_weight or current_volume > max_volume:
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weight_excess_ratio = max(0, (current_weight - max_weight) / max_weight) if max_weight > 0 else 0
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volume_excess_ratio = max(0, (current_volume - max_volume) / max_volume) if max_volume > 0 else 0
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excess_ratio = max(weight_excess_ratio, volume_excess_ratio)
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# Penalty scales from 50% to 200% based on how much over capacity
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over_capacity_penalty = int((base_cost + weight_penalty) * (0.5 + min(1.5, excess_ratio)))
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stamina_cost = max(1, base_cost + weight_penalty + over_capacity_penalty - agility_reduction)
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# Check stamina
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if player['stamina'] < stamina_cost:
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@@ -130,10 +137,10 @@ async def interact_with_object(
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if not player:
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return {"success": False, "message": "Player not found"}
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# Find the interactable
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# Find the interactable (match by id or instance_id)
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interactable = None
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for obj in location.interactables:
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if obj.id == interactable_id:
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if obj.id == interactable_id or (hasattr(obj, 'instance_id') and obj.instance_id == interactable_id):
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interactable = obj
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break
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@@ -157,13 +164,13 @@ async def interact_with_object(
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"message": f"Not enough stamina. Need {action.stamina_cost}, have {player['stamina']}."
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}
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# Check cooldown
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cooldown_expiry = await db.get_interactable_cooldown(interactable_id)
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# Check cooldown for this specific action
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cooldown_expiry = await db.get_interactable_cooldown(interactable_id, action_id)
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if cooldown_expiry:
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remaining = int(cooldown_expiry - time.time())
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return {
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"success": False,
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"message": f"This object is still recovering. Wait {remaining} seconds."
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"message": f"This action is still on cooldown. Wait {remaining} seconds."
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}
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# Deduct stamina
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@@ -198,8 +205,10 @@ async def interact_with_object(
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damage_taken = outcome.damage_taken
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# Calculate current capacity
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from api.main import calculate_player_capacity
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current_weight, max_weight, current_volume, max_volume = await calculate_player_capacity(player_id)
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from api.services.helpers import calculate_player_capacity
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from api.items import items_manager as ITEMS_MANAGER
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inventory = await db.get_inventory(player_id)
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current_weight, max_weight, current_volume, max_volume = await calculate_player_capacity(inventory, ITEMS_MANAGER)
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# Add items to inventory (or drop if over capacity)
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for item_id, quantity in outcome.items_reward.items():
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@@ -233,11 +242,14 @@ async def interact_with_object(
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current_volume += item.volume
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else:
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# Create unique_item and drop to ground
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# Save base stats to unique_stats
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base_stats = {k: int(v) if isinstance(v, (int, float)) else v for k, v in item.stats.items()} if item.stats else {}
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unique_item_id = await db.create_unique_item(
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item_id=item_id,
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durability=item.durability,
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max_durability=item.durability,
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tier=getattr(item, 'tier', None)
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tier=getattr(item, 'tier', None),
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unique_stats=base_stats
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)
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await db.drop_item_to_world(item_id, 1, player['location_id'], unique_item_id=unique_item_id)
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items_dropped.append(f"{emoji} {item_name}")
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@@ -267,8 +279,8 @@ async def interact_with_object(
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if new_hp <= 0:
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await db.update_player(player_id, is_dead=True)
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# Set cooldown (60 seconds default)
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await db.set_interactable_cooldown(interactable_id, 60)
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# Set cooldown for this specific action (60 seconds default)
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await db.set_interactable_cooldown(interactable_id, action_id, 60)
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# Build message
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final_message = outcome.text
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@@ -391,25 +403,12 @@ async def pickup_item(player_id: int, item_id: int, location_id: str, quantity:
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pickup_qty = quantity
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# Get player and calculate capacity
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from api.services.helpers import calculate_player_capacity
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player = await db.get_player_by_id(player_id)
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inventory = await db.get_inventory(player_id)
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# Calculate current weight and volume (including equipped bag capacity)
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current_weight = 0.0
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current_volume = 0.0
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max_weight = 10.0 # Base capacity
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max_volume = 10.0 # Base capacity
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for inv_item in inventory:
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inv_item_def = items_manager.get_item(inv_item['item_id']) if items_manager else None
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if inv_item_def:
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current_weight += inv_item_def.weight * inv_item['quantity']
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current_volume += inv_item_def.volume * inv_item['quantity']
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# Check for equipped bags/containers that increase capacity
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if inv_item['is_equipped'] and inv_item_def.stats:
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max_weight += inv_item_def.stats.get('weight_capacity', 0)
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max_volume += inv_item_def.stats.get('volume_capacity', 0)
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current_weight, max_weight, current_volume, max_volume = await calculate_player_capacity(inventory, items_manager)
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# Calculate weight and volume for items to pick up
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item_weight = item_def.weight * pickup_qty
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@@ -504,3 +503,146 @@ def calculate_status_damage(effects: list) -> int:
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Total damage per tick
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"""
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return sum(effect.get('damage_per_tick', 0) for effect in effects)
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# ============================================================================
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# COMBAT UTILITIES
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# ============================================================================
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return message, player_defeated
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def generate_npc_intent(npc_def, combat_state: dict) -> dict:
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"""
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Generate the NEXT intent for an NPC.
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Returns a dict with intent type and details.
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"""
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# Default intent is attack
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intent = {"type": "attack", "value": 0}
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# Logic could be more complex based on NPC type, HP, etc.
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roll = random.random()
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# 20% chance to defend if HP < 50%
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if (combat_state['npc_hp'] / combat_state['npc_max_hp'] < 0.5) and roll < 0.2:
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intent = {"type": "defend", "value": 0}
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# 15% chance for special attack (if defined, otherwise strong attack)
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elif roll < 0.35:
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intent = {"type": "special", "value": 0}
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else:
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intent = {"type": "attack", "value": 0}
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return intent
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async def npc_attack(player_id: int, combat: dict, npc_def, reduce_armor_func) -> Tuple[str, bool]:
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"""
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Execute NPC turn based on PREVIOUS intent, then generate NEXT intent.
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"""
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player = await db.get_player_by_id(player_id)
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if not player:
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return "Player not found", True
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# Parse current intent (stored in DB as string or JSON, assuming simple string for now or we parse it)
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# For now, let's assume simple string "attack", "defend", "special" stored in npc_intent
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# If we want more complex data, we should use JSON, but the migration added VARCHAR.
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# Let's stick to simple string for the column, but we can store "type:value" if needed.
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current_intent_str = combat.get('npc_intent', 'attack')
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# Handle legacy/null
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if not current_intent_str:
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current_intent_str = 'attack'
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intent_type = current_intent_str
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message = ""
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actual_damage = 0
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# EXECUTE INTENT
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if intent_type == 'defend':
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# NPC defends - maybe heals or takes less damage next turn?
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# For simplicity: Heals 5% HP
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heal_amount = int(combat['npc_max_hp'] * 0.05)
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new_npc_hp = min(combat['npc_max_hp'], combat['npc_hp'] + heal_amount)
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await db.update_combat(player_id, {'npc_hp': new_npc_hp})
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message = f"{npc_def.name} defends and recovers {heal_amount} HP!"
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elif intent_type == 'special':
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# Strong attack (1.5x damage)
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npc_damage = int(random.randint(npc_def.damage_min, npc_def.damage_max) * 1.5)
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armor_absorbed, broken_armor = await reduce_armor_func(player_id, npc_damage)
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actual_damage = max(1, npc_damage - armor_absorbed)
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new_player_hp = max(0, player['hp'] - actual_damage)
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message = f"{npc_def.name} uses a SPECIAL ATTACK for {npc_damage} damage!"
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if armor_absorbed > 0:
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message += f" (Armor absorbed {armor_absorbed})"
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if broken_armor:
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for armor in broken_armor:
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message += f"\n💔 Your {armor['emoji']} {armor['name']} broke!"
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await db.update_player(player_id, hp=new_player_hp)
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else: # Default 'attack'
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npc_damage = random.randint(npc_def.damage_min, npc_def.damage_max)
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# Enrage bonus if NPC is below 30% HP
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if combat['npc_hp'] / combat['npc_max_hp'] < 0.3:
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npc_damage = int(npc_damage * 1.5)
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message = f"{npc_def.name} is ENRAGED! "
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else:
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message = ""
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armor_absorbed, broken_armor = await reduce_armor_func(player_id, npc_damage)
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actual_damage = max(1, npc_damage - armor_absorbed)
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new_player_hp = max(0, player['hp'] - actual_damage)
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message += f"{npc_def.name} attacks for {npc_damage} damage!"
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if armor_absorbed > 0:
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message += f" (Armor absorbed {armor_absorbed})"
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if broken_armor:
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for armor in broken_armor:
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message += f"\n💔 Your {armor['emoji']} {armor['name']} broke!"
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await db.update_player(player_id, hp=new_player_hp)
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# GENERATE NEXT INTENT
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# We need to update the combat state with the new HP values first to make good decisions
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# But we can just use the values we calculated.
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# Check if player defeated
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player_defeated = False
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if player['hp'] - actual_damage <= 0 and intent_type != 'defend': # Check HP after damage
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# Re-fetch to be sure or just trust calculation
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if new_player_hp <= 0:
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message += "\nYou have been defeated!"
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player_defeated = True
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await db.update_player(player_id, hp=0, is_dead=True)
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await db.update_player_statistics(player_id, deaths=1, damage_taken=actual_damage, increment=True)
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await db.end_combat(player_id)
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return message, player_defeated
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if not player_defeated:
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if actual_damage > 0:
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await db.update_player_statistics(player_id, damage_taken=actual_damage, increment=True)
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# Generate NEXT intent
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# We need the updated NPC HP for the logic
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current_npc_hp = combat['npc_hp']
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if intent_type == 'defend':
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current_npc_hp = min(combat['npc_max_hp'], combat['npc_hp'] + int(combat['npc_max_hp'] * 0.05))
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temp_combat_state = combat.copy()
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temp_combat_state['npc_hp'] = current_npc_hp
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next_intent = generate_npc_intent(npc_def, temp_combat_state)
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# Update combat with new intent and turn
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await db.update_combat(player_id, {
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'turn': 'player',
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'turn_started_at': time.time(),
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'npc_intent': next_intent['type']
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})
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return message, player_defeated
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