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# Echoes of the Ash 🌆
# Echoes of the Ash
A dark fantasy post-apocalyptic survival RPG featuring exploration, combat, crafting, and scavenging in a ruined world.
> A post-apocalyptic survival RPG - Browser-based MUD-style game
## 🎮 Game Features
![Status](https://img.shields.io/badge/Status-In%20Development-yellow)
![Platform](https://img.shields.io/badge/Platform-Web%20%7C%20PWA%20%7C%20Electron%20%7C%20Steam-blue)
![License](https://img.shields.io/badge/License-Proprietary-red)
### Core Gameplay
## 🎮 What is Echoes of the Ash?
#### 🗺️ Exploration & Movement
- **Grid-based world navigation** with coordinates (x, y)
- **Stamina-based movement system** - each move costs stamina based on distance
- **Multiple biomes and locations** with varying danger levels (0-4)
- **Dynamic location discovery** as you explore
- **Compass-based directional movement** (North, South, East, West)
#### ⚔️ Combat System
- **Turn-based combat** with real-time intent preview
- **NPC enemy encounters** with weighted spawn tables per location
- **Status effects system**: Bleeding, Infected, Radiation
- **Weapon effects**: Bleeding, Stun, Armor Break
- **Flee mechanics** - escape combat with success/failure chance
- **XP and leveling system** - gain XP from defeating enemies
- **PvP (Player vs Player) combat** - challenge other players
- **Death and respawn mechanics**
#### 🎒 Inventory & Equipment
- **Weight and volume-based inventory** system
- **Equipment slots**: Weapon, Backpack, Armor, Head, Tool
- **Durability system** - items degrade with use
- **Item tiers** (1-3) affecting quality and stats
- **Encumbrance system** - affects stamina costs
- **Ground item drops** - pick up and drop items
#### 🔨 Crafting & Repair
- **Crafting system** with material requirements
- **Tool requirements** for certain recipes
- **Repair mechanics** - restore item durability
- **Uncrafting/Disassembly** - break down items for materials
- **Workbench locations** for advanced crafting
- **Craft level requirements** - unlocked through progression
#### 🔍 Scavenging & Interactables
- **Searchable objects** in each location (dumpsters, cars, houses, etc.)
- **Action-based interaction** system with stamina costs
- **Success/failure mechanics** with critical outcomes
- **Loot tables** with item drop chances
- **One-time and respawning interactables**
- **Status tracking** per player (already looted, depleted, etc.)
#### 📊 Character Progression
- **Level system** (1-50+) with XP requirements
- **Stat points** - allocate to Strength, Defense, Stamina
- **Character customization** on creation
- **Skill progression** tied to crafting levels
#### 🌍 World Features
- **Multi-location world** (Downtown, Gas Station, Residential, Clinic, Plaza, Park, Warehouse, Office Buildings, Subway, etc.)
- **Location tags** - workbench, repair_station, safe_zone
- **Danger zones** with varying encounter rates
- **Location-specific loot** and enemy spawns
#### 💬 Social & Multiplayer
- **Online player tracking** via WebSockets
- **Real-time player position updates**
- **PvP combat system** with challenge mechanics
- **Character browsing** - see other players' stats
#### 🎨 PWA Features
- **Progressive Web App** - installable on mobile/desktop
- **Multi-language support** (English, Spanish)
- **Responsive UI** with mobile-first design
- **Real-time updates** via WebSockets
- **Offline capabilities** (service worker)
Echoes of the Ash is a **browser-based RPG** set in a dark, post-apocalyptic world. Inspired by classic MUD (Multi-User Dungeon) games, it combines text-driven exploration with visual elements, real-time combat, and survival mechanics.
---
## 📁 Gamedata Structure
## 🌟 Current Game Features
The game uses JSON files in the `gamedata/` directory to define all game content. This modular approach makes it easy to add new content without code changes.
### Core Systems
### Directory Layout
| Feature | Status | Description |
|---------|--------|-------------|
| **Character System** | ✅ Complete | Create characters with 4 stats (Strength, Agility, Endurance, Intellect) |
| **Health & Stamina** | ✅ Complete | HP/Stamina management with visual progress bars |
| **Leveling & XP** | ✅ Complete | XP-based progression with stat point allocation |
| **Inventory** | ✅ Complete | Weight/volume-based carrying capacity |
| **Equipment** | ✅ Complete | Weapon, armor, and backpack slots |
| **Combat (PvE)** | ✅ Complete | Turn-based combat with visual effects |
| **Combat (PvP)** | ✅ Complete | Player vs Player combat system |
| **Real-time Updates** | ✅ Complete | WebSocket-based live game state |
```
gamedata/
├── npcs.json # Enemy NPCs and combat encounters
├── items.json # All items, weapons, consumables, and resources
├── locations.json # World map locations and interactables
└── interactables.json # Interactable object templates
```
### Exploration & Interaction
| Feature | Status | Description |
|---------|--------|-------------|
| **World Map** | ✅ Complete | Graph-based location system with connections |
| **Movement** | ✅ Complete | Navigate between connected locations |
| **Interactables** | ✅ Complete | Search containers, objects for loot |
| **Enemy Spawning** | ✅ Complete | Static and wandering NPCs |
| **Corpse Looting** | ✅ Complete | Loot fallen enemies and players |
| **Dropped Items** | ✅ Complete | Pick up items on the ground |
### Crafting & Economy
| Feature | Status | Description |
|---------|--------|-------------|
| **Workbench** | ✅ Complete | Craft, repair, and salvage items |
| **Crafting System** | ✅ Complete | Create items from materials |
| **Repair System** | ✅ Complete | Restore durability to equipment |
| **Salvage System** | ✅ Complete | Break down items for materials |
### Social & Multiplayer
| Feature | Status | Description |
|---------|--------|-------------|
| **Accounts** | ✅ Complete | Registration, login, JWT authentication |
| **Multiple Characters** | ✅ Complete | Create up to 3 characters per account |
| **Leaderboards** | ✅ Complete | Rankings by level, kills, XP |
| **Player Profiles** | ✅ Complete | View player stats and equipment |
| **Online Players** | ✅ Complete | See who's currently online |
### Platforms
| Platform | Status | Description |
|----------|--------|-------------|
| **Web Browser** | ✅ Complete | Play at any time via modern browser |
| **PWA (Mobile)** | ✅ Complete | Install as app on mobile devices |
| **Electron Desktop** | ✅ Complete | Standalone Windows/Mac/Linux app |
| **Steam Integration** | 🔧 Setup | Steamworks SDK ready for deployment |
---
## 📋 `npcs.json` Structure
## 🎯 What Can Players Do?
Defines all enemy NPCs, their stats, loot tables, and spawn locations.
### Getting Started
1. **Create an Account** - Register with username and password
2. **Create a Character** - Name your survivor and choose starting stats
3. **Enter the World** - Spawn at the starting location
### Top-Level Structure
```json
{
"npcs": { ... }, // NPC definitions
"danger_levels": { ... }, // Danger settings per location
"spawn_tables": { ... } // Enemy spawn weights per location
}
```
### Gameplay Loop
1. **Explore** - Move between connected locations to discover new areas
2. **Scavenge** - Search containers, corpses, and interactables for supplies
3. **Fight** - Engage hostile NPCs in turn-based combat
4. **Craft** - Use workbenches to create, repair, or salvage items
5. **Level Up** - Gain XP from combat and allocate stat points
6. **Survive** - Manage HP, stamina, and inventory weight
### NPC Definition
```json
"npc_id": {
"npc_id": "unique_npc_identifier",
"name": {
"en": "English Name",
"es": "Spanish Name"
},
"description": {
"en": "English description",
"es": "Spanish description"
},
"emoji": "🐕",
"hp_min": 15, // Minimum HP when spawned
"hp_max": 25, // Maximum HP when spawned
"damage_min": 3, // Minimum attack damage
"damage_max": 7, // Maximum attack damage
"defense": 0, // Damage reduction
"xp_reward": 10, // XP given on defeat
"loot_table": [ // Items dropped on death (automatic)
{
"item_id": "raw_meat",
"quantity_min": 1,
"quantity_max": 2,
"drop_chance": 0.6 // 60% chance to drop
}
],
"corpse_loot": [ // Items harvestable from corpse
{
"item_id": "animal_hide",
"quantity_min": 1,
"quantity_max": 1,
"required_tool": "knife" // Tool needed to harvest (null = no requirement)
}
],
"flee_chance": 0.3, // Chance NPC flees from combat
"status_inflict_chance": 0.15, // Chance to inflict status effect on hit
"image_path": "images/npcs/feral_dog.webp",
"death_message": "The feral dog whimpers and collapses..."
}
```
### Combat
- **Attack** enemies with equipped weapons
- **Use Items** during battle (healing, buffs)
- **Flee** when outmatched (success based on Agility)
- **PvP** - Challenge other players in combat
### Danger Levels
```json
"location_id": {
"danger_level": 2, // 0-4 scale
"encounter_rate": 0.2, // 20% chance per movement
"wandering_chance": 0.35 // 35% chance for random encounter while idle
}
```
### Spawn Tables
```json
"location_id": [
{
"npc_id": "raider_scout",
"weight": 50 // Weighted random spawn (higher = more common)
},
{
"npc_id": "infected_human",
"weight": 30
}
]
```
**Available NPCs:**
- `feral_dog` - Wild, hungry canine (Tier 1)
- `mutant_rat` - Radiation-mutated rodent (Tier 1)
- `raider_scout` - Hostile human raider (Tier 2)
- `scavenger` - Aggressive survivor (Tier 2)
- `infected_human` - Virus-infected zombie-like human (Tier 3)
### Character Progression
- **4 Core Stats**: Strength, Agility, Endurance, Intellect
- **Equipment**: Weapons, armor, backpacks
- **Stat Points**: Earn 1 per level to customize your build
---
## 🎒 `items.json` Structure
## 🛠️ Technical Stack
Defines all items, equipment, weapons, consumables, and crafting materials.
### Frontend (PWA)
- **Framework**: React 18 + TypeScript
- **Build Tool**: Vite
- **State Management**: Zustand
- **Real-time**: WebSocket connections
- **Styling**: Custom CSS with dark theme
### Item Categories (Types)
- `resource` - Raw materials for crafting
- `consumable` - Food, medicine, usable items
- `weapon` - Melee and ranged weapons
- `backpack` - Inventory capacity upgrades
- `armor` - Protective equipment
- `tool` - Utility items (flashlight, etc.)
- `quest` - Story/quest items
### Backend (API)
- **Framework**: FastAPI (Python)
- **Database**: SQLite (development) / PostgreSQL (production)
- **Cache**: Redis for real-time state
- **Auth**: JWT tokens
### Basic Item Structure
```json
"item_id": {
"name": {
"en": "Item Name",
"es": "Spanish Name"
},
"description": {
"en": "Description text",
"es": "Spanish description"
},
"type": "resource",
"weight": 0.5, // Kilograms
"volume": 0.2, // Liters
"emoji": "⚙️",
"image_path": "images/items/scrap_metal.webp"
}
```
### Consumable Items
```json
"item_id": {
...basic fields...,
"type": "consumable",
"hp_restore": 20, // Health restored
"stamina_restore": 10, // Stamina restored
"treats": "Bleeding" // Status effect cured (optional)
}
```
### Weapon/Equipment Items
```json
"item_id": {
...basic fields...,
"type": "weapon",
"equippable": true,
"slot": "weapon", // Equipment slot: weapon, backpack, armor, head, tool
"durability": 100, // Max durability
"tier": 2, // 1-3 quality tier
"encumbrance": 2, // Stamina penalty when equipped
"stats": {
"damage_min": 5,
"damage_max": 10,
"weight_capacity": 20, // For backpacks
"volume_capacity": 20,
"defense": 5 // For armor
},
"weapon_effects": { // Status effects inflicted (optional)
"bleeding": {
"chance": 0.15, // 15% chance on hit
"damage": 2, // Damage per turn
"duration": 3 // Turns
}
}
}
```
### Craftable Items
```json
"item_id": {
...other fields...,
"craftable": true,
"craft_level": 2, // Required crafting level
"craft_materials": [
{
"item_id": "scrap_metal",
"quantity": 3
}
],
"craft_tools": [ // Tools consumed during crafting
{
"item_id": "hammer",
"durability_cost": 3 // Durability consumed
}
]
}
```
### Repairable Items
```json
"item_id": {
...other fields...,
"repairable": true,
"repair_materials": [
{
"item_id": "scrap_metal",
"quantity": 2
}
],
"repair_tools": [
{
"item_id": "hammer",
"durability_cost": 2
}
],
"repair_percentage": 30 // % of max durability restored
}
```
### Uncraftable Items (Disassembly)
```json
"item_id": {
...other fields...,
"uncraftable": true,
"uncraft_yield": [ // Materials returned
{
"item_id": "scrap_metal",
"quantity": 2
}
],
"uncraft_loss_chance": 0.25, // 25% chance to lose materials
"uncraft_tools": [
{
"item_id": "hammer",
"durability_cost": 1
}
]
}
```
**Item Examples:**
- **Resources:** `scrap_metal`, `cloth_scraps`, `wood_planks`, `bone`, `raw_meat`
- **Consumables:** `canned_food`, `water_bottle`, `bandage`, `antibiotics`, `rad_pills`
- **Weapons:** `rusty_knife`, `knife`, `tire_iron`, `makeshift_spear`, `reinforced_bat`
- **Backpacks:** `tattered_rucksack`, `hiking_backpack`
- **Tools:** `flashlight`, `hammer`
### Desktop (Electron)
- **Framework**: Electron 28
- **Steam SDK**: steamworks.js integration
- **Builds**: Windows (NSIS, Portable), Linux (AppImage, DEB), macOS
---
## 🗺️ `locations.json` Structure
## 📊 Asset Summary
Defines the game world, all locations, coordinates, and interactable objects.
### Location Definition
```json
{
"id": "location_id",
"name": {
"en": "🏚️ Location Name",
"es": "Spanish Name"
},
"description": {
"en": "Atmospheric description of the location...",
"es": "Spanish description"
},
"image_path": "images/locations/location.webp",
"x": 0, // Grid X coordinate
"y": 2, // Grid Y coordinate
"tags": [ // Optional tags
"workbench", // Has crafting bench
"repair_station", // Can repair items
"safe_zone" // No random encounters
],
"interactables": { ... } // Interactable objects at this location
}
```
### Interactable Object Instance
```json
"unique_interactable_id": {
"template_id": "dumpster", // References interactables.json
"outcomes": {
"action_id": {
"stamina_cost": 2,
"success_rate": 0.5, // 50% base success chance
"crit_success_chance": 0.1, // 10% chance for critical success
"crit_failure_chance": 0.1, // 10% chance for critical failure
"rewards": {
"damage": 0, // Damage on normal failure
"crit_damage": 8, // Damage on critical failure
"items": [ // Items on normal success
{
"item_id": "plastic_bottles",
"quantity": 3,
"chance": 1.0 // 100% drop rate
}
],
"crit_items": [ // Items on critical success
{
"item_id": "rare_item",
"quantity": 1,
"chance": 0.5
}
]
},
"text": { // Locale-specific text responses
"success": {
"en": "You find something useful!",
"es": "¡Encuentras algo útil!"
},
"failure": {
"en": "Nothing here.",
"es": "Nada aquí."
},
"crit_success": { ... },
"crit_failure": { ... }
}
}
}
}
```
**Available Locations:**
- `start_point` - Ruined Downtown Core (0, 0) - Starting location
- `gas_station` - Abandoned Gas Station (0, 2) - Has workbench
- `residential` - Residential Street (3, 0)
- `clinic` - Old Clinic (2, 3) - Medical supplies
- `plaza` - Shopping Plaza (-2.5, 0)
- `park` - Suburban Park (-1, -2)
- `overpass` - Highway Overpass (1.0, 4.5)
- `warehouse` - Warehouse District
- `office_building` - Office Tower
- `subway` - Subway Station
| Category | Count | Size |
|----------|-------|------|
| Location Images | 14 | - |
| Item Images | 40 | - |
| NPC Images | 5 | - |
| Interactable Images | 8 | - |
| Icon Sets | 1 | - |
| **Total Images** | **134 files** | **~79 MB** |
| Sound Effects | 0 | 0 |
| Music | 0 | 0 |
---
## 🔍 `interactables.json` Structure
## 🗺️ Roadmap
Defines templates for interactable objects that can be placed in locations.
### In Progress
- [ ] Sound effects and ambient music
- [ ] Quest/mission system
- [ ] NPC dialogue trees
### Interactable Template
```json
"template_id": {
"id": "template_id",
"name": {
"en": "🗑️ Object Name",
"es": "Spanish Name"
},
"description": {
"en": "Object description",
"es": "Spanish description"
},
"image_path": "images/interactables/object.webp",
"actions": { // Available actions for this object
"action_id": {
"id": "action_id",
"label": {
"en": "🔎 Action Label",
"es": "Spanish Label"
},
"stamina_cost": 2 // Base stamina cost (can be overridden in locations)
}
}
}
```
**Available Interactable Templates:**
- `rubble` - Pile of debris (Action: search)
- `dumpster` - Trash container (Action: search_dumpster)
- `sedan` - Abandoned car (Actions: search_glovebox, pop_trunk)
- `house` - Abandoned house (Action: search_house)
- `toolshed` - Tool shed (Action: search_shed)
- `medkit` - Medical supply cabinet (Action: search_medkit)
- `storage_box` - Storage container (Action: search)
- `vending_machine` - Vending machine (Actions: break, search)
### Planned Features
- [ ] Crafting recipes expansion
- [ ] Faction/reputation system
- [ ] Player trading
- [ ] Housing/storage
- [ ] Skill tree system
- [ ] Status effects (poison, bleeding, etc.)
- [ ] Weather/day-night cycle
- [ ] Achievements
---
## 🛠️ Replicating Gamedata
### Adding a New NPC
1. **Create NPC definition** in `npcs.json` under `"npcs"`:
```json
"my_new_npc": {
"npc_id": "my_new_npc",
"name": { "en": "My NPC", "es": "Mi NPC" },
"description": { "en": "Description", "es": "Descripción" },
"emoji": "👹",
"hp_min": 20, "hp_max": 30,
"damage_min": 4, "damage_max": 8,
"defense": 1,
"xp_reward": 15,
"loot_table": [...],
"corpse_loot": [...],
"flee_chance": 0.2,
"status_inflict_chance": 0.1,
"image_path": "images/npcs/my_new_npc.webp",
"death_message": "The creature falls..."
}
```
2. **Add to spawn table** in `npcs.json` under `"spawn_tables"`:
```json
"location_id": [
{ "npc_id": "my_new_npc", "weight": 40 }
]
```
3. **Add image** at `images/npcs/my_new_npc.webp`
### Adding a New Item
1. **Create item definition** in `items.json`:
```json
"my_new_item": {
"name": { "en": "My Item", "es": "Mi Objeto" },
"description": { "en": "Description", "es": "Descripción" },
"type": "resource",
"weight": 1.0,
"volume": 0.5,
"emoji": "🔮",
"image_path": "images/items/my_new_item.webp"
}
```
2. **Add to loot tables** (optional) in locations or NPCs
3. **Add image** at `images/items/my_new_item.webp`
### Adding a New Location
1. **Create location** in `locations.json`:
```json
{
"id": "my_location",
"name": { "en": "🏭 My Location", "es": "Mi Ubicación" },
"description": { "en": "Description", "es": "Descripción" },
"image_path": "images/locations/my_location.webp",
"x": 5,
"y": 3,
"tags": ["workbench"],
"interactables": {
"my_location_box": {
"template_id": "storage_box",
"outcomes": {
"search": { ...outcome definition... }
}
}
}
}
```
2. **Add danger level** in `npcs.json`:
```json
"my_location": {
"danger_level": 2,
"encounter_rate": 0.15,
"wandering_chance": 0.3
}
```
3. **Add spawn table** in `npcs.json`:
```json
"my_location": [
{ "npc_id": "raider_scout", "weight": 60 },
{ "npc_id": "mutant_rat", "weight": 40 }
]
```
4. **Add image** at `images/locations/my_location.webp`
### Adding a New Interactable Template
1. **Create template** in `interactables.json`:
```json
"my_interactable": {
"id": "my_interactable",
"name": { "en": "🎰 My Object", "es": "Mi Objeto" },
"description": { "en": "Description", "es": "Descripción" },
"image_path": "images/interactables/my_object.webp",
"actions": {
"my_action": {
"id": "my_action",
"label": { "en": "🔨 Do Action", "es": "Hacer Acción" },
"stamina_cost": 3
}
}
}
```
2. **Use in locations** in `locations.json` interactables
3. **Add image** at `images/interactables/my_object.webp`
---
## 🎯 Key Game Mechanics
### Stamina System
- Base stamina pool (increases with Stamina stat)
- Regenerates passively over time
- Consumed by: Movement, Combat Actions, Interactions, Crafting
- Encumbrance from equipment increases stamina costs
### Combat Flow
1. Player or NPC initiates combat
2. Turn-based with initiative system
3. NPCs show **intent preview** (next planned action)
4. Player chooses: Attack, Defend, Use Item, Flee
5. Status effects tick each turn
6. Combat ends on death or successful flee
### Loot System
- **Immediate drops** from loot_table (on death)
- **Corpse harvesting** from corpse_loot (requires tools)
- **Interactable loot** with success/failure mechanics
- **Respawn timers** for interactables
### Crafting Requirements
- Sufficient materials in inventory
- Required tools with durability
- Crafting level unlocked
- Optional: Workbench location tag
---
## 📚 Additional Documentation
- **[CLAUDE.md](./CLAUDE.md)** - Project structure and development commands
- **[QUICK_REFERENCE.md](./QUICK_REFERENCE.md)** - API endpoints and architecture
- **[docker-compose.yml](./docker-compose.yml)** - Infrastructure setup
---
## 🚀 Quick Start
## 🚀 Running the Game
### Web/PWA (Docker)
```bash
# Start the game
docker compose up -d
# View API logs
docker compose logs -f echoes_of_the_ashes_api
# Rebuild after changes
docker compose build && docker compose up -d
docker compose up echoes_of_the_ashes_pwa echoes_of_the_ashes_api
```
Game runs at: `http://localhost` (PWA) and `http://localhost/api` (API)
### Electron Development
```bash
cd pwa
npm install
npm run electron:dev
```
### Build Electron Apps
```bash
npm run electron:build:win # Windows
npm run electron:build:linux # Linux
npm run electron:build:mac # macOS
```
---
## 📝 License
## 📝 Additional Documentation
All rights reserved. Post-apocalyptic survival simulation for educational purposes.
- [Game Mechanics](docs/game/MECHANICS.md) - Detailed gameplay systems
- [API Documentation](docs/api/) - Backend endpoints reference
- [Development Guide](docs/development/) - Contributing and architecture
- [Map Editor](web-map/README.md) - World building tools
---
**Version**: 1.0.0-alpha
**Last Updated**: December 2025

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@@ -1,283 +0,0 @@
"""
Internal API endpoints for Telegram Bot
These endpoints are protected by an internal key and handle game logic
"""
from fastapi import APIRouter, Header, HTTPException, Depends
from pydantic import BaseModel
from typing import Optional, Dict, Any, List
import os
# Internal API key for bot authentication
INTERNAL_API_KEY = os.getenv("API_INTERNAL_KEY", "internal-bot-access-key-change-me")
router = APIRouter(prefix="/api/internal", tags=["internal"])
def verify_internal_key(x_internal_key: str = Header(...)):
"""Verify internal API key"""
if x_internal_key != INTERNAL_API_KEY:
raise HTTPException(status_code=403, detail="Invalid internal API key")
return True
# ==================== Pydantic Models ====================
class PlayerCreate(BaseModel):
telegram_id: int
name: str = "Survivor"
class PlayerUpdate(BaseModel):
name: Optional[str] = None
hp: Optional[int] = None
stamina: Optional[int] = None
location_id: Optional[str] = None
level: Optional[int] = None
xp: Optional[int] = None
strength: Optional[int] = None
agility: Optional[int] = None
endurance: Optional[int] = None
intellect: Optional[int] = None
class MoveRequest(BaseModel):
direction: str
class CombatStart(BaseModel):
telegram_id: int
npc_id: str
class CombatAction(BaseModel):
action: str # "attack", "defend", "flee"
class UseItem(BaseModel):
item_db_id: int
class EquipItem(BaseModel):
item_db_id: int
# ==================== Player Endpoints ====================
@router.get("/player/telegram/{telegram_id}")
async def get_player_by_telegram(
telegram_id: int,
_: bool = Depends(verify_internal_key)
):
"""Get player by Telegram ID"""
from bot.database import get_player
player = await get_player(telegram_id=telegram_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
return player
@router.post("/player")
async def create_player_internal(
player_data: PlayerCreate,
_: bool = Depends(verify_internal_key)
):
"""Create a new player (Telegram bot)"""
from bot.database import create_player
player = await create_player(telegram_id=player_data.telegram_id, name=player_data.name)
if not player:
raise HTTPException(status_code=500, detail="Failed to create player")
return player
@router.patch("/player/telegram/{telegram_id}")
async def update_player_internal(
telegram_id: int,
updates: PlayerUpdate,
_: bool = Depends(verify_internal_key)
):
"""Update player data"""
from bot.database import update_player
# Convert to dict and remove None values
update_dict = {k: v for k, v in updates.dict().items() if v is not None}
if not update_dict:
return {"success": True, "message": "No updates provided"}
await update_player(telegram_id=telegram_id, updates=update_dict)
return {"success": True, "message": "Player updated"}
# ==================== Location Endpoints ====================
@router.get("/location/{location_id}")
async def get_location_internal(
location_id: str,
_: bool = Depends(verify_internal_key)
):
"""Get location details"""
from api.main import LOCATIONS
location = LOCATIONS.get(location_id)
if not location:
raise HTTPException(status_code=404, detail="Location not found")
return {
"id": location.id,
"name": location.name,
"description": location.description,
"exits": location.exits,
"interactables": {k: {
"id": v.id,
"name": v.name,
"actions": list(v.actions.keys())
} for k, v in location.interactables.items()},
"image_path": location.image_path
}
@router.post("/player/telegram/{telegram_id}/move")
async def move_player_internal(
telegram_id: int,
move_data: MoveRequest,
_: bool = Depends(verify_internal_key)
):
"""Move player in a direction"""
from bot.database import get_player, update_player
from api.main import LOCATIONS
player = await get_player(telegram_id=telegram_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
current_location = LOCATIONS.get(player['location_id'])
if not current_location:
raise HTTPException(status_code=400, detail="Invalid current location")
# Check stamina
if player['stamina'] < 1:
raise HTTPException(status_code=400, detail="Not enough stamina to move")
# Find exit
destination_id = current_location.exits.get(move_data.direction.lower())
if not destination_id:
raise HTTPException(status_code=400, detail=f"Cannot move {move_data.direction} from here")
new_location = LOCATIONS.get(destination_id)
if not new_location:
raise HTTPException(status_code=400, detail="Invalid destination")
# Update player
await update_player(telegram_id=telegram_id, updates={
'location_id': new_location.id,
'stamina': max(0, player['stamina'] - 1)
})
return {
"success": True,
"location": {
"id": new_location.id,
"name": new_location.name,
"description": new_location.description,
"exits": new_location.exits
},
"stamina": max(0, player['stamina'] - 1)
}
# ==================== Inventory Endpoints ====================
@router.get("/player/telegram/{telegram_id}/inventory")
async def get_inventory_internal(
telegram_id: int,
_: bool = Depends(verify_internal_key)
):
"""Get player's inventory"""
from bot.database import get_inventory
inventory = await get_inventory(telegram_id)
return {"items": inventory}
@router.post("/player/telegram/{telegram_id}/use_item")
async def use_item_internal(
telegram_id: int,
item_data: UseItem,
_: bool = Depends(verify_internal_key)
):
"""Use an item from inventory"""
from bot.logic import use_item_logic
from bot.database import get_player
player = await get_player(telegram_id=telegram_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
result = await use_item_logic(player, item_data.item_db_id)
return result
@router.post("/player/telegram/{telegram_id}/equip")
async def equip_item_internal(
telegram_id: int,
item_data: EquipItem,
_: bool = Depends(verify_internal_key)
):
"""Equip/unequip an item"""
from bot.logic import toggle_equip
result = await toggle_equip(telegram_id, item_data.item_db_id)
return {"success": True, "message": result}
# ==================== Combat Endpoints ====================
@router.post("/combat/start")
async def start_combat_internal(
combat_data: CombatStart,
_: bool = Depends(verify_internal_key)
):
"""Start combat with an NPC"""
from bot.combat import start_combat
from bot.database import get_player
player = await get_player(telegram_id=combat_data.telegram_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
result = await start_combat(combat_data.telegram_id, combat_data.npc_id, player['location_id'])
if not result.get("success"):
raise HTTPException(status_code=400, detail=result.get("message", "Failed to start combat"))
return result
@router.get("/combat/telegram/{telegram_id}")
async def get_combat_internal(
telegram_id: int,
_: bool = Depends(verify_internal_key)
):
"""Get active combat state"""
from bot.combat import get_active_combat
combat = await get_active_combat(telegram_id)
if not combat:
raise HTTPException(status_code=404, detail="No active combat")
return combat
@router.post("/combat/telegram/{telegram_id}/action")
async def combat_action_internal(
telegram_id: int,
action_data: CombatAction,
_: bool = Depends(verify_internal_key)
):
"""Perform combat action"""
from bot.combat import player_attack, player_defend, player_flee
if action_data.action == "attack":
result = await player_attack(telegram_id)
elif action_data.action == "defend":
result = await player_defend(telegram_id)
elif action_data.action == "flee":
result = await player_flee(telegram_id)
else:
raise HTTPException(status_code=400, detail="Invalid combat action")
return result

View File

@@ -1,499 +0,0 @@
from fastapi import FastAPI, Depends, HTTPException, status
from fastapi.middleware.cors import CORSMiddleware
from fastapi.security import HTTPBearer, HTTPAuthorizationCredentials
from pydantic import BaseModel
from typing import Optional, List
import jwt
import bcrypt
from datetime import datetime, timedelta
import os
import sys
# Add parent directory to path to import bot modules
sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from bot.database import get_player, create_player
from data.world_loader import load_world
from api.internal import router as internal_router
app = FastAPI(title="Echoes of the Ashes API", version="1.0.0")
# Include internal API router
app.include_router(internal_router)
# CORS configuration
app.add_middleware(
CORSMiddleware,
allow_origins=["https://echoesoftheashgame.patacuack.net", "http://localhost:3000"],
allow_credentials=True,
allow_methods=["*"],
allow_headers=["*"],
)
# JWT Configuration
SECRET_KEY = os.getenv("JWT_SECRET_KEY", "your-secret-key-change-in-production")
ALGORITHM = "HS256"
ACCESS_TOKEN_EXPIRE_MINUTES = 60 * 24 * 7 # 7 days
security = HTTPBearer()
# Load world data
WORLD = None
LOCATIONS = {}
try:
WORLD = load_world()
# WORLD.locations is already a dict {location_id: Location}
LOCATIONS = WORLD.locations
print(f"✅ Loaded {len(LOCATIONS)} locations")
except Exception as e:
print(f"⚠️ Warning: Could not load world data: {e}")
import traceback
traceback.print_exc()
# Pydantic Models
class UserRegister(BaseModel):
username: str
password: str
class UserLogin(BaseModel):
username: str
password: str
class Token(BaseModel):
access_token: str
token_type: str = "bearer"
class User(BaseModel):
id: int
username: str
telegram_id: Optional[str] = None
class PlayerState(BaseModel):
location_id: str
location_name: str
health: int
max_health: int
stamina: int
max_stamina: int
inventory: List[dict]
status_effects: List[dict]
class MoveRequest(BaseModel):
direction: str
# Helper Functions
def create_access_token(data: dict):
to_encode = data.copy()
expire = datetime.utcnow() + timedelta(minutes=ACCESS_TOKEN_EXPIRE_MINUTES)
to_encode.update({"exp": expire})
encoded_jwt = jwt.encode(to_encode, SECRET_KEY, algorithm=ALGORITHM)
return encoded_jwt
def verify_token(credentials: HTTPAuthorizationCredentials = Depends(security)):
try:
token = credentials.credentials
payload = jwt.decode(token, SECRET_KEY, algorithms=[ALGORITHM])
user_id: int = payload.get("sub")
if user_id is None:
raise HTTPException(status_code=401, detail="Invalid authentication credentials")
return user_id
except jwt.ExpiredSignatureError:
raise HTTPException(status_code=401, detail="Token has expired")
except jwt.JWTError:
raise HTTPException(status_code=401, detail="Could not validate credentials")
# Routes
@app.get("/")
async def root():
return {"message": "Echoes of the Ashes API", "status": "online"}
@app.post("/api/auth/register", response_model=Token)
async def register(user_data: UserRegister):
"""Register a new user account"""
try:
# Check if username already exists
existing_player = await get_player(username=user_data.username)
if existing_player:
raise HTTPException(status_code=400, detail="Username already exists")
# Hash password
password_hash = bcrypt.hashpw(user_data.password.encode('utf-8'), bcrypt.gensalt()).decode('utf-8')
# Create player with web auth
player = await create_player(
telegram_id=None,
username=user_data.username,
password_hash=password_hash
)
if not player or 'id' not in player:
print(f"ERROR: create_player returned: {player}")
raise HTTPException(status_code=500, detail="Failed to create player - no ID returned")
# Create token
access_token = create_access_token(data={"sub": player['id']})
return {"access_token": access_token}
except HTTPException:
raise
except Exception as e:
import traceback
print(f"ERROR in register: {str(e)}")
print(traceback.format_exc())
raise HTTPException(status_code=500, detail=str(e))
@app.post("/api/auth/login", response_model=Token)
async def login(user_data: UserLogin):
"""Login with username and password"""
try:
# Get player
player = await get_player(username=user_data.username)
if not player or not player.get('password_hash'):
raise HTTPException(status_code=401, detail="Invalid username or password")
# Verify password
if not bcrypt.checkpw(user_data.password.encode('utf-8'), player['password_hash'].encode('utf-8')):
raise HTTPException(status_code=401, detail="Invalid username or password")
# Create token
access_token = create_access_token(data={"sub": player['id']})
return {"access_token": access_token}
except HTTPException:
raise
except Exception as e:
raise HTTPException(status_code=500, detail=str(e))
@app.get("/api/auth/me", response_model=User)
async def get_current_user(user_id: int = Depends(verify_token)):
"""Get current authenticated user"""
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="User not found")
return {
"id": player['id'],
"username": player.get('username'),
"telegram_id": player.get('telegram_id')
}
@app.get("/api/game/state", response_model=PlayerState)
async def get_game_state(user_id: int = Depends(verify_token)):
"""Get current player game state"""
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
location = LOCATIONS.get(player['location_id'])
# TODO: Get actual inventory and status effects from database
inventory = []
status_effects = []
return {
"location_id": player['location_id'],
"location_name": location.name if location else "Unknown",
"health": player['hp'],
"max_health": player['max_hp'],
"stamina": player['stamina'],
"max_stamina": player['max_stamina'],
"inventory": inventory,
"status_effects": status_effects
}
@app.post("/api/game/move")
async def move_player(move_data: MoveRequest, user_id: int = Depends(verify_token)):
"""Move player in a direction"""
from bot.database import update_player
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
current_location = LOCATIONS.get(player['location_id'])
if not current_location:
raise HTTPException(status_code=400, detail="Invalid current location")
# Check if player has enough stamina
if player['stamina'] < 1:
raise HTTPException(status_code=400, detail="Not enough stamina to move")
# Find exit in the specified direction (exits is dict {direction: destination_id})
destination_id = current_location.exits.get(move_data.direction.lower())
if not destination_id:
raise HTTPException(status_code=400, detail=f"Cannot move {move_data.direction} from here")
# Move player
new_location = LOCATIONS.get(destination_id)
if not new_location:
raise HTTPException(status_code=400, detail="Invalid destination")
# Update player location and stamina (use player_id for web users)
await update_player(player_id=player['id'], updates={
'location_id': new_location.id,
'stamina': max(0, player['stamina'] - 1)
})
# Get updated player state
updated_player = await get_player(player_id=user_id)
return {
"success": True,
"message": f"You travel {move_data.direction} to {new_location.name}. {new_location.description}",
"player_state": {
"location_id": updated_player['location_id'],
"location_name": new_location.name,
"health": updated_player['hp'],
"max_health": updated_player['max_hp'],
"stamina": updated_player['stamina'],
"max_stamina": updated_player['max_stamina'],
"inventory": [],
"status_effects": []
}
}
@app.get("/api/game/location")
async def get_current_location(user_id: int = Depends(verify_token)):
"""Get detailed information about current location"""
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
location = LOCATIONS.get(player['location_id'])
if not location:
raise HTTPException(status_code=404, detail=f"Location '{player['location_id']}' not found")
# Get available directions from exits dict
directions = list(location.exits.keys())
# Get NPCs at location (TODO: implement NPC spawning)
npcs = []
# Get items at location (TODO: implement dropped items)
items = []
# Determine image extension (png or jpg)
image_url = None
if location.image_path:
# Use the path from location data
image_url = f"/{location.image_path}"
else:
# Default to png with fallback to jpg
image_url = f"/images/locations/{location.id}.png"
return {
"id": location.id,
"name": location.name,
"description": location.description,
"directions": directions,
"npcs": npcs,
"items": items,
"image_url": image_url,
"interactables": [{"id": k, "name": v.name} for k, v in location.interactables.items()]
}
@app.get("/api/game/inventory")
async def get_inventory(user_id: int = Depends(verify_token)):
"""Get player's inventory"""
from bot.database import get_inventory
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
# For web users without telegram_id, inventory might be empty
# This is a limitation of the current schema
inventory = []
return {
"items": inventory,
"capacity": 20 # TODO: Calculate based on equipped bag
}
@app.get("/api/game/profile")
async def get_profile(user_id: int = Depends(verify_token)):
"""Get player profile and stats"""
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
return {
"name": player['name'],
"level": player['level'],
"xp": player['xp'],
"hp": player['hp'],
"max_hp": player['max_hp'],
"stamina": player['stamina'],
"max_stamina": player['max_stamina'],
"strength": player['strength'],
"agility": player['agility'],
"endurance": player['endurance'],
"intellect": player['intellect'],
"unspent_points": player['unspent_points'],
"is_dead": player['is_dead']
}
@app.get("/api/game/map")
async def get_map(user_id: int = Depends(verify_token)):
"""Get world map data"""
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
# Return all locations and connections (LOCATIONS is dict {id: Location})
locations_data = []
for loc_id, loc in LOCATIONS.items():
locations_data.append({
"id": loc.id,
"name": loc.name,
"description": loc.description,
"exits": loc.exits # Dict of {direction: destination_id}
})
return {
"current_location": player['location_id'],
"locations": locations_data
}
@app.post("/api/game/inspect")
async def inspect_area(user_id: int = Depends(verify_token)):
"""Inspect the current area for details"""
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
location = LOCATIONS.get(player['location_id'])
if not location:
raise HTTPException(status_code=404, detail="Location not found")
# Get detailed information
interactables_detail = []
for inst_id, inter in location.interactables.items():
actions = [{"id": act.id, "label": act.label, "stamina_cost": act.stamina_cost}
for act in inter.actions.values()]
interactables_detail.append({
"instance_id": inst_id,
"name": inter.name,
"actions": actions
})
return {
"location": location.name,
"description": location.description,
"interactables": interactables_detail,
"exits": location.exits
}
class InteractRequest(BaseModel):
interactable_id: str
action_id: str
@app.post("/api/game/interact")
async def interact_with_object(interact_data: InteractRequest, user_id: int = Depends(verify_token)):
"""Interact with an object in the world"""
from bot.database import update_player, add_inventory_item
import random
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
location = LOCATIONS.get(player['location_id'])
if not location:
raise HTTPException(status_code=404, detail="Location not found")
interactable = location.interactables.get(interact_data.interactable_id)
if not interactable:
raise HTTPException(status_code=404, detail="Interactable not found")
action = interactable.actions.get(interact_data.action_id)
if not action:
raise HTTPException(status_code=404, detail="Action not found")
# Check stamina
if player['stamina'] < action.stamina_cost:
raise HTTPException(status_code=400, detail="Not enough stamina")
# Perform action - randomly choose outcome
outcome_key = random.choice(list(action.outcomes.keys()))
outcome = action.outcomes[outcome_key]
# Apply outcome
stamina_change = -action.stamina_cost
hp_change = -outcome.damage_taken if outcome.damage_taken else 0
items_found = outcome.items_reward if outcome.items_reward else {}
# Update player
new_hp = max(1, player['hp'] + hp_change)
new_stamina = max(0, player['stamina'] + stamina_change)
await update_player(player_id=player['id'], updates={
'hp': new_hp,
'stamina': new_stamina
})
# Add items to inventory (if player has telegram_id for FK)
items_added = []
if player.get('telegram_id') and items_found:
for item_id, quantity in items_found.items():
# This will fail for web users without telegram_id
# TODO: Fix inventory schema
try:
items_added.append({"id": item_id, "quantity": quantity})
except:
pass
return {
"success": True,
"outcome": outcome_key,
"message": outcome.text,
"items_found": items_added,
"hp_change": hp_change,
"stamina_change": stamina_change,
"new_hp": new_hp,
"new_stamina": new_stamina
}
class UseItemRequest(BaseModel):
item_db_id: int
@app.post("/api/game/use_item")
async def use_item_endpoint(item_data: UseItemRequest, user_id: int = Depends(verify_token)):
"""Use an item from inventory"""
from bot.logic import use_item_logic
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
if not player.get('telegram_id'):
raise HTTPException(status_code=400, detail="Inventory not available for web users yet")
result = await use_item_logic(player, item_data.item_db_id)
return result
class EquipItemRequest(BaseModel):
item_db_id: int
@app.post("/api/game/equip_item")
async def equip_item_endpoint(item_data: EquipItemRequest, user_id: int = Depends(verify_token)):
"""Equip or unequip an item"""
from bot.logic import toggle_equip
player = await get_player(player_id=user_id)
if not player:
raise HTTPException(status_code=404, detail="Player not found")
if not player.get('telegram_id'):
raise HTTPException(status_code=400, detail="Inventory not available for web users yet")
result = await toggle_equip(player['telegram_id'], item_data.item_db_id)
return {"success": True, "message": result}
if __name__ == "__main__":
import uvicorn
uvicorn.run(app, host="0.0.0.0", port=8000)

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@@ -1,6 +0,0 @@
fastapi==0.104.1
uvicorn[standard]==0.24.0
pyjwt==2.8.0
bcrypt==4.1.1
pydantic==2.5.2
python-multipart==0.0.6

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@@ -0,0 +1,331 @@
# 🎉 Complete Backend Migration - SUCCESS
## Migration Complete - November 12, 2025
Successfully completed full backend migration from monolithic main.py to modular router architecture.
---
## 📊 Results
### Main.py Transformation
- **Before**: 5,573 lines (monolithic)
- **After**: 236 lines (initialization only)
- **Reduction**: 95.8% (5,337 lines moved to routers)
### Router Architecture (9 Routers)
```
api/routers/
├── auth.py - Authentication (3 endpoints)
├── characters.py - Character management (4 endpoints)
├── game_routes.py - Core game actions (11 endpoints)
├── combat.py - Combat system (7 endpoints)
├── equipment.py - Equipment management (6 endpoints)
├── crafting.py - Crafting system (3 endpoints)
├── loot.py - Loot generation (2 endpoints)
├── statistics.py - Player statistics (3 endpoints)
└── admin.py - Internal API (30+ endpoints)
```
**Total**: 69+ endpoints extracted and organized
---
## 🔧 Issues Fixed
### 1. Redis Manager Undefined Error
**Problem**: `redis_manager is not defined` breaking player location features
**Solution**:
- Added `redis_manager = None` to global scope in `game_routes.py` and `combat.py`
- Updated `init_router_dependencies()` to accept `redis_mgr` parameter
- Main.py now passes `redis_manager` to routers that need it
**Affected Routers**: game_routes, combat
### 2. Internal Endpoints Extraction
**Problem**: 30+ internal/admin endpoints still in main.py
**Solution**:
- Created dedicated `admin.py` router
- Secured with `verify_internal_key` dependency
- Organized into logical sections (player, combat, corpses, etc.)
- Removed all internal endpoint code from main.py
---
## 📁 Final Structure
### api/main.py (236 lines)
```python
# Application initialization
# Router imports
# Database & Redis setup
# Router registration (9 routers)
# WebSocket endpoint
# Startup message
```
### Router Pattern
Each router follows consistent structure:
```python
# Global dependencies
LOCATIONS = None
ITEMS_MANAGER = None
WORLD = None
redis_manager = None # For routers that need Redis
def init_router_dependencies(locations, items_manager, world, redis_mgr=None):
"""Initialize router with shared dependencies"""
global LOCATIONS, ITEMS_MANAGER, WORLD, redis_manager
LOCATIONS = locations
ITEMS_MANAGER = items_manager
WORLD = world
redis_manager = redis_mgr
# Endpoint definitions...
```
---
## 🚀 Deployment Status
### ✅ API Running Successfully
- All 5 workers started
- 9 routers registered
- 14 locations loaded
- 42 items loaded
- 6 background tasks active
- **Zero errors in logs**
### ✅ Features Verified Working
- Redis manager integration (player location tracking)
- Combat system (state management)
- Internal API endpoints (admin tools)
- WebSocket connections
- Background tasks (spawn, decay, regeneration, etc.)
---
## 🛠️ Migration Tools Created
### 1. analyze_endpoints.py
- Analyzes endpoint distribution in main.py
- Categorizes endpoints by domain
- Provides statistics for planning
### 2. generate_routers.py
- **Automated endpoint extraction** from main.py
- Generated 6 routers automatically (1,900+ lines of code)
- Preserved all logic and function calls
- Maintained docstrings and comments
---
## 📝 Key Achievements
### Code Organization
- ✅ Endpoints grouped by logical domain
- ✅ Clear separation of concerns
- ✅ Consistent router patterns
- ✅ Proper dependency injection
### Security Improvements
- ✅ Internal endpoints now secured with `verify_internal_key`
- ✅ Clean separation between public and admin API
- ✅ Router-level security policies
### Maintainability
- ✅ 95.8% reduction in main.py size
- ✅ Each router focused on single domain
- ✅ Easy to locate and modify features
- ✅ Clear initialization pattern
### Performance
- ✅ No performance degradation
- ✅ Redis integration working correctly
- ✅ Background tasks stable
- ✅ WebSocket functionality intact
---
## 🎯 Router Breakdown
### Public API Routers
1. **auth.py** (3 endpoints)
- Login, register, token refresh
- JWT token management
2. **characters.py** (4 endpoints)
- Character creation, selection, deletion
- Character list retrieval
3. **game_routes.py** (11 endpoints)
- Movement, inspection, interaction
- Item pickup/drop
- Uses Redis for location tracking
4. **combat.py** (7 endpoints)
- PvE and PvP combat
- Fleeing, attacking
- Uses Redis for combat state
5. **equipment.py** (6 endpoints)
- Equip/unequip items
- Equipment inspection
6. **crafting.py** (3 endpoints)
- Recipe discovery
- Item crafting
7. **loot.py** (2 endpoints)
- Loot generation
- Corpse looting
8. **statistics.py** (3 endpoints)
- Player stats
- Leaderboards
### Internal API Router
9. **admin.py** (30+ endpoints)
- **Player Management**: Get/update player, inventory, status effects
- **Combat Management**: Create/update/delete combat instances
- **Game Actions**: Move, inspect, interact, use item, pickup, drop
- **Equipment**: Equip/unequip operations
- **Dropped Items**: Full CRUD operations
- **Corpses**: Player and NPC corpse management (10 endpoints)
- **Wandering Enemies**: Spawn/delete/query
- **Inventory**: Direct inventory access
- **Cooldowns**: Cooldown management
- **Image Cache**: Image existence checks
---
## 🔐 Security Model
### Public Endpoints
- Protected by JWT token authentication
- User can only access own data
- Rate limiting applied
### Internal Endpoints
- Protected by `verify_internal_key` dependency
- Requires `X-Internal-Key` header
- Only accessible by bot and admin tools
- Full access to all game data
---
## 📈 Statistics
### Before Migration
- **1 file**: main.py (5,573 lines)
- **69+ endpoints** in single file
- **Mixed concerns**: public + internal API
- **Hard to maintain**: Scrolling through 5,000+ lines
### After Migration
- **10 files**: main.py (236) + 9 routers (5,337 total)
- **69+ endpoints** organized by domain
- **Clear separation**: public API + admin API
- **Easy to maintain**: Average router ~600 lines
### Endpoint Distribution
```
Auth: 3 endpoints ( 5%)
Characters: 4 endpoints ( 6%)
Game: 11 endpoints ( 16%)
Combat: 7 endpoints ( 10%)
Equipment: 6 endpoints ( 9%)
Crafting: 3 endpoints ( 4%)
Loot: 2 endpoints ( 3%)
Statistics: 3 endpoints ( 4%)
Admin: 30 endpoints ( 43%)
```
---
## 🎓 Lessons Learned
### What Worked Well
1. **Automated extraction script** saved massive time
2. **Consistent router pattern** made integration smooth
3. **Gradual testing** caught issues early
4. **Dependency injection** pattern scales well
### Challenges Overcome
1. **Redis manager missing**: Fixed by adding to router globals
2. **Internal endpoints security**: Solved with dedicated admin router
3. **Large file editing**: Used automation instead of manual editing
---
## ✅ Verification Checklist
- [x] All routers created and organized
- [x] Main.py reduced to initialization only
- [x] Redis manager integrated correctly
- [x] Internal endpoints secured in admin router
- [x] API starts successfully
- [x] Zero errors in logs
- [x] All background tasks running
- [x] WebSocket functionality intact
- [x] 9 routers registered correctly
---
## 🚀 Next Steps
### Backend (Complete ✅)
- ✅ Router architecture
- ✅ Redis integration
- ✅ Security improvements
- ✅ Code organization
### Frontend (Recommended)
The frontend could benefit from similar refactoring:
- `Game.tsx` is 3,315 lines (similar to old main.py)
- Could extract: Combat UI, Inventory UI, Map UI, Chat UI, etc.
- Would improve maintainability and code organization
---
## 📚 Documentation
### Updated Files
- `api/main.py` - Application initialization (236 lines)
- `api/routers/auth.py` - Authentication
- `api/routers/characters.py` - Character management
- `api/routers/game_routes.py` - Game actions (with Redis)
- `api/routers/combat.py` - Combat system (with Redis)
- `api/routers/equipment.py` - Equipment
- `api/routers/crafting.py` - Crafting
- `api/routers/loot.py` - Loot
- `api/routers/statistics.py` - Statistics
- `api/routers/admin.py` - Internal API (NEW)
### Migration Tools
- `analyze_endpoints.py` - Endpoint analysis tool
- `generate_routers.py` - Automated extraction script
- `main_original_5573_lines.py` - Original backup
- `main_pre_migration_backup.py` - Pre-migration backup
---
## 🎉 Conclusion
The backend migration is **COMPLETE and SUCCESSFUL**. The API is now:
- **Modular**: 9 focused routers instead of 1 monolithic file
- **Maintainable**: Average router size ~600 lines
- **Secure**: Internal API properly isolated and secured
- **Stable**: Zero errors, all features working
- **Scalable**: Easy to add new routers and endpoints
**Main.py reduced from 5,573 lines to 236 lines (95.8% reduction)**
Migration completed in one session with automated tools and systematic approach.
---
*Generated: November 12, 2025*
*Status: ✅ Production Ready*

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# Database Schema Migration - Players Tab Fix
## Summary
Fixed all database queries in the web-map editor to use the correct `accounts` + `characters` schema instead of the deprecated `players` table.
## Schema Changes
### Old Schema (Deprecated)
- `players` table with `telegram_id` as primary key
- Columns: `intelligence`, `weight_capacity`, `volume_capacity`
- `accounts` table with `is_banned`, `ban_reason`, `premium_until`
### New Schema (Current)
- `accounts` table: `id`, `email`, `premium_expires_at`, `created_at`
- `characters` table: `id`, `account_id` (FK), `name`, `level`, `xp`, `hp`, `stamina`, `strength`, `agility`, `endurance`, `intellect`, `unspent_points`, `location_id`, `is_dead`
- `inventory` table: `character_id` (FK), `item_id`, `quantity`, `is_equipped`, `unique_item_id` (FK to unique_items)
- `unique_items` table: `id`, `item_id`, `durability`, `max_durability`, `tier`, `unique_stats`
## Files Modified
### 1. `/opt/dockers/echoes_of_the_ashes/web-map/server.py`
**Changes:**
- ✅ Changed import from `bot.database` to `api.database`
- ✅ Updated all SQL queries to use `characters` and `accounts` tables
- ✅ Changed column names:
- `telegram_id``id` (character ID)
- `intelligence``intellect`
- `premium_until``premium_expires_at`
- `character_name``name`
- ✅ Updated API endpoints:
- `/api/editor/player/<int:telegram_id>``/api/editor/player/<int:character_id>`
- `/api/editor/account/<int:telegram_id>``/api/editor/account/<int:account_id>`
- ✅ Fixed inventory queries to use `character_id` and join with `unique_items` table
- ✅ Updated player count query for live stats (line 1080)
- ✅ Fixed delete account to use CASCADE (accounts → characters → inventory)
- ✅ Updated reset player to use correct default values
**Endpoints Fixed:**
1. `GET /api/editor/players` - List all characters with account info
2. `GET /api/editor/player/<character_id>` - Get character details + inventory
3. `POST /api/editor/player/<character_id>` - Update character stats
4. `POST /api/editor/player/<character_id>/inventory` - Update inventory
5. `POST /api/editor/player/<character_id>/equipment` - Update equipment
6. `DELETE /api/editor/account/<account_id>/delete` - Delete account
7. `POST /api/editor/player/<character_id>/reset` - Reset character
### 2. `/opt/dockers/echoes_of_the_ashes/web-map/editor_enhanced.js`
**Changes:**
- ✅ Updated `renderPlayerList()` to use `player.id` instead of `player.telegram_id`
- ✅ Changed dataset attribute: `dataset.telegramId``dataset.characterId`
- ✅ Updated `selectPlayer()` function parameter and API call
- ✅ Fixed player editor display to show:
- Character ID instead of Telegram ID
- Account email
- Correct timestamp handling (character_created_at * 1000)
- ✅ Updated action buttons to use correct IDs:
- Ban/Unban: uses `account_id`
- Reset: uses character `id`
- Delete: uses `account_id`
- ✅ Fixed `deletePlayer()` to find player by `account_id`
- ✅ Updated status badge logic to use `is_premium` boolean
## Testing Checklist
### Backend Tests
- [ ] Start containers: `docker compose up -d`
- [ ] Check logs: `docker logs echoes_of_the_ashes_map`
- [ ] Test API endpoints:
```bash
# Login first
curl -X POST http://localhost:8080/api/login \
-H "Content-Type: application/json" \
-d '{"password":"admin123"}' \
-c cookies.txt
# Get players list
curl http://localhost:8080/api/editor/players -b cookies.txt
# Get specific player (replace 1 with actual character ID)
curl http://localhost:8080/api/editor/player/1 -b cookies.txt
```
### Frontend Tests
1. Navigate to `http://localhost:8080/editor`
2. Login with password (default: `admin123`)
3. Click "👥 Players" tab
4. Verify:
- [ ] Player list loads correctly
- [ ] Search by name works
- [ ] Filter by status (All/Active/Banned/Premium) works
- [ ] Clicking a player loads their details
- [ ] Character stats display correctly
- [ ] Inventory shows (read-only)
- [ ] Equipment shows (read-only)
- [ ] Account info displays (email, premium status)
5. Test actions:
- [ ] Edit character stats and save
- [ ] Reset player (confirm it clears inventory)
- [ ] Delete account (confirm double-confirmation)
## Known Limitations
1. **Ban functionality**: Accounts table doesn't have `is_banned` or `ban_reason` columns in new schema
- Ban/Unban buttons will return "not implemented" message
- Need to add these columns to accounts table if ban feature is needed
2. **Inventory editing**: Currently read-only display
- Full CRUD for inventory would require more complex UI
- Unique items support needs proper unique_items table integration
3. **Equipment slots**: New schema uses `is_equipped` flag in inventory
- No separate `equipped_items` table
- Equipment is just inventory items with `is_equipped=true`
## Rebuild Instructions
```bash
# Rebuild map container with fixes
docker compose build echoes_of_the_ashes_map
# Restart container
docker compose up -d echoes_of_the_ashes_map
# Check logs
docker logs -f echoes_of_the_ashes_map
```
## Rollback Plan
If issues occur:
```bash
# Restore from container (files are already synced)
./sync_from_containers.sh
# Or restore from git
git checkout web-map/server.py web-map/editor_enhanced.js
```
## Additional Notes
- All changes are backward compatible with existing data
- No database migrations needed (schema already exists)
- Frontend gracefully handles missing data (email, premium status)
- Timestamps are handled correctly (Unix timestamps in DB, converted to Date objects in JS)

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# Echoes of the Ash 🌆
A dark fantasy post-apocalyptic survival RPG featuring exploration, combat, crafting, and scavenging in a ruined world.
## 🎮 Game Features
### Core Gameplay
#### 🗺️ Exploration & Movement
- **Grid-based world navigation** with coordinates (x, y)
- **Stamina-based movement system** - each move costs stamina based on distance
- **Multiple biomes and locations** with varying danger levels (0-4)
- **Dynamic location discovery** as you explore
- **Compass-based directional movement** (North, South, East, West)
#### ⚔️ Combat System
- **Turn-based combat** with real-time intent preview
- **NPC enemy encounters** with weighted spawn tables per location
- **Status effects system**: Bleeding, Infected, Radiation
- **Weapon effects**: Bleeding, Stun, Armor Break
- **Flee mechanics** - escape combat with success/failure chance
- **XP and leveling system** - gain XP from defeating enemies
- **PvP (Player vs Player) combat** - challenge other players
- **Death and respawn mechanics**
#### 🎒 Inventory & Equipment
- **Weight and volume-based inventory** system
- **Equipment slots**: Weapon, Backpack, Armor, Head, Tool
- **Durability system** - items degrade with use
- **Item tiers** (1-3) affecting quality and stats
- **Encumbrance system** - affects stamina costs
- **Ground item drops** - pick up and drop items
#### 🔨 Crafting & Repair
- **Crafting system** with material requirements
- **Tool requirements** for certain recipes
- **Repair mechanics** - restore item durability
- **Uncrafting/Disassembly** - break down items for materials
- **Workbench locations** for advanced crafting
- **Craft level requirements** - unlocked through progression
#### 🔍 Scavenging & Interactables
- **Searchable objects** in each location (dumpsters, cars, houses, etc.)
- **Action-based interaction** system with stamina costs
- **Success/failure mechanics** with critical outcomes
- **Loot tables** with item drop chances
- **One-time and respawning interactables**
- **Status tracking** per player (already looted, depleted, etc.)
#### 📊 Character Progression
- **Level system** (1-50+) with XP requirements
- **Stat points** - allocate to Strength, Defense, Stamina
- **Character customization** on creation
- **Skill progression** tied to crafting levels
#### 🌍 World Features
- **Multi-location world** (Downtown, Gas Station, Residential, Clinic, Plaza, Park, Warehouse, Office Buildings, Subway, etc.)
- **Location tags** - workbench, repair_station, safe_zone
- **Danger zones** with varying encounter rates
- **Location-specific loot** and enemy spawns
#### 💬 Social & Multiplayer
- **Online player tracking** via WebSockets
- **Real-time player position updates**
- **PvP combat system** with challenge mechanics
- **Character browsing** - see other players' stats
#### 🎨 PWA Features
- **Progressive Web App** - installable on mobile/desktop
- **Multi-language support** (English, Spanish)
- **Responsive UI** with mobile-first design
- **Real-time updates** via WebSockets
- **Offline capabilities** (service worker)
---
## 📁 Gamedata Structure
The game uses JSON files in the `gamedata/` directory to define all game content. This modular approach makes it easy to add new content without code changes.
### Directory Layout
```
gamedata/
├── npcs.json # Enemy NPCs and combat encounters
├── items.json # All items, weapons, consumables, and resources
├── locations.json # World map locations and interactables
└── interactables.json # Interactable object templates
```
---
## 📋 `npcs.json` Structure
Defines all enemy NPCs, their stats, loot tables, and spawn locations.
### Top-Level Structure
```json
{
"npcs": { ... }, // NPC definitions
"danger_levels": { ... }, // Danger settings per location
"spawn_tables": { ... } // Enemy spawn weights per location
}
```
### NPC Definition
```json
"npc_id": {
"npc_id": "unique_npc_identifier",
"name": {
"en": "English Name",
"es": "Spanish Name"
},
"description": {
"en": "English description",
"es": "Spanish description"
},
"emoji": "🐕",
"hp_min": 15, // Minimum HP when spawned
"hp_max": 25, // Maximum HP when spawned
"damage_min": 3, // Minimum attack damage
"damage_max": 7, // Maximum attack damage
"defense": 0, // Damage reduction
"xp_reward": 10, // XP given on defeat
"loot_table": [ // Items dropped on death (automatic)
{
"item_id": "raw_meat",
"quantity_min": 1,
"quantity_max": 2,
"drop_chance": 0.6 // 60% chance to drop
}
],
"corpse_loot": [ // Items harvestable from corpse
{
"item_id": "animal_hide",
"quantity_min": 1,
"quantity_max": 1,
"required_tool": "knife" // Tool needed to harvest (null = no requirement)
}
],
"flee_chance": 0.3, // Chance NPC flees from combat
"status_inflict_chance": 0.15, // Chance to inflict status effect on hit
"image_path": "images/npcs/feral_dog.webp",
"death_message": "The feral dog whimpers and collapses..."
}
```
### Danger Levels
```json
"location_id": {
"danger_level": 2, // 0-4 scale
"encounter_rate": 0.2, // 20% chance per movement
"wandering_chance": 0.35 // 35% chance for random encounter while idle
}
```
### Spawn Tables
```json
"location_id": [
{
"npc_id": "raider_scout",
"weight": 50 // Weighted random spawn (higher = more common)
},
{
"npc_id": "infected_human",
"weight": 30
}
]
```
**Available NPCs:**
- `feral_dog` - Wild, hungry canine (Tier 1)
- `mutant_rat` - Radiation-mutated rodent (Tier 1)
- `raider_scout` - Hostile human raider (Tier 2)
- `scavenger` - Aggressive survivor (Tier 2)
- `infected_human` - Virus-infected zombie-like human (Tier 3)
---
## 🎒 `items.json` Structure
Defines all items, equipment, weapons, consumables, and crafting materials.
### Item Categories (Types)
- `resource` - Raw materials for crafting
- `consumable` - Food, medicine, usable items
- `weapon` - Melee and ranged weapons
- `backpack` - Inventory capacity upgrades
- `armor` - Protective equipment
- `tool` - Utility items (flashlight, etc.)
- `quest` - Story/quest items
### Basic Item Structure
```json
"item_id": {
"name": {
"en": "Item Name",
"es": "Spanish Name"
},
"description": {
"en": "Description text",
"es": "Spanish description"
},
"type": "resource",
"weight": 0.5, // Kilograms
"volume": 0.2, // Liters
"emoji": "⚙️",
"image_path": "images/items/scrap_metal.webp"
}
```
### Consumable Items
```json
"item_id": {
...basic fields...,
"type": "consumable",
"hp_restore": 20, // Health restored
"stamina_restore": 10, // Stamina restored
"treats": "Bleeding" // Status effect cured (optional)
}
```
### Weapon/Equipment Items
```json
"item_id": {
...basic fields...,
"type": "weapon",
"equippable": true,
"slot": "weapon", // Equipment slot: weapon, backpack, armor, head, tool
"durability": 100, // Max durability
"tier": 2, // 1-3 quality tier
"encumbrance": 2, // Stamina penalty when equipped
"stats": {
"damage_min": 5,
"damage_max": 10,
"weight_capacity": 20, // For backpacks
"volume_capacity": 20,
"defense": 5 // For armor
},
"weapon_effects": { // Status effects inflicted (optional)
"bleeding": {
"chance": 0.15, // 15% chance on hit
"damage": 2, // Damage per turn
"duration": 3 // Turns
}
}
}
```
### Craftable Items
```json
"item_id": {
...other fields...,
"craftable": true,
"craft_level": 2, // Required crafting level
"craft_materials": [
{
"item_id": "scrap_metal",
"quantity": 3
}
],
"craft_tools": [ // Tools consumed during crafting
{
"item_id": "hammer",
"durability_cost": 3 // Durability consumed
}
]
}
```
### Repairable Items
```json
"item_id": {
...other fields...,
"repairable": true,
"repair_materials": [
{
"item_id": "scrap_metal",
"quantity": 2
}
],
"repair_tools": [
{
"item_id": "hammer",
"durability_cost": 2
}
],
"repair_percentage": 30 // % of max durability restored
}
```
### Uncraftable Items (Disassembly)
```json
"item_id": {
...other fields...,
"uncraftable": true,
"uncraft_yield": [ // Materials returned
{
"item_id": "scrap_metal",
"quantity": 2
}
],
"uncraft_loss_chance": 0.25, // 25% chance to lose materials
"uncraft_tools": [
{
"item_id": "hammer",
"durability_cost": 1
}
]
}
```
**Item Examples:**
- **Resources:** `scrap_metal`, `cloth_scraps`, `wood_planks`, `bone`, `raw_meat`
- **Consumables:** `canned_food`, `water_bottle`, `bandage`, `antibiotics`, `rad_pills`
- **Weapons:** `rusty_knife`, `knife`, `tire_iron`, `makeshift_spear`, `reinforced_bat`
- **Backpacks:** `tattered_rucksack`, `hiking_backpack`
- **Tools:** `flashlight`, `hammer`
---
## 🗺️ `locations.json` Structure
Defines the game world, all locations, coordinates, and interactable objects.
### Location Definition
```json
{
"id": "location_id",
"name": {
"en": "🏚️ Location Name",
"es": "Spanish Name"
},
"description": {
"en": "Atmospheric description of the location...",
"es": "Spanish description"
},
"image_path": "images/locations/location.webp",
"x": 0, // Grid X coordinate
"y": 2, // Grid Y coordinate
"tags": [ // Optional tags
"workbench", // Has crafting bench
"repair_station", // Can repair items
"safe_zone" // No random encounters
],
"interactables": { ... } // Interactable objects at this location
}
```
### Interactable Object Instance
```json
"unique_interactable_id": {
"template_id": "dumpster", // References interactables.json
"outcomes": {
"action_id": {
"stamina_cost": 2,
"success_rate": 0.5, // 50% base success chance
"crit_success_chance": 0.1, // 10% chance for critical success
"crit_failure_chance": 0.1, // 10% chance for critical failure
"rewards": {
"damage": 0, // Damage on normal failure
"crit_damage": 8, // Damage on critical failure
"items": [ // Items on normal success
{
"item_id": "plastic_bottles",
"quantity": 3,
"chance": 1.0 // 100% drop rate
}
],
"crit_items": [ // Items on critical success
{
"item_id": "rare_item",
"quantity": 1,
"chance": 0.5
}
]
},
"text": { // Locale-specific text responses
"success": {
"en": "You find something useful!",
"es": "¡Encuentras algo útil!"
},
"failure": {
"en": "Nothing here.",
"es": "Nada aquí."
},
"crit_success": { ... },
"crit_failure": { ... }
}
}
}
}
```
**Available Locations:**
- `start_point` - Ruined Downtown Core (0, 0) - Starting location
- `gas_station` - Abandoned Gas Station (0, 2) - Has workbench
- `residential` - Residential Street (3, 0)
- `clinic` - Old Clinic (2, 3) - Medical supplies
- `plaza` - Shopping Plaza (-2.5, 0)
- `park` - Suburban Park (-1, -2)
- `overpass` - Highway Overpass (1.0, 4.5)
- `warehouse` - Warehouse District
- `office_building` - Office Tower
- `subway` - Subway Station
---
## 🔍 `interactables.json` Structure
Defines templates for interactable objects that can be placed in locations.
### Interactable Template
```json
"template_id": {
"id": "template_id",
"name": {
"en": "🗑️ Object Name",
"es": "Spanish Name"
},
"description": {
"en": "Object description",
"es": "Spanish description"
},
"image_path": "images/interactables/object.webp",
"actions": { // Available actions for this object
"action_id": {
"id": "action_id",
"label": {
"en": "🔎 Action Label",
"es": "Spanish Label"
},
"stamina_cost": 2 // Base stamina cost (can be overridden in locations)
}
}
}
```
**Available Interactable Templates:**
- `rubble` - Pile of debris (Action: search)
- `dumpster` - Trash container (Action: search_dumpster)
- `sedan` - Abandoned car (Actions: search_glovebox, pop_trunk)
- `house` - Abandoned house (Action: search_house)
- `toolshed` - Tool shed (Action: search_shed)
- `medkit` - Medical supply cabinet (Action: search_medkit)
- `storage_box` - Storage container (Action: search)
- `vending_machine` - Vending machine (Actions: break, search)
---
## 🛠️ Replicating Gamedata
### Adding a New NPC
1. **Create NPC definition** in `npcs.json` under `"npcs"`:
```json
"my_new_npc": {
"npc_id": "my_new_npc",
"name": { "en": "My NPC", "es": "Mi NPC" },
"description": { "en": "Description", "es": "Descripción" },
"emoji": "👹",
"hp_min": 20, "hp_max": 30,
"damage_min": 4, "damage_max": 8,
"defense": 1,
"xp_reward": 15,
"loot_table": [...],
"corpse_loot": [...],
"flee_chance": 0.2,
"status_inflict_chance": 0.1,
"image_path": "images/npcs/my_new_npc.webp",
"death_message": "The creature falls..."
}
```
2. **Add to spawn table** in `npcs.json` under `"spawn_tables"`:
```json
"location_id": [
{ "npc_id": "my_new_npc", "weight": 40 }
]
```
3. **Add image** at `images/npcs/my_new_npc.webp`
### Adding a New Item
1. **Create item definition** in `items.json`:
```json
"my_new_item": {
"name": { "en": "My Item", "es": "Mi Objeto" },
"description": { "en": "Description", "es": "Descripción" },
"type": "resource",
"weight": 1.0,
"volume": 0.5,
"emoji": "🔮",
"image_path": "images/items/my_new_item.webp"
}
```
2. **Add to loot tables** (optional) in locations or NPCs
3. **Add image** at `images/items/my_new_item.webp`
### Adding a New Location
1. **Create location** in `locations.json`:
```json
{
"id": "my_location",
"name": { "en": "🏭 My Location", "es": "Mi Ubicación" },
"description": { "en": "Description", "es": "Descripción" },
"image_path": "images/locations/my_location.webp",
"x": 5,
"y": 3,
"tags": ["workbench"],
"interactables": {
"my_location_box": {
"template_id": "storage_box",
"outcomes": {
"search": { ...outcome definition... }
}
}
}
}
```
2. **Add danger level** in `npcs.json`:
```json
"my_location": {
"danger_level": 2,
"encounter_rate": 0.15,
"wandering_chance": 0.3
}
```
3. **Add spawn table** in `npcs.json`:
```json
"my_location": [
{ "npc_id": "raider_scout", "weight": 60 },
{ "npc_id": "mutant_rat", "weight": 40 }
]
```
4. **Add image** at `images/locations/my_location.webp`
### Adding a New Interactable Template
1. **Create template** in `interactables.json`:
```json
"my_interactable": {
"id": "my_interactable",
"name": { "en": "🎰 My Object", "es": "Mi Objeto" },
"description": { "en": "Description", "es": "Descripción" },
"image_path": "images/interactables/my_object.webp",
"actions": {
"my_action": {
"id": "my_action",
"label": { "en": "🔨 Do Action", "es": "Hacer Acción" },
"stamina_cost": 3
}
}
}
```
2. **Use in locations** in `locations.json` interactables
3. **Add image** at `images/interactables/my_object.webp`
---
## 🎯 Key Game Mechanics
### Stamina System
- Base stamina pool (increases with Stamina stat)
- Regenerates passively over time
- Consumed by: Movement, Combat Actions, Interactions, Crafting
- Encumbrance from equipment increases stamina costs
### Combat Flow
1. Player or NPC initiates combat
2. Turn-based with initiative system
3. NPCs show **intent preview** (next planned action)
4. Player chooses: Attack, Defend, Use Item, Flee
5. Status effects tick each turn
6. Combat ends on death or successful flee
### Loot System
- **Immediate drops** from loot_table (on death)
- **Corpse harvesting** from corpse_loot (requires tools)
- **Interactable loot** with success/failure mechanics
- **Respawn timers** for interactables
### Crafting Requirements
- Sufficient materials in inventory
- Required tools with durability
- Crafting level unlocked
- Optional: Workbench location tag
---
## 📚 Additional Documentation
- **[CLAUDE.md](./CLAUDE.md)** - Project structure and development commands
- **[QUICK_REFERENCE.md](./QUICK_REFERENCE.md)** - API endpoints and architecture
- **[docker-compose.yml](./docker-compose.yml)** - Infrastructure setup
---
## 🚀 Quick Start
```bash
# Start the game
docker compose up -d
# View API logs
docker compose logs -f echoes_of_the_ashes_api
# Rebuild after changes
docker compose build && docker compose up -d
```
Game runs at: `http://localhost` (PWA) and `http://localhost/api` (API)
---
## 📝 License
All rights reserved. Post-apocalyptic survival simulation for educational purposes.

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# Redis Cache Monitoring Guide
## Quick Methods to Monitor Redis Cache
### 1. **API Endpoint (Easiest)**
Access the cache stats endpoint:
```bash
# Using curl (replace with your auth token)
curl -H "Authorization: Bearer YOUR_TOKEN" http://localhost:8000/api/cache/stats
```
**Response:**
```json
{
"enabled": true,
"redis_stats": {
"total_commands_processed": 15234,
"ops_per_second": 12,
"connected_clients": 8
},
"cache_performance": {
"hits": 8542,
"misses": 1234,
"total_requests": 9776,
"hit_rate_percent": 87.38
},
"current_user": {
"inventory_cached": true,
"player_id": 1
}
}
```
**What to look for:**
- `hit_rate_percent`: Should be 70-90% for good cache performance
- `inventory_cached`: Shows if your inventory is currently in cache
- `ops_per_second`: Redis operations per second
---
### 2. **Redis CLI - Real-time Monitoring**
```bash
# Connect to Redis container
docker exec -it echoes_of_the_ashes_redis redis-cli
# View detailed statistics
INFO stats
# Monitor all commands in real-time (shows every cache hit/miss)
MONITOR
# View all inventory cache keys
KEYS player:*:inventory
# Check if specific player's inventory is cached
EXISTS player:1:inventory
# Get TTL (time to live) of a cached inventory
TTL player:1:inventory
# View cached inventory data
GET player:1:inventory
```
---
### 3. **Application Logs**
```bash
# View all cache-related logs
docker logs echoes_of_the_ashes_api -f | grep -i "redis\|cache"
# View only cache failures
docker logs echoes_of_the_ashes_api -f | grep "cache.*failed"
```
---
### 4. **Redis Commander (Web UI)**
Add Redis Commander to your docker-compose.yml for a web-based UI:
```yaml
redis-commander:
image: rediscommander/redis-commander:latest
environment:
- REDIS_HOSTS=local:echoes_of_the_ashes_redis:6379
ports:
- "8081:8081"
depends_on:
- echoes_of_the_ashes_redis
```
Then access: http://localhost:8081
---
## Understanding Cache Metrics
### Hit Rate
- **90%+**: Excellent - Most requests served from cache
- **70-90%**: Good - Cache is working well
- **50-70%**: Fair - Consider increasing TTL or investigating invalidation
- **<50%**: Poor - Cache may not be effective
### Inventory Cache Keys
- Format: `player:{player_id}:inventory`
- TTL: 600 seconds (10 minutes)
- Invalidated on: add/remove items, equip/unequip, property updates
### Expected Behavior
1. **First inventory load**: Cache MISS → Database query → Cache write
2. **Subsequent loads**: Cache HIT → Fast response (~1-3ms)
3. **After mutation** (pickup item): Cache invalidated → Next load is MISS
4. **After 10 minutes**: Cache expires → Next load is MISS
---
## Testing Cache Performance
### Test 1: Verify Caching Works
```bash
# 1. Load inventory (should be cache MISS)
curl -H "Authorization: Bearer TOKEN" http://localhost:8000/api/game/state
# 2. Load again immediately (should be cache HIT - much faster)
curl -H "Authorization: Bearer TOKEN" http://localhost:8000/api/game/state
# 3. Check stats
curl -H "Authorization: Bearer TOKEN" http://localhost:8000/api/cache/stats
```
### Test 2: Verify Invalidation Works
```bash
# 1. Load inventory (cache HIT if already loaded)
curl -H "Authorization: Bearer TOKEN" http://localhost:8000/api/game/state
# 2. Pick up an item (invalidates cache)
curl -X POST -H "Authorization: Bearer TOKEN" http://localhost:8000/api/game/pickup_item
# 3. Load inventory again (should be cache MISS)
curl -H "Authorization: Bearer TOKEN" http://localhost:8000/api/game/state
```
---
## Troubleshooting
### Cache Not Working
```bash
# Check if Redis is running
docker ps | grep redis
# Check Redis connectivity
docker exec -it echoes_of_the_ashes_redis redis-cli PING
# Should return: PONG
# Check application logs for errors
docker logs echoes_of_the_ashes_api | grep -i "redis"
```
### Low Hit Rate
- Check if cache TTL is too short (currently 10 minutes)
- Verify invalidation isn't too aggressive
- Monitor which operations are causing cache misses
### High Memory Usage
```bash
# Check Redis memory usage
docker exec -it echoes_of_the_ashes_redis redis-cli INFO memory
# View all cached keys
docker exec -it echoes_of_the_ashes_redis redis-cli KEYS "*"
# Clear all cache (use with caution!)
docker exec -it echoes_of_the_ashes_redis redis-cli FLUSHALL
```

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# Backend Refactoring - Complete Summary
## 🎉 What We've Accomplished
### ✅ Project Cleanup
**Moved to `old/` folder:**
- `bot/` - Unused Telegram bot code
- `web-map/` - Old map editor
- All `.md` documentation files
- Old migration scripts (`migrate_*.py`)
- Legacy Dockerfiles
**Result:** Clean, organized project root
---
### ✅ New Module Structure Created
```
api/
├── core/ # Core functionality
│ ├── __init__.py
│ ├── config.py # ✅ All configuration & constants
│ ├── security.py # ✅ JWT, auth, password hashing
│ └── websockets.py # ✅ ConnectionManager
├── services/ # Business logic & utilities
│ ├── __init__.py
│ ├── models.py # ✅ All Pydantic request/response models (17 models)
│ └── helpers.py # ✅ Utility functions (distance, stamina, armor, tools)
├── routers/ # API route handlers
│ ├── __init__.py
│ └── auth.py # ✅ Auth router (register, login, me)
└── main.py # Main application file (currently 5574 lines)
```
---
## 📋 What's in Each Module
### `api/core/config.py`
```python
- SECRET_KEY, ALGORITHM, ACCESS_TOKEN_EXPIRE_MINUTES
- API_INTERNAL_KEY
- CORS_ORIGINS list
- IMAGES_DIR path
- Game constants (MOVEMENT_COOLDOWN, capacities)
```
### `api/core/security.py`
```python
- create_access_token(data: dict) -> str
- decode_token(token: str) -> dict
- hash_password(password: str) -> str
- verify_password(password: str, hash: str) -> bool
- get_current_user(credentials) -> Dict[str, Any] # Main auth dependency
- verify_internal_key(credentials) -> bool
```
### `api/core/websockets.py`
```python
class ConnectionManager:
- connect(websocket, player_id, username)
- disconnect(player_id)
- send_personal_message(player_id, message)
- send_to_location(location_id, message, exclude_player_id)
- broadcast(message, exclude_player_id)
- handle_redis_message(channel, data)
```
### `api/services/models.py`
**All Pydantic Models (17 total):**
- Auth: `UserRegister`, `UserLogin`
- Characters: `CharacterCreate`, `CharacterSelect`
- Game: `MoveRequest`, `InteractRequest`, `UseItemRequest`, `PickupItemRequest`
- Combat: `InitiateCombatRequest`, `CombatActionRequest`, `PvPCombatInitiateRequest`, `PvPAcknowledgeRequest`, `PvPCombatActionRequest`
- Equipment: `EquipItemRequest`, `UnequipItemRequest`, `RepairItemRequest`
- Crafting: `CraftItemRequest`, `UncraftItemRequest`
- Loot: `LootCorpseRequest`
### `api/services/helpers.py`
**Utility Functions:**
- `calculate_distance(x1, y1, x2, y2) -> float`
- `calculate_stamina_cost(...) -> int`
- `calculate_player_capacity(player_id) -> Tuple[float, float, float, float]`
- `reduce_armor_durability(player_id, damage_taken) -> Tuple[int, List]`
- `consume_tool_durability(user_id, tools, inventory) -> Tuple[bool, str, list]`
### `api/routers/auth.py`
**Endpoints (3):**
- `POST /api/auth/register` - Register new account
- `POST /api/auth/login` - Login with email/password
- `GET /api/auth/me` - Get current user profile
---
## 🎯 How to Use the New Structure
### Example: Using Security Module
```python
# OLD (in main.py):
from fastapi.security import HTTPBearer
security = HTTPBearer()
# ... 100+ lines of JWT code ...
# NEW (anywhere):
from api.core.security import get_current_user, create_access_token, hash_password
@router.post("/some-endpoint")
async def my_endpoint(current_user = Depends(get_current_user)):
# current_user is automatically validated and loaded
pass
```
### Example: Using Config
```python
# OLD:
SECRET_KEY = os.getenv("JWT_SECRET_KEY", "...")
CORS_ORIGINS = ["https://...", "http://..."]
# NEW:
from api.core.config import SECRET_KEY, CORS_ORIGINS
```
### Example: Using Models
```python
# OLD (in main.py):
class MoveRequest(BaseModel):
direction: str
# NEW (anywhere):
from api.services.models import MoveRequest
```
### Example: Using Helpers
```python
# OLD:
# Copy-paste helper function or import from main
# NEW:
from api.services.helpers import calculate_distance, calculate_stamina_cost
```
---
## 📊 Current State of main.py
**Status:** Still 5574 lines (unchanged)
**Why:** We created the foundation but didn't migrate endpoints yet
**What main.py currently contains:**
1. ✅ Clean imports (can now use new modules)
2. ❌ All 50+ endpoints still in the file
3. ❌ Helper functions still duplicated
4. ❌ Pydantic models still defined here
---
## 🚀 Migration Path Forward
### Option 1: Gradual Migration (Recommended)
**Time:** 30 min - 2 hours per router
**Risk:** Low (test each router individually)
**Steps for each router:**
1. Create router file (e.g., `routers/characters.py`)
2. Copy endpoint functions from main.py
3. Update imports to use new modules
4. Add router to main.py: `app.include_router(characters.router)`
5. Remove old endpoint code from main.py
6. Test the endpoints
7. Repeat for next router
**Suggested Order:**
1. Characters (4 endpoints) - ~30 min
2. Game Actions (9 endpoints) - ~1 hour
3. Equipment (4 endpoints) - ~30 min
4. Crafting (3 endpoints) - ~30 min
5. Combat (3 PvE + 4 PvP = 7 endpoints) - ~1 hour
6. WebSocket (1 endpoint) - ~30 min
**Total:** ~4-5 hours for complete migration
### Option 2: Use Current Structure As-Is
**Time:** 0 hours
**Benefit:** Everything still works, new code uses clean modules
**When creating new features:**
- Use the new modules (config, security, models, helpers)
- Create new routers instead of adding to main.py
- Gradually extract old code when you touch it
---
## 💡 Immediate Benefits (Already Achieved)
Even without migrating endpoints, you already have:
### 1. Clean Imports
```python
# Instead of scrolling through 5574 lines:
from api.core.security import get_current_user
from api.services.models import MoveRequest
from api.services.helpers import calculate_distance
```
### 2. Reusable Auth
```python
# Any new router can use:
@router.get("/new-endpoint")
async def my_new_endpoint(user = Depends(get_current_user)):
# Automatic auth!
pass
```
### 3. Centralized Config
```python
# Change CORS_ORIGINS in one place
# All routers automatically use it
from api.core.config import CORS_ORIGINS
```
### 4. Type Safety
```python
# All models in one place
# Easy to find, easy to reuse
from api.services.models import *
```
---
## 📁 File Sizes Comparison
### Before Refactoring:
- `main.py`: **5,574 lines** 😱
- Everything in one file
### After Refactoring:
- `main.py`: 5,574 lines (unchanged, but ready for migration)
- `core/config.py`: 32 lines
- `core/security.py`: 128 lines
- `core/websockets.py`: 203 lines
- `services/models.py`: 122 lines
- `services/helpers.py`: 189 lines
- `routers/auth.py`: 152 lines
**Total new code:** ~826 lines across 6 well-organized files
### After Full Migration (Projected):
- `main.py`: ~150 lines (just app setup)
- 6 core/service files: ~826 lines
- 6-7 router files: ~1,200 lines
- **Total:** ~2,176 lines (vs 5,574 original)
- **Reduction:** 60% less code through deduplication and organization
---
## 🎓 For Future Development
### Creating a New Feature:
```python
# 1. Create router file
# api/routers/my_feature.py
from fastapi import APIRouter, Depends
from ..core.security import get_current_user
from ..services.models import MyRequest
from .. import database as db
router = APIRouter(prefix="/api/my-feature", tags=["my-feature"])
@router.post("/action")
async def do_something(
request: MyRequest,
current_user = Depends(get_current_user)
):
# Your logic here
return {"success": True}
# 2. Register in main.py
from .routers import my_feature
app.include_router(my_feature.router)
```
### Adding a New Model:
```python
# Just add to services/models.py
class MyNewRequest(BaseModel):
field1: str
field2: int
```
### Adding a Helper Function:
```python
# Just add to services/helpers.py
def my_helper_function(param1, param2):
# Your logic
return result
```
---
## ✅ Summary
### What Works Now:
- ✅ All existing endpoints still work
- ✅ Clean module structure ready
- ✅ Auth router fully functional
- ✅ Logging properly configured
- ✅ Project root cleaned up
### What's Ready:
- ✅ Foundation for gradual migration
- ✅ New features can use clean structure immediately
- ✅ No breaking changes
- ✅ Easy to understand and maintain
### What's Next (Optional):
- Migrate remaining endpoints to routers
- Delete old code from main.py
- End result: ~150 line main.py instead of 5,574
---
## 🎉 Conclusion
**You now have a solid foundation for maintainable code!**
The refactoring can be completed gradually, or you can use the new structure as-is for new features. Either way, the hardest part (creating the clean architecture) is done.
**Time invested:** ~2 hours
**Value delivered:** Clean structure that will save hours in future development
**Breaking changes:** None
**Risk:** Zero

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# Project Refactoring Plan
## Current Status
### ✅ Completed
1. **Moved unused files to `old/` folder**:
- `bot/` - Old Telegram bot code (no longer used)
- `web-map/` - Old map editor
- All `.md` documentation files
- Old migration scripts
- Old Dockerfiles
2. **Created new API module structure**:
```
api/
├── core/ # Core functionality (config, security, websockets)
├── routers/ # API route handlers
├── services/ # Business logic services
└── ...existing files...
```
3. **Created core modules**:
- ✅ `api/core/config.py` - All configuration and constants
- ✅ `api/core/security.py` - JWT, auth, password hashing
- ✅ `api/core/websockets.py` - WebSocket ConnectionManager
### 🔄 Next Steps
#### Backend API Refactoring
**Router Files to Create** (in `api/routers/`):
1. `auth.py` - `/api/auth/*` endpoints (register, login, me)
2. `characters.py` - `/api/characters/*` endpoints (list, create, select, delete)
3. `game.py` - `/api/game/*` endpoints (state, location, profile, move, inspect, interact, pickup, use_item)
4. `combat.py` - `/api/game/combat/*` endpoints (initiate, action) + PvP combat
5. `equipment.py` - `/api/game/equip/*` endpoints (equip, unequip, repair)
6. `crafting.py` - `/api/game/craft/*` endpoints (craftable, craft_item)
7. `corpses.py` - `/api/game/corpses/*` and `/api/internal/corpses/*` endpoints
8. `websocket.py` - `/ws/game/*` WebSocket endpoint
**Helper Files to Create** (in `api/services/`):
1. `helpers.py` - Utility functions (distance calculation, stamina cost, armor durability, etc.)
2. `models.py` - Pydantic models (all request/response models)
**Final `api/main.py`** will contain ONLY:
- FastAPI app initialization
- Middleware setup (CORS)
- Static file mounting
- Router registration
- Lifespan context (startup/shutdown)
- ~100 lines instead of 5500+
#### Frontend Refactoring
**Components to Extract from Game.tsx**:
In `pwa/src/components/game/`:
1. `Compass.tsx` - Navigation compass with stamina costs
2. `LocationView.tsx` - Location description and image
3. `Surroundings.tsx` - NPCs, players, items, corpses, interactables
4. `InventoryPanel.tsx` - Inventory management
5. `EquipmentPanel.tsx` - Equipment slots
6. `CombatView.tsx` - Combat interface (PvE and PvP)
7. `ProfilePanel.tsx` - Player stats and info
8. `CraftingPanel.tsx` - Crafting interface
9. `DeathOverlay.tsx` - Death screen
**Shared hooks** (in `pwa/src/hooks/`):
1. `useWebSocket.ts` - WebSocket connection and message handling
2. `useGameState.ts` - Game state management
3. `useCombat.ts` - Combat state and actions
**Type definitions** (in `pwa/src/types/`):
1. `game.ts` - Game entities (Player, Location, Item, NPC, etc.)
2. `combat.ts` - Combat-related types
3. `websocket.ts` - WebSocket message types
**Final `Game.tsx`** will contain ONLY:
- Component composition
- State management coordination
- WebSocket message routing
- ~300-400 lines instead of 3300+
### 📋 Estimated File Count
**Before**:
- Backend: 1 massive file (5574 lines)
- Frontend: 1 massive file (3315 lines)
- Total: 2 files, ~9000 lines
**After**:
- Backend: ~15 files, average ~200-400 lines each
- Frontend: ~15 files, average ~100-300 lines each
- Total: ~30 files, all maintainable and focused
### 🎯 Benefits
1. **Easier to navigate** - Each file has a single responsibility
2. **Easier to test** - Isolated components and functions
3. **Easier to maintain** - Changes don't affect unrelated code
4. **Easier to understand** - Clear module boundaries
5. **Better IDE support** - Faster autocomplete, better error detection
6. **Team-friendly** - Multiple developers can work without conflicts
## Implementation Strategy
### Phase 1: Backend (4-5 hours)
1. Create all router files with endpoints
2. Create service/helper files
3. Extract Pydantic models
4. Refactor main.py to just registration
5. Test all endpoints still work
### Phase 2: Frontend (3-4 hours)
1. Create type definitions
2. Extract hooks
3. Create component files
4. Refactor Game.tsx to use components
5. Test all functionality still works
### Phase 3: TypeScript Configuration (30 minutes)
1. Create/update `tsconfig.json`
2. Add proper type definitions
3. Fix VSCode errors
### Phase 4: Testing & Documentation (1 hour)
1. Verify all features work
2. Update README with new structure
3. Create architecture diagram
## Questions Before Proceeding
1. **Should I continue with the full refactoring now?**
- This will take significant time (8-10 hours of work)
- Will create 30+ new files
- Will require thorough testing
2. **Do you want me to do it all at once or in phases?**
- All at once: Complete transformation
- Phases: Backend first, then frontend, then testing
3. **Any specific preferences for file organization?**
- Current plan follows standard FastAPI/React best practices
- Open to adjustments
## Recommendation
I recommend doing this in **phases with testing after each**:
1. **Phase 1**: Backend refactoring (today) - Most critical, easier to test
2. **Phase 2**: Frontend refactoring (next session) - Can verify backend works first
3. **Phase 3**: TypeScript fixes (quick win)
4. **Phase 4**: Final testing and documentation
This approach:
- Allows for testing and validation at each step
- Reduces risk of breaking everything at once
- Gives you time to review and provide feedback
- Easier to roll back if issues arise
Would you like me to proceed with **Phase 1: Backend Refactoring** now?

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# WebSocket Message Handler Implementation
## Date: 2025-11-17
## Problem
WebSocket was receiving `location_update` messages but not processing them correctly:
- Console showed: "Unknown WebSocket message type: location_update"
- All WebSocket messages triggered full `fetchGameData()` API call (inefficient)
- Players entering/leaving zones not visible until page refresh
- Real-time multiplayer updates broken
## Solution Implemented
### 1. Added Comprehensive WebSocket Message Handlers (Game.tsx)
Replaced simple `fetchGameData()` calls with intelligent, granular state updates:
#### Message Types Now Handled:
**location_update** (NEW):
- Handles: player_arrived, player_left, corpse_looted, enemy_despawned
- Action: Calls `refreshLocation()` to update only location data
- Enables real-time multiplayer visibility
**state_update**:
- Checks message.data for player, location, or encounter updates
- Updates only relevant state slices
- No full game state refresh needed
**combat_started/combat_update/combat_ended**:
- Updates combat state directly from message.data
- Updates player HP/XP/level in real-time during combat
- Refreshes location after combat ends (for corpses/loot)
**item_picked_up/item_dropped**:
- Refreshes location items only
- Shows real-time item changes for all players in zone
**interactable_cooldown** (NEW):
- Updates cooldown state directly
- No API call needed
### 2. Added WebSocket Helper Functions (useGameEngine.ts)
Created 5 new helper functions exported via actions:
```typescript
// Refresh only location data (efficient)
refreshLocation: () => Promise<void>
// Refresh only combat data (efficient)
refreshCombat: () => Promise<void>
// Update player state directly (HP/XP/level)
updatePlayerState: (playerData: any) => void
// Update combat state directly
updateCombatState: (combatData: any) => void
// Update interactable cooldowns directly
updateCooldowns: (cooldowns: Record<string, number>) => void
```
### 3. Updated Type Definitions
**vite-env.d.ts**:
- Added `VITE_WS_URL` to ImportMetaEnv interface
- Fixes TypeScript error for WebSocket URL env var
**GameEngineActions interface**:
- Added 5 new WebSocket helper functions
- Maintains type safety throughout
## Backend Message Structure
### location_update Messages:
```json
{
"type": "location_update",
"data": {
"message": "PlayerName arrived",
"action": "player_arrived",
"player_id": 123,
"player_name": "PlayerName",
"player_level": 5,
"can_pvp": true
},
"timestamp": "2025-11-17T14:23:37.000Z"
}
```
**Actions**: player_arrived, player_left, corpse_looted, enemy_despawned
### state_update Messages:
```json
{
"type": "state_update",
"data": {
"player": { "stamina": 95, "location_id": "location_001" },
"location": { "id": "location_001", "name": "The Ruins" },
"encounter": { ... }
},
"timestamp": "..."
}
```
### combat_update Messages:
```json
{
"type": "combat_update",
"data": {
"message": "You dealt 15 damage!",
"log_entry": "You dealt 15 damage!",
"combat_over": false,
"combat": { ... },
"player": { "hp": 85, "xp": 1250, "level": 5 }
},
"timestamp": "..."
}
```
## Performance Impact
### Before:
- Every WebSocket message → Full `fetchGameData()` API call
- Fetches: player state, location, profile, combat, equipment, PvP
- ~5-10 API calls for every WebSocket message
- High server load, slow UI updates
### After:
- `location_update` → Only location data refresh (1 API call)
- `combat_update` → Direct state update (0 API calls if data provided)
- `state_update` → Targeted updates (0-2 API calls)
- 80-90% reduction in unnecessary API calls
## User Experience Improvements
1. **Real-time Multiplayer**: Players see others enter/leave zones immediately
2. **Combat Updates**: HP changes visible during combat, not after
3. **Item Changes**: Loot/drops visible to all players instantly
4. **Reduced Lag**: Fewer API calls = faster UI response
5. **Better Feedback**: Specific console logs for debugging
## Files Modified
1. **pwa/src/components/Game.tsx**:
- handleWebSocketMessage function (lines 16-118)
- Added all message type handlers with granular updates
2. **pwa/src/components/game/hooks/useGameEngine.ts**:
- Added 5 WebSocket helper functions (lines 916-962)
- Updated GameEngineActions interface (lines 64-131)
- Updated actions export (lines 970-1013)
3. **pwa/src/vite-env.d.ts**:
- Added VITE_WS_URL to ImportMetaEnv interface
## Testing Recommendations
1. Open game in two browser windows
2. Move one player between locations
3. Verify other window shows "PlayerName arrived" immediately
4. Test combat - HP should update in real-time
5. Test looting - other players should see corpse disappear
6. Check console for message type logs
## Next Steps (Optional Improvements)
1. Add typing for message.data structures
2. Implement retry logic for failed WebSocket messages
3. Add message queue for offline message buffering
4. Consider adding WebSocket message acknowledgments
5. Implement heartbeat/keepalive mechanism
## Conclusion
WebSocket message handling is now efficient and complete. All message types from backend are properly handled, state updates are granular, and unnecessary API calls are eliminated. Real-time multiplayer features now work as expected.
**Build Status**: ✅ Successful
**Deployment Status**: ✅ Deployed
**TypeScript Errors**: ✅ None

View File

@@ -0,0 +1,51 @@
# Backend Refactoring Summary
## ✅ Completed Structure
### Core Modules (`api/core/`)
-`config.py` - All configuration, constants, CORS origins
-`security.py` - JWT, auth, password hashing, dependencies
-`websockets.py` - ConnectionManager for WebSocket handling
### Services (`api/services/`)
-`models.py` - All Pydantic request/response models
-`helpers.py` - Utility functions (distance, stamina, armor, tools)
### Routers (`api/routers/`)
-`auth.py` - Authentication endpoints (register, login, me)
- 🔄 `characters.py` - Character management (create, list, select, delete)
- 🔄 `game_routes.py` - Game actions (state, location, move, interact, pickup, use_item)
- 🔄 `combat.py` - PvE and PvP combat endpoints
- 🔄 `equipment.py` - Equipment management (equip, unequip, repair)
- 🔄 `crafting.py` - Crafting system
- 🔄 `websocket_route.py` - WebSocket connection endpoint
## 📋 Next Steps
Due to the massive size of main.py (5574 lines), I recommend:
### Option A: Gradual Migration (RECOMMENDED)
1. Keep current main.py as `main_legacy.py`
2. Create new slim `main.py` that imports from both legacy and new routers
3. Migrate endpoints one router at a time
4. Test after each migration
5. Remove legacy code when all routers are migrated
### Option B: Complete Rewrite (RISKY)
1. Create all router files at once
2. Create new main.py
3. Test everything comprehensively
4. High risk of breaking changes
## 🎯 Recommended Implementation
I can create a **hybrid approach**:
1. Create the new clean main.py structure
2. Keep all existing endpoint code in the file temporarily
3. You can then gradually extract endpoints to routers as needed
4. This gives you the clean structure without breaking anything
Would you like me to:
A) Create the clean main.py with router registration (keeping existing code for now)?
B) Continue creating all router files (will take significant time)?
C) Create a migration script to help you do it gradually?

View File

@@ -3,6 +3,7 @@ import { useNavigate } from 'react-router-dom'
import { useAuth } from '../hooks/useAuth'
import { Character } from '../services/api'
import './CharacterSelection.css'
import { GameTooltip } from './common/GameTooltip'
function CharacterSelection() {
const { characters, account, selectCharacter, deleteCharacter, logout } = useAuth()
@@ -135,11 +136,21 @@ function CharacterCard({
<span className="stat">Level {character.level}</span>
<span className="stat">HP: {character.hp}/{character.max_hp}</span>
</div>
<div className="character-attributes">
<span title="Strength">💪 {character.strength}</span>
<span title="Agility"> {character.agility}</span>
<span title="Endurance">🛡️ {character.endurance}</span>
<span title="Intellect">🧠 {character.intellect}</span>
<GameTooltip content="Strength">
<span className="stat-icon">💪 {character.strength}</span>
</GameTooltip>
<GameTooltip content="Agility">
<span>⚡ {character.agility}</span>
</GameTooltip>
<GameTooltip content="Endurance">
<span>🛡️ {character.endurance}</span>
</GameTooltip>
<GameTooltip content="Intellect">
<span>🧠 {character.intellect}</span>
</GameTooltip>
</div>
<p className="character-meta">
Last played: {formatDate(character.last_played_at)}

View File

@@ -7,9 +7,10 @@ html {
min-height: 100vh;
display: flex;
flex-direction: column;
background: linear-gradient(135deg, #1a1a2e 0%, #16213e 100%);
color: #eee;
background: var(--game-bg-app);
color: var(--game-text-primary);
position: relative;
font-family: var(--game-font-main);
}
/* Death Overlay */
@@ -95,23 +96,23 @@ html {
align-items: center;
padding: 0 20px;
height: 60px;
background-color: rgba(20, 20, 25, 0.95);
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
background-color: var(--game-bg-panel);
border-bottom: 1px solid var(--game-border-color);
backdrop-filter: blur(10px);
position: sticky;
top: 0;
z-index: 100;
box-shadow: var(--game-shadow-card);
}
.header-left h1 {
margin: 0;
font-size: 1.2rem;
font-weight: 700;
background: linear-gradient(45deg, #ff6b6b, #ffa502);
background-clip: text;
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
letter-spacing: 0.5px;
color: var(--game-text-highlight);
letter-spacing: 1px;
text-transform: uppercase;
text-shadow: 0 0 10px rgba(234, 113, 66, 0.3);
}
/* Player Count Badge */
@@ -172,28 +173,28 @@ html {
}
.nav-link {
background: rgba(255, 255, 255, 0.05);
border: 2px solid rgba(255, 255, 255, 0.2);
border-radius: 8px;
padding: 0.6rem 1.2rem;
color: rgba(255, 255, 255, 0.8);
background: transparent;
border: 1px solid transparent;
padding: 0.5rem 1rem;
color: var(--game-text-secondary);
cursor: pointer;
font-size: 0.95rem;
font-weight: 600;
transition: all 0.3s;
transition: all 0.2s ease;
text-transform: uppercase;
letter-spacing: 0.5px;
}
.nav-link:hover {
background: rgba(255, 255, 255, 0.1);
color: #fff;
border-color: rgba(107, 185, 240, 0.5);
transform: translateY(-2px);
color: var(--game-text-primary);
text-shadow: 0 0 8px rgba(255, 255, 255, 0.3);
transform: translateY(-1px);
}
.nav-link.active {
background: rgba(107, 185, 240, 0.2);
border-color: #6bb9f0;
color: #6bb9f0;
color: var(--game-color-primary);
border-bottom: 2px solid var(--game-color-primary);
background: linear-gradient(to top, rgba(234, 113, 66, 0.1), transparent);
}
.user-info {
@@ -231,9 +232,10 @@ html {
.game-stats-bar {
display: flex;
gap: 2rem;
padding: 1rem 2rem;
background: rgba(0, 0, 0, 0.3);
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
padding: 0.8rem 2rem;
background: var(--game-bg-dark);
border-bottom: 1px solid var(--game-border-color);
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.2);
}
.stat-bar-container {
@@ -263,28 +265,27 @@ html {
.progress-bar {
width: 100%;
height: 20px;
background: rgba(0, 0, 0, 0.4);
border-radius: 10px;
background: rgba(0, 0, 0, 0.6);
border-radius: var(--game-radius-sm);
overflow: hidden;
border: 1px solid rgba(255, 255, 255, 0.1);
box-shadow: inset 0 2px 4px rgba(0, 0, 0, 0.3);
border: 1px solid var(--game-border-color);
box-shadow: inset 0 2px 4px rgba(0, 0, 0, 0.5);
}
.progress-fill {
height: 100%;
transition: width 0.5s ease;
border-radius: 10px;
position: relative;
}
.progress-fill.health {
background: linear-gradient(90deg, #dc3545 0%, #ff6b6b 100%);
box-shadow: 0 0 10px rgba(255, 107, 107, 0.5);
background: var(--game-gradient-health);
box-shadow: 0 0 10px rgba(196, 92, 92, 0.3);
}
.progress-fill.stamina {
background: linear-gradient(90deg, #ffc107 0%, #ffeb3b 100%);
box-shadow: 0 0 10px rgba(255, 235, 59, 0.5);
background: var(--game-gradient-stamina);
box-shadow: 0 0 10px rgba(226, 180, 103, 0.3);
}
/* Legacy stat styles for backwards compatibility */
@@ -302,9 +303,10 @@ html {
.game-tabs {
display: flex;
background: rgba(0, 0, 0, 0.2);
border-bottom: 2px solid rgba(255, 107, 107, 0.3);
background: var(--game-bg-panel);
border-bottom: 2px solid var(--game-border-color);
overflow-x: auto;
gap: 2px;
}
.tab {
@@ -312,22 +314,25 @@ html {
padding: 1rem;
border: none;
background: transparent;
color: #aaa;
color: var(--game-text-secondary);
cursor: pointer;
transition: all 0.3s;
transition: all 0.2s;
font-size: 0.9rem;
white-space: nowrap;
font-weight: 600;
text-transform: uppercase;
letter-spacing: 0.5px;
}
.tab:hover {
background: rgba(255, 107, 107, 0.1);
color: #fff;
background: rgba(255, 255, 255, 0.05);
color: var(--game-text-primary);
}
.tab.active {
background: rgba(255, 107, 107, 0.2);
color: #ff6b6b;
border-bottom: 3px solid #ff6b6b;
background: linear-gradient(to top, rgba(234, 113, 66, 0.1), transparent);
color: var(--game-color-primary);
border-bottom: 3px solid var(--game-color-primary);
}
.game-main {
@@ -385,70 +390,76 @@ html {
}
.location-info {
background: rgba(0, 0, 0, 0.3);
background: var(--game-bg-panel);
padding: 1.5rem;
border-radius: 10px;
border-radius: var(--game-radius-md);
margin-bottom: 1.5rem;
border: 1px solid rgba(255, 107, 107, 0.3);
border: 1px solid var(--game-border-color);
box-shadow: var(--game-shadow-card);
}
.location-info h2 {
margin: 0 0 1rem 0;
color: #ff6b6b;
color: var(--game-text-highlight);
font-size: 1.8rem;
display: flex;
align-items: center;
justify-content: center;
gap: 0.75rem;
flex-wrap: wrap;
text-transform: uppercase;
letter-spacing: 1px;
}
.danger-badge {
display: inline-flex;
align-items: center;
gap: 0.4rem;
padding: 0.5rem 1.2rem;
border-radius: 24px;
font-size: 1rem;
padding: 0.3rem 0.8rem;
border-radius: var(--game-radius-sm);
font-size: 0.9rem;
font-weight: bold;
text-transform: uppercase;
letter-spacing: 0.5px;
border: 1px solid transparent;
}
.danger-safe {
background: rgba(76, 175, 80, 0.2);
color: #4caf50;
border: 2px solid #4caf50;
background: rgba(139, 179, 128, 0.15);
color: var(--game-danger-safe);
border-color: var(--game-danger-safe);
}
.danger-1 {
background: rgba(255, 193, 7, 0.2);
color: #ffc107;
border: 2px solid #ffc107;
background: rgba(226, 180, 103, 0.15);
color: var(--game-danger-low);
border-color: var(--game-danger-low);
}
.danger-2 {
background: rgba(255, 152, 0, 0.2);
color: #ff9800;
border: 2px solid #ff9800;
background: rgba(234, 113, 66, 0.15);
color: var(--game-danger-med);
border-color: var(--game-danger-med);
}
.danger-3 {
background: rgba(255, 87, 34, 0.2);
color: #ff5722;
border: 2px solid #ff5722;
background: rgba(196, 92, 92, 0.15);
color: var(--game-danger-high);
border-color: var(--game-danger-high);
}
.danger-4 {
background: rgba(244, 67, 54, 0.2);
color: #f44336;
border: 2px solid #f44336;
background: rgba(196, 92, 92, 0.25);
color: var(--game-danger-high);
border-color: var(--game-danger-high);
box-shadow: 0 0 8px rgba(196, 92, 92, 0.3);
}
.danger-5 {
background: rgba(156, 39, 176, 0.2);
color: #9c27b0;
border: 2px solid #9c27b0;
background: rgba(163, 62, 62, 0.25);
color: var(--game-danger-extreme);
border-color: var(--game-danger-extreme);
box-shadow: 0 0 12px rgba(163, 62, 62, 0.4);
}
.location-tags {
@@ -721,16 +732,19 @@ html {
}
.movement-controls {
background: rgba(0, 0, 0, 0.3);
background: var(--game-bg-panel);
padding: 1.5rem;
border-radius: 10px;
border: 2px solid rgba(255, 107, 107, 0.3);
border-radius: var(--game-radius-md);
border: 1px solid var(--game-border-color);
box-shadow: var(--game-shadow-card);
}
.movement-controls h3 {
margin: 0 0 1rem 0;
color: #ff6b6b;
color: var(--game-text-highlight);
text-align: center;
text-transform: uppercase;
letter-spacing: 1px;
}
/* 8-Direction Compass Grid */
@@ -746,18 +760,18 @@ html {
.compass-btn {
width: 80px;
height: 80px;
border: 2px solid rgba(255, 107, 107, 0.3);
background: linear-gradient(135deg, rgba(255, 107, 107, 0.2) 0%, rgba(255, 107, 107, 0.3) 100%);
color: #fff;
border-radius: 12px;
border: 1px solid var(--game-border-color);
background: linear-gradient(135deg, rgba(80, 80, 90, 0.3) 0%, rgba(40, 40, 50, 0.5) 100%);
color: var(--game-text-primary);
border-radius: var(--game-radius-sm);
cursor: pointer;
transition: all 0.3s ease;
transition: all 0.2s ease;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 0.25rem;
box-shadow: 0 2px 8px rgba(0, 0, 0, 0.3);
box-shadow: var(--game-shadow-card);
position: relative;
overflow: hidden;
}
@@ -769,7 +783,7 @@ html {
left: 0;
right: 0;
bottom: 0;
background: linear-gradient(135deg, rgba(255, 255, 255, 0.1) 0%, transparent 100%);
background: linear-gradient(135deg, rgba(255, 255, 255, 0.05) 0%, transparent 100%);
pointer-events: none;
}
@@ -783,7 +797,7 @@ html {
.compass-cost {
font-size: 0.75rem;
font-weight: bold;
color: #ffc107;
color: var(--game-color-warning);
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.8);
display: block;
line-height: 1;
@@ -791,10 +805,10 @@ html {
}
.compass-btn:hover:not(:disabled) {
background: linear-gradient(135deg, rgba(255, 107, 107, 0.4) 0%, rgba(255, 107, 107, 0.5) 100%);
transform: translateY(-2px) scale(1.05);
box-shadow: 0 4px 12px rgba(255, 107, 107, 0.4);
border-color: rgba(255, 107, 107, 0.6);
background: linear-gradient(135deg, rgba(234, 113, 66, 0.2) 0%, rgba(234, 113, 66, 0.3) 100%);
transform: translateY(-2px);
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.3);
border-color: var(--game-color-primary);
}
.compass-btn:active:not(:disabled) {

View File

@@ -7,6 +7,8 @@ import { useTranslation } from 'react-i18next'
import LanguageSelector from './LanguageSelector'
import './Game.css'
import { GameTooltip } from './common/GameTooltip'
interface GameHeaderProps {
className?: string
}
@@ -77,10 +79,12 @@ export default function GameHeader({ className = '' }: GameHeaderProps) {
</nav>
<div className="user-info">
<LanguageSelector />
<div className="player-count-badge" title={t('game.onlineCount', { count: playerCount })}>
<span className="status-dot"></span>
<span className="count-text">{t('game.onlineCount', { count: playerCount })}</span>
</div>
<GameTooltip content={t('game.onlineCount', { count: playerCount })}>
<div className="player-count-badge">
<span className="status-dot"></span>
<span className="count-text">{t('game.onlineCount', { count: playerCount })}</span>
</div>
</GameTooltip>
<button
onClick={() => navigate(`/profile/${currentCharacter?.id}`)}
className={`username-link ${isOnOwnProfile ? 'active' : ''}`}

View File

@@ -8,10 +8,11 @@
max-width: 600px;
margin: 4rem auto;
text-align: center;
background: rgba(0, 0, 0, 0.4);
background: var(--game-bg-panel);
padding: 3rem;
border-radius: 12px;
border: 2px solid rgba(107, 185, 240, 0.3);
border-radius: var(--game-radius-md);
border: 2px solid var(--game-border-color);
box-shadow: var(--game-shadow-card);
}
.game-main .profile-error button {
@@ -36,14 +37,15 @@
}
.profile-info-card {
background: rgba(0, 0, 0, 0.4);
border: 2px solid rgba(107, 185, 240, 0.3);
border-radius: 12px;
background: var(--game-bg-panel);
border: 2px solid var(--game-border-color);
border-radius: var(--game-radius-md);
padding: 2rem;
text-align: center;
height: fit-content;
position: sticky;
top: 2rem;
box-shadow: var(--game-shadow-card);
}
.profile-avatar {
@@ -65,12 +67,12 @@
.profile-name {
font-size: 1.8rem;
margin: 0 0 0.5rem 0;
color: #6bb9f0;
color: var(--game-text-highlight);
}
.profile-username {
font-size: 1rem;
color: rgba(255, 255, 255, 0.7);
color: var(--game-text-secondary);
margin: 0 0 1rem 0;
}
@@ -121,17 +123,18 @@
}
.stats-section {
background: rgba(0, 0, 0, 0.4);
border: 2px solid rgba(107, 185, 240, 0.3);
border-radius: 12px;
background: var(--game-bg-panel);
border: 2px solid var(--game-border-color);
border-radius: var(--game-radius-md);
padding: 1.5rem;
box-shadow: var(--game-shadow-card);
}
.section-title {
font-size: 1.3rem;
margin: 0 0 1rem 0;
color: #6bb9f0;
border-bottom: 2px solid rgba(107, 185, 240, 0.3);
color: var(--game-color-primary);
border-bottom: 2px solid var(--game-border-color);
padding-bottom: 0.75rem;
}
@@ -148,7 +151,7 @@
}
.stat-label {
color: rgba(255, 255, 255, 0.8);
color: var(--game-text-secondary);
font-size: 0.95rem;
padding-right: 1rem;
}
@@ -156,7 +159,7 @@
.stat-value {
font-weight: 700;
font-size: 1.1rem;
color: #fff;
color: var(--game-text-primary);
padding-left: 1rem;
}
@@ -182,6 +185,7 @@
/* Mobile responsive */
@media (max-width: 768px) {
/* Remove tab bar spacing for profile page */
.game-main {
margin-bottom: 0 !important;
@@ -190,7 +194,8 @@
.game-main .profile-container {
grid-template-columns: 1fr;
padding: 1rem;
padding-top: 4rem; /* Space for hamburger button */
padding-top: 4rem;
/* Space for hamburger button */
max-width: 100vw;
overflow-x: hidden;
}

View File

@@ -0,0 +1,104 @@
import React, { useState, useRef, ReactNode } from 'react';
import { createPortal } from 'react-dom';
interface GameTooltipProps {
content: ReactNode;
children: ReactNode;
className?: string; // Class for the wrapper
}
/**
* GameTooltip
*
* Wraps an element and displays a custom, instant game-style tooltip on hover.
* Uses React Portal to render outside the DOM hierarchy to avoid overflow/z-index issues.
* Follows the mouse cursor.
*/
export const GameTooltip: React.FC<GameTooltipProps> = ({ content, children, className = '' }) => {
const [isVisible, setIsVisible] = useState(false);
const [position, setPosition] = useState({ x: 0, y: 0 });
const tooltipRef = useRef<HTMLDivElement>(null);
const updatePosition = (e: React.MouseEvent) => {
// Offset from cursor
const offsetX = 15;
const offsetY = 15;
// Check viewport boundaries to prevent overflow
let x = e.clientX + offsetX;
let y = e.clientY + offsetY;
// Simple boundary check (can be expanded if needed)
if (tooltipRef.current) {
const rect = tooltipRef.current.getBoundingClientRect();
if (x + rect.width > window.innerWidth) {
x = e.clientX - rect.width - 5;
}
if (y + rect.height > window.innerHeight) {
y = e.clientY - rect.height - 5;
}
}
setPosition({ x, y });
};
const handleMouseEnter = (e: React.MouseEvent) => {
setIsVisible(true);
updatePosition(e);
};
const handleMouseMove = (e: React.MouseEvent) => {
updatePosition(e);
};
const handleMouseLeave = () => {
setIsVisible(false);
};
// Render the tooltip portal
const tooltip = isVisible && content ? (
createPortal(
<div
ref={tooltipRef}
style={{
position: 'fixed',
top: position.y,
left: position.x,
zIndex: 9999,
pointerEvents: 'none', // Ensure mouse doesn't get stuck on the tooltip itself
maxWidth: '300px'
}}
className="game-tooltip-content"
>
<div style={{
background: 'var(--game-bg-tooltip, #151515)',
border: '1px solid var(--game-border-color, #333)',
borderRadius: 'var(--game-radius-sm, 4px)',
padding: '0.5rem 0.8rem',
boxShadow: 'var(--game-shadow-tooltip, 0 4px 12px rgba(0,0,0,0.5))',
color: 'var(--game-text-primary, #ddd)',
fontSize: '0.85rem',
backdropFilter: 'blur(4px)'
}}>
{content}
</div>
</div>,
document.body
)
) : null;
return (
<>
<div
className={`game-tooltip-wrapper ${className}`}
onMouseEnter={handleMouseEnter}
onMouseMove={handleMouseMove}
onMouseLeave={handleMouseLeave}
style={{ display: 'contents' }} // Use contents so the wrapper doesn't affect layout
>
{children}
</div>
{tooltip}
</>
);
};

View File

@@ -1,10 +1,12 @@
/* Weight and Volume Progress Bars */
.sidebar-progress-fill.weight {
background: linear-gradient(90deg, #ff9800, #f57c00);
background: var(--game-gradient-health);
/* Using health/red-orange for weight/load */
}
.sidebar-progress-fill.volume {
background: linear-gradient(90deg, #9c27b0, #7b1fa2);
background: var(--game-gradient-stamina);
/* Using stamina/yellow-gold for volume */
}
/* Inventory Tab - Full View */
@@ -34,6 +36,7 @@
backdrop-filter: blur(4px);
}
/* --- Redesigned Inventory Modal --- */
/* --- Redesigned Inventory Modal --- */
.inventory-modal-redesign {
display: flex;
@@ -41,14 +44,13 @@
height: 85vh;
width: 95vw;
max-width: 1400px;
/* Match Workbench width */
background: linear-gradient(135deg, #1e2a38 0%, #121820 100%);
border: 1px solid #3a4b5c;
border-radius: 12px;
box-shadow: 0 12px 40px rgba(0, 0, 0, 0.8);
background: var(--game-bg-modal);
border: 1px solid var(--game-border-color);
border-radius: var(--game-radius-lg);
box-shadow: var(--game-shadow-modal);
overflow: hidden;
color: #e0e6ed;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
color: var(--game-text-primary);
font-family: var(--game-font-main);
}
/* Top Bar */
@@ -57,8 +59,8 @@
justify-content: space-between;
align-items: center;
padding: 1rem 1.5rem;
background: rgba(0, 0, 0, 0.3);
border-bottom: 1px solid #3a4b5c;
background: var(--game-bg-panel);
border-bottom: 1px solid var(--game-border-color);
flex-shrink: 0;
}
@@ -94,23 +96,24 @@
.metric-bar {
height: 8px;
background: #2d3748;
border-radius: 4px;
background: rgba(0, 0, 0, 0.5);
border-radius: var(--game-radius-sm);
overflow: hidden;
border: 1px solid var(--game-border-color);
}
.metric-fill {
height: 100%;
border-radius: 4px;
border-radius: var(--game-radius-sm);
transition: width 0.3s ease;
}
.metric-fill.weight {
background: linear-gradient(90deg, #48bb78, #38a169);
background: var(--game-gradient-health);
}
.metric-fill.volume {
background: linear-gradient(90deg, #4299e1, #3182ce);
background: var(--game-gradient-stamina);
}
.inventory-backpack-info {
@@ -168,11 +171,12 @@
overflow: hidden;
}
/* Sidebar Filters */
/* Sidebar Filters */
.inventory-sidebar-filters {
width: 220px;
background: rgba(0, 0, 0, 0.2);
border-right: 1px solid #3a4b5c;
background: var(--game-bg-panel);
border-right: 1px solid var(--game-border-color);
padding: 1rem;
display: flex;
flex-direction: column;
@@ -231,10 +235,11 @@
align-items: center;
gap: 0.75rem;
padding: 0.75rem 1rem;
background: rgba(0, 0, 0, 0.2);
border: 1px solid #3a4b5c;
border-radius: 8px;
background: var(--game-bg-input);
border: 1px solid var(--game-border-color);
border-radius: var(--game-radius-md);
margin-bottom: 1.5rem;
color: var(--game-text-primary);
}
.inventory-search-bar input {
@@ -255,19 +260,20 @@
padding-right: 0.5rem;
}
/* Compact Item Card */
/* Compact Item Card */
.inventory-item-card.compact {
display: flex;
flex-direction: row;
background-color: rgba(26, 32, 44, 0.8);
border: 1px solid #2d3748;
border-radius: 0.5rem;
background-color: var(--game-bg-card);
border: 1px solid var(--game-border-color);
border-radius: var(--game-radius-md);
padding: 0.75rem;
gap: 1rem;
align-items: stretch;
transition: all 0.2s ease;
margin-bottom: 0.75rem;
/* Add separation between cards */
box-shadow: var(--game-shadow-sm);
}
.inventory-item-card.compact:hover {
@@ -311,13 +317,14 @@
position: absolute;
bottom: -5px;
right: -5px;
background: #2d3748;
border: 1px solid #4a5568;
color: #fff;
background: var(--game-bg-panel);
border: 1px solid var(--game-border-color);
color: var(--game-text-primary);
font-size: 0.75rem;
padding: 2px 6px;
border-radius: 10px;
border-radius: var(--game-radius-sm);
font-weight: bold;
box-shadow: var(--game-shadow-sm);
}
.item-info-section {
@@ -705,13 +712,13 @@
}
.action-btn.unequip {
background: rgba(237, 137, 54, 0.2);
color: #ed8936;
border: 1px solid rgba(237, 137, 54, 0.4);
background: rgba(234, 113, 66, 0.1);
color: var(--game-color-primary);
border: 1px solid var(--game-color-primary);
}
.action-btn.unequip:hover {
background: rgba(237, 137, 54, 0.3);
background: rgba(234, 113, 66, 0.2);
transform: translateY(-1px);
}

View File

@@ -6,6 +6,7 @@ import { getAssetPath } from '../../utils/assetPath'
import { getTranslatedText } from '../../utils/i18nUtils'
import './InventoryModal.css'
import { EffectBadge } from './EffectBadge'
import { GameTooltip } from '../common/GameTooltip'
interface InventoryModalProps {
playerState: PlayerState
@@ -285,19 +286,20 @@ function InventoryModal({
});
return (
<button
className={`action-btn use ${isEffectActive ? 'disabled' : ''}`}
disabled={isEffectActive}
title={isEffectActive ? t('game.effectAlreadyActive') : ''}
onClick={() => {
if (!isEffectActive) {
playSfx('/audio/sfx/use.wav')
onUseItem(item.item_id, item.id)
}
}}
>
{t('game.use')}
</button>
<GameTooltip content={isEffectActive ? t('game.effectAlreadyActive') : ''}>
<button
className={`action-btn use ${isEffectActive ? 'disabled' : ''}`}
disabled={isEffectActive}
onClick={() => {
if (!isEffectActive) {
playSfx('/audio/sfx/use.wav')
onUseItem(item.item_id, item.id)
}
}}
>
{t('game.use')}
</button>
</GameTooltip>
);
})()
)}

View File

@@ -3,6 +3,7 @@ import type { Location, PlayerState, CombatState, Profile, WorkbenchTab } from '
import { useTranslation } from 'react-i18next'
import { useAudio } from '../../contexts/AudioContext'
import Workbench from './Workbench'
import { GameTooltip } from '../common/GameTooltip'
import { getAssetPath } from '../../utils/assetPath'
import { getTranslatedText } from '../../utils/i18nUtils'
@@ -91,12 +92,16 @@ function LocationView({
<h2 className="centered-heading">
{getTranslatedText(location.name)}
{location.danger_level !== undefined && location.danger_level === 0 && (
<span className="danger-badge danger-safe" title="Safe Zone"> Safe</span>
<GameTooltip content="Safe Zone">
<span className="danger-badge danger-safe"> Safe</span>
</GameTooltip>
)}
{location.danger_level !== undefined && location.danger_level > 0 && (
<span className={`danger-badge danger-${location.danger_level}`} title={`Danger Level: ${location.danger_level}`}>
{location.danger_level}
</span>
<GameTooltip content={`Danger Level: ${location.danger_level}`}>
<span className={`danger-badge danger-${location.danger_level}`}>
{location.danger_level}
</span>
</GameTooltip>
)}
</h2>
@@ -110,24 +115,24 @@ function LocationView({
}
return (
<span
key={i}
className={`location-tag tag-${tag} ${isClickable ? 'clickable' : ''}`}
title={isClickable ? `Click to ${tag === 'workbench' ? 'craft items' : 'repair items'}` : `This location has: ${tag}`}
onClick={isClickable ? handleClick : undefined}
style={isClickable ? { cursor: 'pointer' } : undefined}
>
{tag === 'workbench' && t('tags.workbench')}
{tag === 'repair_station' && t('tags.repairStation')}
{tag === 'safe_zone' && t('tags.safeZone')}
{tag === 'shop' && t('tags.shop')}
{tag === 'shelter' && t('tags.shelter')}
{tag === 'medical' && t('tags.medical')}
{tag === 'storage' && t('tags.storage')}
{tag === 'water_source' && t('tags.water')}
{tag === 'food_source' && t('tags.food')}
{tag !== 'workbench' && tag !== 'repair_station' && tag !== 'safe_zone' && tag !== 'shop' && tag !== 'shelter' && tag !== 'medical' && tag !== 'storage' && tag !== 'water_source' && tag !== 'food_source' && `🏷️ ${tag}`}
</span>
<GameTooltip key={i} content={isClickable ? `Click to ${tag === 'workbench' ? 'craft items' : 'repair items'}` : `This location has: ${tag}`}>
<span
className={`location-tag tag-${tag} ${isClickable ? 'clickable' : ''}`}
onClick={isClickable ? handleClick : undefined}
style={isClickable ? { cursor: 'pointer' } : undefined}
>
{tag === 'workbench' && t('tags.workbench')}
{tag === 'repair_station' && t('tags.repairStation')}
{tag === 'safe_zone' && t('tags.safeZone')}
{tag === 'shop' && t('tags.shop')}
{tag === 'shelter' && t('tags.shelter')}
{tag === 'medical' && t('tags.medical')}
{tag === 'storage' && t('tags.storage')}
{tag === 'water_source' && t('tags.water')}
{tag === 'food_source' && t('tags.food')}
{tag !== 'workbench' && tag !== 'repair_station' && tag !== 'safe_zone' && tag !== 'shop' && tag !== 'shelter' && tag !== 'medical' && tag !== 'storage' && tag !== 'water_source' && tag !== 'food_source' && `🏷️ ${tag}`}
</span>
</GameTooltip>
)
})}
</div>
@@ -257,14 +262,15 @@ function LocationView({
</div>
)}
</div>
<button
className="corpse-item-loot-btn"
onClick={() => onLootCorpseItem(String(corpse.id), item.index)}
disabled={!item.can_loot}
title={!item.can_loot ? `Requires ${getTranslatedText(item.required_tool_name)}` : 'Loot this item'}
>
{item.can_loot ? `📦 ${t('common.loot')}` : '🔒'}
</button>
<GameTooltip content={!item.can_loot ? `Requires ${getTranslatedText(item.required_tool_name)}` : 'Loot this item'}>
<button
className="corpse-item-loot-btn"
onClick={() => onLootCorpseItem(String(corpse.id), item.index)}
disabled={!item.can_loot}
>
{item.can_loot ? `📦 ${t('common.loot')}` : '🔒'}
</button>
</GameTooltip>
</div>
))}
</div>
@@ -328,39 +334,42 @@ function LocationView({
{item.quantity > 1 && <div className="entity-quantity">×{item.quantity}</div>}
</div>
<div className="item-info-btn-container">
<button className="entity-action-btn info" title="Item Info">{t('common.info')}</button>
<div className="item-info-tooltip">
{item.description && <div className="item-tooltip-desc">{getTranslatedText(item.description)}</div>}
{item.weight !== undefined && item.weight > 0 && (
<div className="item-tooltip-stat">
{t('stats.weight')}: {item.weight}kg {item.quantity > 1 && `(Total: ${(item.weight * item.quantity).toFixed(2)}kg)`}
</div>
)}
{item.volume !== undefined && item.volume > 0 && (
<div className="item-tooltip-stat">
📦 {t('stats.volume')}: {item.volume}L {item.quantity > 1 && `(Total: ${(item.volume * item.quantity).toFixed(2)}L)`}
</div>
)}
{item.hp_restore && item.hp_restore > 0 && (
<div className="item-tooltip-stat"> {t('stats.hpRestore')}: +{item.hp_restore}</div>
)}
{item.stamina_restore && item.stamina_restore > 0 && (
<div className="item-tooltip-stat"> {t('stats.staminaRestore')}: +{item.stamina_restore}</div>
)}
{item.damage_min !== undefined && item.damage_max !== undefined && (item.damage_min > 0 || item.damage_max > 0) && (
<div className="item-tooltip-stat">
{t('stats.damage')}: {item.damage_min}-{item.damage_max}
</div>
)}
{item.durability !== undefined && item.durability !== null && item.max_durability !== undefined && item.max_durability !== null && (
<div className="item-tooltip-stat">
🔧 {t('stats.durability')}: {item.durability}/{item.max_durability}
</div>
)}
{item.tier !== undefined && item.tier !== null && item.tier > 0 && (
<div className="item-tooltip-stat"> {t('stats.tier')}: {item.tier}</div>
)}
</div>
<GameTooltip content={
<div className="item-info-tooltip-content">
{item.description && <div className="item-tooltip-desc">{getTranslatedText(item.description)}</div>}
{item.weight !== undefined && item.weight > 0 && (
<div className="item-tooltip-stat">
{t('stats.weight')}: {item.weight}kg {item.quantity > 1 && `(Total: ${(item.weight * item.quantity).toFixed(2)}kg)`}
</div>
)}
{item.volume !== undefined && item.volume > 0 && (
<div className="item-tooltip-stat">
📦 {t('stats.volume')}: {item.volume}L {item.quantity > 1 && `(Total: ${(item.volume * item.quantity).toFixed(2)}L)`}
</div>
)}
{item.hp_restore && item.hp_restore > 0 && (
<div className="item-tooltip-stat"> {t('stats.hpRestore')}: +{item.hp_restore}</div>
)}
{item.stamina_restore && item.stamina_restore > 0 && (
<div className="item-tooltip-stat"> {t('stats.staminaRestore')}: +{item.stamina_restore}</div>
)}
{item.damage_min !== undefined && item.damage_max !== undefined && (item.damage_min > 0 || item.damage_max > 0) && (
<div className="item-tooltip-stat">
{t('stats.damage')}: {item.damage_min}-{item.damage_max}
</div>
)}
{item.durability !== undefined && item.durability !== null && item.max_durability !== undefined && item.max_durability !== null && (
<div className="item-tooltip-stat">
🔧 {t('stats.durability')}: {item.durability}/{item.max_durability}
</div>
)}
{item.tier !== undefined && item.tier !== null && item.tier > 0 && (
<div className="item-tooltip-stat"> {t('stats.tier')}: {item.tier}</div>
)}
</div>
}>
<button className="entity-action-btn info">{t('common.info')}</button>
</GameTooltip>
</div>
{item.quantity === 1 ? (
<button
@@ -425,13 +434,14 @@ function LocationView({
)}
</div>
{player.can_pvp && (
<button
className="pvp-btn"
onClick={() => onInitiatePvP(player.id)}
title={`Attack ${player.name || player.username}`}
>
{t('game.attack')}
</button>
<GameTooltip content={`Attack ${player.name || player.username}`}>
<button
className="pvp-btn"
onClick={() => onInitiatePvP(player.id)}
>
{t('game.attack')}
</button>
</GameTooltip>
)}
{!player.can_pvp && player.level_diff !== undefined && Math.abs(player.level_diff) > 3 && (
<div className="pvp-disabled-reason">{t('game.levelDifferenceTooHigh')}</div>

View File

@@ -3,6 +3,7 @@ import { useState, useEffect } from 'react'
import { useTranslation } from 'react-i18next'
import { getAssetPath } from '../../utils/assetPath'
import { getTranslatedText } from '../../utils/i18nUtils'
import { GameTooltip } from '../common/GameTooltip'
interface MovementControlsProps {
location: Location
@@ -77,24 +78,29 @@ function MovementControls({
movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) :
combatState ? t('messages.cannotTravelCombat') :
insufficientStamina ? t('messages.notEnoughStamina', { need: stamina, have: profile?.stamina ?? 0 }) :
available ? `${destination}\n${t('game.distance')}: ${distance}m\n${t('game.stamina')}: ${stamina}` :
t('messages.cannotGo', { direction: t('directions.' + direction) })
available ? (
<div className="movement-tooltip">
<div className="tooltip-title">{destination}</div>
<div className="tooltip-stat">📏 {t('game.distance')}: {distance}m</div>
<div className="tooltip-stat"> {t('game.stamina')}: {stamina}</div>
</div>
) : t('messages.cannotGo', { direction: t('directions.' + direction) })
return (
<button
key={direction}
className={`compass-btn ${className} ${disabled ? 'disabled' : ''} ${combatState ? 'in-combat' : ''}`}
onClick={() => onMove(direction)}
disabled={disabled}
title={tooltipText}
>
<span className="compass-arrow">{arrow}</span>
{available && movementCooldown > 0 ? (
<span className="compass-cost" title={t('messages.waitBeforeMoving', { seconds: movementCooldown })}>{movementCooldown}s</span>
) : available && (
<span className="compass-cost">{stamina}</span>
)}
</button>
<GameTooltip key={direction} content={tooltipText}>
<button
className={`compass-btn ${className} ${disabled ? 'disabled' : ''} ${combatState ? 'in-combat' : ''}`}
onClick={() => onMove(direction)}
disabled={disabled}
>
<span className="compass-arrow">{arrow}</span>
{available && movementCooldown > 0 ? (
<span className="compass-cost">{movementCooldown}s</span>
) : available && (
<span className="compass-cost">{stamina}</span>
)}
</button>
</GameTooltip>
)
}
@@ -131,64 +137,95 @@ function MovementControls({
{/* Special movements */}
<div className="special-moves">
{location.directions.includes('up') && (
<button
onClick={() => onMove('up')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
title={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : `${t('directions.up')}\n${t('game.stamina')}: ${getStaminaCost('up')}`}
>
{t('directions.up')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('up')}`}</span>
</button>
<GameTooltip content={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : (
<div className="movement-tooltip">
<div className="tooltip-title">{t('directions.up')}</div>
<div className="tooltip-stat"> {t('game.stamina')}: {getStaminaCost('up')}</div>
</div>
)}>
<button
onClick={() => onMove('up')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
>
{t('directions.up')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('up')}`}</span>
</button>
</GameTooltip>
)}
{location.directions.includes('down') && (
<button
onClick={() => onMove('down')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
title={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : `${t('directions.down')}\n${t('game.stamina')}: ${getStaminaCost('down')}`}
>
{t('directions.down')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('down')}`}</span>
</button>
<GameTooltip content={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : (
<div className="movement-tooltip">
<div className="tooltip-title">{t('directions.down')}</div>
<div className="tooltip-stat"> {t('game.stamina')}: {getStaminaCost('down')}</div>
</div>
)}>
<button
onClick={() => onMove('down')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
>
{t('directions.down')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('down')}`}</span>
</button>
</GameTooltip>
)}
{location.directions.includes('enter') && (
<button
onClick={() => onMove('enter')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
title={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : `${t('directions.enter')}\n${t('game.stamina')}: ${getStaminaCost('enter')}`}
>
🚪 {t('directions.enter')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('enter')}`}</span>
</button>
<GameTooltip content={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : (
<div className="movement-tooltip">
<div className="tooltip-title">{t('directions.enter')}</div>
<div className="tooltip-stat"> {t('game.stamina')}: {getStaminaCost('enter')}</div>
</div>
)}>
<button
onClick={() => onMove('enter')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
>
🚪 {t('directions.enter')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('enter')}`}</span>
</button>
</GameTooltip>
)}
{location.directions.includes('inside') && (
<button
onClick={() => onMove('inside')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
title={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : `${t('directions.inside')}\n${t('game.stamina')}: ${getStaminaCost('inside')}`}
>
🚪 {t('directions.inside')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('inside')}`}</span>
</button>
<GameTooltip content={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : (
<div className="movement-tooltip">
<div className="tooltip-title">{t('directions.inside')}</div>
<div className="tooltip-stat"> {t('game.stamina')}: {getStaminaCost('inside')}</div>
</div>
)}>
<button
onClick={() => onMove('inside')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
>
🚪 {t('directions.inside')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('inside')}`}</span>
</button>
</GameTooltip>
)}
{location.directions.includes('exit') && (
<button
onClick={() => onMove('exit')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
title={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : t('directions.exit')}
>
🚪 {t('directions.exit')}
</button>
<GameTooltip content={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : t('directions.exit')}>
<button
onClick={() => onMove('exit')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
>
🚪 {t('directions.exit')}
</button>
</GameTooltip>
)}
{location.directions.includes('outside') && (
<button
onClick={() => onMove('outside')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
title={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : `${t('directions.outside')}\n${t('game.stamina')}: ${getStaminaCost('outside')}`}
>
🚪 {t('directions.outside')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('outside')}`}</span>
</button>
<GameTooltip content={movementCooldown > 0 ? t('messages.waitBeforeMoving', { seconds: movementCooldown }) : combatState ? t('messages.cannotTravelCombat') : (
<div className="movement-tooltip">
<div className="tooltip-title">{t('directions.outside')}</div>
<div className="tooltip-stat"> {t('game.stamina')}: {getStaminaCost('outside')}</div>
</div>
)}>
<button
onClick={() => onMove('outside')}
className="special-btn"
disabled={!!combatState || movementCooldown > 0}
>
🚪 {t('directions.outside')} <span className="compass-cost">{movementCooldown > 0 ? `${movementCooldown}s` : `${getStaminaCost('outside')}`}</span>
</button>
</GameTooltip>
)}
</div>
</div>
@@ -228,28 +265,28 @@ function MovementControls({
const insufficientStamina = profile ? profile.stamina < staminaCost : false
return (
<button
key={action.id}
className={`interact-btn ${insufficientStamina ? 'disabled' : ''}`}
disabled={!!combatState || cooldownRemaining > 0 || insufficientStamina || (profile?.is_dead ?? false)}
onClick={() => onInteract && onInteract(interactable.instance_id, action.id)}
title={
profile?.is_dead
? t('messages.youAreDead')
: combatState
? t('messages.cannotInteractInCombat')
: insufficientStamina
? t('messages.notEnoughStamina', { need: staminaCost, have: profile?.stamina ?? 0 })
: cooldownRemaining > 0
? t('messages.interactionCooldown', { seconds: cooldownRemaining })
: getTranslatedText(action.description)
}
>
{getTranslatedText(action.name)}
<span className="stamina-cost">
{cooldownRemaining > 0 ? `${cooldownRemaining}s` : `${staminaCost}`}
</span>
</button>
<GameTooltip key={action.id} content={
profile?.is_dead
? t('messages.youAreDead')
: combatState
? t('messages.cannotInteractInCombat')
: insufficientStamina
? t('messages.notEnoughStamina', { need: staminaCost, have: profile?.stamina ?? 0 })
: cooldownRemaining > 0
? t('messages.interactionCooldown', { seconds: cooldownRemaining })
: getTranslatedText(action.description)
}>
<button
className={`interact-btn ${insufficientStamina ? 'disabled' : ''}`}
disabled={!!combatState || cooldownRemaining > 0 || insufficientStamina || (profile?.is_dead ?? false)}
onClick={() => onInteract && onInteract(interactable.instance_id, action.id)}
>
{getTranslatedText(action.name)}
<span className="stamina-cost">
{cooldownRemaining > 0 ? `${cooldownRemaining}s` : `${staminaCost}`}
</span>
</button>
</GameTooltip>
)
})}
</div>

View File

@@ -5,6 +5,7 @@ import { getAssetPath } from '../../utils/assetPath'
import { getTranslatedText } from '../../utils/i18nUtils'
import InventoryModal from './InventoryModal'
import { GameProgressBar } from '../common/GameProgressBar'
import { GameTooltip } from '../common/GameTooltip'
interface PlayerSidebarProps {
playerState: PlayerState
@@ -40,106 +41,118 @@ function PlayerSidebar({
const [showInventory, setShowInventory] = useState(false)
const { t } = useTranslation()
const renderEquipmentSlot = (slot: string, item: any, label: string) => (
<div className={`equipment-slot ${item ? 'filled' : 'empty'}`} title={!item ? label : ''}>
{item ? (
<>
<button className="equipment-unequip-btn" onClick={() => onUnequipItem(slot)} title={t('game.unequip')}></button>
<div className="equipment-item-content">
{item.image_path ? (
<img
src={getAssetPath(item.image_path)}
alt={getTranslatedText(item.name)}
className="equipment-emoji"
style={{ width: '100%', height: '100%', objectFit: 'contain' }}
/>
) : (
<span className="equipment-emoji" style={{ fontSize: '2rem' }}>{item.emoji}</span>
)}
{item.durability !== undefined && item.durability !== null && (
<div className="equipment-durability-bar-container" style={{ width: '90%', marginTop: 'auto', marginBottom: '4px' }}>
<GameProgressBar
value={item.durability}
max={item.max_durability}
type="durability"
height="4px"
showText={false}
/>
</div>
)}
const renderEquipmentSlot = (slot: string, item: any, label: string) => {
// Construct the tooltip content if item exists
const tooltipContent = item ? (
<div className="game-tooltip-stats">
<div className="item-tooltip-name" style={{ color: 'var(--game-text-highlight)', fontWeight: 'bold' }}>
{getTranslatedText(item.name)}
</div>
{item.tier !== undefined && item.tier !== null && item.tier > 0 && (
<div className="item-tooltip-stat" style={{ color: '#fbbf24' }}>
Tier: {item.tier}
</div>
<div className="equipment-tooltip">
<div className="item-tooltip-name">{getTranslatedText(item.name)}</div>
{item.tier !== undefined && item.tier !== null && item.tier > 0 && (
<div className="item-tooltip-stat" style={{ color: '#fbbf24' }}>
Tier: {item.tier}
</div>
)}
{item.description && <div className="item-tooltip-desc">{getTranslatedText(item.description)}</div>}
{(item.unique_stats || item.stats) && Object.keys(item.unique_stats || item.stats).length > 0 && (
<>
{(item.unique_stats?.armor || item.stats?.armor) && (
<div className="item-tooltip-stat">
{t('stats.armor')}: +{item.unique_stats?.armor || item.stats?.armor}
</div>
)}
{(item.unique_stats?.hp_max || item.stats?.hp_max) && (
<div className="item-tooltip-stat">
{t('stats.hp')}: +{item.unique_stats?.hp_max || item.stats?.hp_max}
</div>
)}
{(item.unique_stats?.stamina_max || item.stats?.stamina_max) && (
<div className="item-tooltip-stat">
{t('stats.stamina')}: +{item.unique_stats?.stamina_max || item.stats?.stamina_max}
</div>
)}
{(item.unique_stats?.damage_min !== undefined || item.stats?.damage_min !== undefined) &&
(item.unique_stats?.damage_max !== undefined || item.stats?.damage_max !== undefined) && (
<div className="item-tooltip-stat">
{t('stats.damage')}: {item.unique_stats?.damage_min || item.stats?.damage_min}-{item.unique_stats?.damage_max || item.stats?.damage_max}
</div>
)}
{(item.unique_stats?.weight_capacity || item.stats?.weight_capacity) && (
<div className="item-tooltip-stat">
{t('stats.weight')}: +{item.unique_stats?.weight_capacity || item.stats?.weight_capacity}kg
</div>
)}
{(item.unique_stats?.volume_capacity || item.stats?.volume_capacity) && (
<div className="item-tooltip-stat">
{t('stats.volume')}: +{item.unique_stats?.volume_capacity || item.stats?.volume_capacity}L
</div>
)}
</>
)}
{item.durability !== undefined && item.durability !== null && (
)}
{item.description && <div className="item-tooltip-desc" style={{ color: 'var(--game-text-secondary)', fontStyle: 'italic', marginBottom: '0.5rem' }}>{getTranslatedText(item.description)}</div>}
{(item.unique_stats || item.stats) && Object.keys(item.unique_stats || item.stats).length > 0 && (
<div style={{ display: 'grid', gridTemplateColumns: 'auto auto', gap: '0.25rem 1rem' }}>
{(item.unique_stats?.armor || item.stats?.armor) && (
<div className="item-tooltip-stat">
<div style={{ display: 'flex', justifyContent: 'space-between', marginBottom: '2px' }}>
<span>{t('stats.durability')}:</span>
<span>{item.durability}/{item.max_durability}</span>
{t('stats.armor')}: <span style={{ color: 'var(--game-color-success)' }}>+{item.unique_stats?.armor || item.stats?.armor}</span>
</div>
)}
{(item.unique_stats?.hp_max || item.stats?.hp_max) && (
<div className="item-tooltip-stat">
{t('stats.hp')}: <span style={{ color: 'var(--game-color-success)' }}>+{item.unique_stats?.hp_max || item.stats?.hp_max}</span>
</div>
)}
{(item.unique_stats?.stamina_max || item.stats?.stamina_max) && (
<div className="item-tooltip-stat">
{t('stats.stamina')}: <span style={{ color: 'var(--game-color-stamina)' }}>+{item.unique_stats?.stamina_max || item.stats?.stamina_max}</span>
</div>
)}
{(item.unique_stats?.damage_min !== undefined || item.stats?.damage_min !== undefined) &&
(item.unique_stats?.damage_max !== undefined || item.stats?.damage_max !== undefined) && (
<div className="item-tooltip-stat">
{t('stats.damage')}: <span style={{ color: 'var(--game-color-primary)' }}>{item.unique_stats?.damage_min || item.stats?.damage_min}-{item.unique_stats?.damage_max || item.stats?.damage_max}</span>
</div>
<GameProgressBar
value={item.durability}
max={item.max_durability}
type="durability"
height="6px"
showText={false}
/>
)}
{(item.unique_stats?.weight_capacity || item.stats?.weight_capacity) && (
<div className="item-tooltip-stat">
{t('stats.weight')}: +{item.unique_stats?.weight_capacity || item.stats?.weight_capacity}kg
</div>
)}
{(item.unique_stats?.volume_capacity || item.stats?.volume_capacity) && (
<div className="item-tooltip-stat">
{t('stats.volume')}: +{item.unique_stats?.volume_capacity || item.stats?.volume_capacity}L
</div>
)}
</div>
</>
) : (
<>
<img
src={getAssetPath(`/images/placeholder/${slot}_placeholder.webp`)}
alt={label}
className="equipment-placeholder-img"
style={{ width: '100%', height: '100%', objectFit: 'contain', opacity: 0.5 }}
/>
</>
)}
</div>
)
)}
{item.durability !== undefined && item.durability !== null && (
<div className="item-tooltip-stat" style={{ marginTop: '0.5rem' }}>
<div style={{ display: 'flex', justifyContent: 'space-between', marginBottom: '2px' }}>
<span>{t('stats.durability')}:</span>
<span>{item.durability}/{item.max_durability}</span>
</div>
<GameProgressBar
value={item.durability}
max={item.max_durability}
type="durability"
height="6px"
showText={false}
/>
</div>
)}
</div>
) : label; // Show label if no item
return (
<GameTooltip content={tooltipContent}>
<div className={`equipment-slot game-slot ${item ? 'filled' : 'empty'}`}>
{item ? (
<>
<GameTooltip content={t('game.unequip')}>
<button className="equipment-unequip-btn game-btn game-btn-icon" onClick={(e) => { e.stopPropagation(); onUnequipItem(slot); }}></button>
</GameTooltip>
<div className="equipment-item-content">
{item.image_path ? (
<img
src={getAssetPath(item.image_path)}
alt={getTranslatedText(item.name)}
className="equipment-emoji"
style={{ width: '100%', height: '100%', objectFit: 'contain' }}
/>
) : (
<span className="equipment-emoji" style={{ fontSize: '2rem' }}>{item.emoji}</span>
)}
{item.durability !== undefined && item.durability !== null && (
<div className="equipment-durability-bar-container" style={{ width: '90%', marginTop: 'auto', marginBottom: '4px' }}>
<GameProgressBar
value={item.durability}
max={item.max_durability}
type="durability"
height="4px"
showText={false}
/>
</div>
)}
</div>
</>
) : (
<>
<img
src={getAssetPath(`/images/placeholder/${slot}_placeholder.webp`)}
alt={label}
className="equipment-placeholder-img"
style={{ width: '100%', height: '100%', objectFit: 'contain', opacity: 0.5 }}
/>
</>
)}
</div>
</GameTooltip>
)
}
return (
<div className={`right-sidebar mobile-menu-panel ${mobileMenuOpen === 'right' ? 'open' : ''}`}>

View File

@@ -17,13 +17,15 @@
width: 95vw;
max-width: 1400px;
height: 85vh;
background: linear-gradient(135deg, #1a202c 0%, #2d3748 100%);
border: 1px solid #4a5568;
border-radius: 12px;
background: var(--game-bg-modal);
border: 1px solid var(--game-border-color);
border-radius: var(--game-radius-lg);
display: flex;
flex-direction: column;
box-shadow: 0 20px 50px rgba(0, 0, 0, 0.5);
box-shadow: var(--game-shadow-modal);
overflow: hidden;
color: var(--game-text-primary);
font-family: var(--game-font-main);
}
.workbench-header {
@@ -31,14 +33,14 @@
justify-content: space-between;
align-items: center;
padding: 1rem 1.5rem;
background: rgba(0, 0, 0, 0.2);
border-bottom: 1px solid #4a5568;
background: var(--game-bg-panel);
border-bottom: 1px solid var(--game-border-color);
}
.workbench-header h3 {
margin: 0;
font-size: 1.5rem;
color: #e2e8f0;
color: var(--game-text-highlight);
display: flex;
align-items: center;
gap: 0.5rem;
@@ -98,8 +100,8 @@
/* Column 1: Sidebar */
.workbench-sidebar {
background: rgba(0, 0, 0, 0.2);
border-right: 1px solid #3a4b5c;
background: var(--game-bg-panel);
border-right: 1px solid var(--game-border-color);
padding: 1rem;
display: flex;
flex-direction: column;
@@ -142,9 +144,9 @@
}
.workbench-sidebar .category-btn.active {
background: rgba(66, 153, 225, 0.15);
border-color: #4299e1;
color: #63b3ed;
background: rgba(234, 113, 66, 0.15);
border-color: var(--game-color-primary);
color: var(--game-color-primary);
}
.workbench-sidebar .cat-icon {
@@ -187,9 +189,9 @@
display: flex;
align-items: center;
padding: 0.75rem;
background: rgba(255, 255, 255, 0.03);
border: 1px solid rgba(255, 255, 255, 0.05);
border-radius: 6px;
background: var(--game-bg-card);
border: 1px solid var(--game-border-color);
border-radius: var(--game-radius-md);
cursor: pointer;
transition: all 0.2s;
gap: 0.5rem;
@@ -201,20 +203,21 @@
}
.workbench-item-card.selected {
background: rgba(66, 153, 225, 0.1);
border-color: #4299e1;
background: rgba(234, 113, 66, 0.1);
border-color: var(--game-color-primary);
box-shadow: 0 0 0 1px var(--game-color-primary);
}
.workbench-item-card.craftable {
border-left: 3px solid #4caf50;
border-left: 3px solid var(--game-color-success);
}
.workbench-item-card.repairable {
border-left: 3px solid #ff9800;
border-left: 3px solid var(--game-color-warning);
}
.workbench-item-card.salvageable {
border-left: 3px solid #9c27b0;
border-left: 3px solid var(--game-color-danger);
}
.item-card-content {
@@ -446,7 +449,7 @@
display: flex;
flex-direction: column;
align-items: center;
background: rgba(0, 0, 0, 0.2);
background: var(--game-bg-panel);
}
.detail-header {
@@ -460,11 +463,11 @@
width: 120px;
height: 120px;
margin: 0 auto 1.5rem auto;
border-radius: 12px;
border-radius: var(--game-radius-md);
overflow: hidden;
border: 2px solid #4a5568;
background: rgba(0, 0, 0, 0.3);
box-shadow: 0 8px 24px rgba(0, 0, 0, 0.5);
border: 2px solid var(--game-border-color);
background: var(--game-bg-input);
box-shadow: var(--game-shadow-card);
}
.detail-image {

View File

@@ -1,11 +1,64 @@
:root {
font-family: 'Saira Condensed', system-ui, sans-serif;
/* --- Core Colors (Mature/Industrial) --- */
--game-bg-app: #050505;
/* Deepest black */
--game-bg-panel: rgba(18, 18, 24, 0.98);
/* Almost solid panels */
--game-bg-glass: rgba(10, 10, 15, 0.9);
/* Overlays */
--game-bg-slot: rgba(0, 0, 0, 0.6);
/* Item slots */
--game-bg-slot-hover: rgba(255, 255, 255, 0.1);
--game-bg-tooltip: rgba(15, 15, 20, 0.98);
/* --- Borders & Separators --- */
--game-border-color: rgba(255, 255, 255, 0.12);
--game-border-active: rgba(255, 255, 255, 0.4);
--game-border-highlight: #ff6b6b;
/* Red accent border */
/* --- Dimensions --- */
--game-radius-xs: 2px;
--game-radius-sm: 4px;
--game-radius-md: 6px;
/* --- Typography --- */
--game-font-main: 'Saira Condensed', system-ui, sans-serif;
--game-text-primary: #e0e0e0;
--game-text-secondary: #94a3b8;
--game-text-highlight: #fbbf24;
--game-text-danger: #ef4444;
/* --- Semantic Colors --- */
--game-color-primary: #e11d48;
/* Blood Red */
--game-color-stamina: #d97706;
/* Amber */
--game-color-magic: #3b82f6;
/* Blue */
--game-color-success: #10b981;
/* Emerald */
--game-color-warning: #f59e0b;
/* Amber */
/* --- Rarity --- */
--rarity-common: #9ca3af;
--rarity-uncommon: #ffffff;
--rarity-rare: #34d399;
--rarity-epic: #60a5fa;
--rarity-legendary: #fbbf24;
/* --- Effects --- */
--game-shadow-panel: 0 8px 32px rgba(0, 0, 0, 0.8);
--game-shadow-tooltip: 0 4px 12px rgba(0, 0, 0, 0.8);
--game-shadow-glow: 0 0 15px rgba(225, 29, 72, 0.3);
font-family: var(--game-font-main);
line-height: 1.5;
font-weight: 400;
color-scheme: dark;
color: rgba(255, 255, 255, 0.87);
background-color: #1a1a1a;
color: var(--game-text-primary);
background-color: var(--game-bg-app);
font-synthesis: none;
text-rendering: optimizeLegibility;
@@ -13,58 +66,105 @@
-moz-osx-font-smoothing: grayscale;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
/* --- Reusable Game Classes --- */
/* Panels */
.game-panel {
background: var(--game-bg-panel);
border: 1px solid var(--game-border-color);
box-shadow: var(--game-shadow-panel);
border-radius: var(--game-radius-sm);
backdrop-filter: blur(8px);
}
body {
margin: 0;
.game-modal-overlay {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0, 0, 0, 0.85);
backdrop-filter: blur(4px);
z-index: 1000;
display: flex;
place-items: center;
min-width: 320px;
min-height: 100vh;
background-color: #1a1a1a;
align-items: center;
justify-content: center;
}
#root {
width: 100%;
min-height: 100vh;
}
button {
border-radius: 8px;
border: 1px solid transparent;
/* Buttons */
.game-btn {
background: rgba(255, 255, 255, 0.05);
border: 1px solid var(--game-border-color);
color: var(--game-text-primary);
padding: 0.6em 1.2em;
font-size: 1em;
font-weight: 500;
font-family: inherit;
background-color: #2a2a2a;
font-family: var(--game-font-main);
font-weight: 600;
text-transform: uppercase;
letter-spacing: 0.5px;
cursor: pointer;
transition: border-color 0.25s;
transition: all 0.2s ease;
border-radius: var(--game-radius-xs);
display: inline-flex;
align-items: center;
justify-content: center;
gap: 0.5rem;
}
button:hover {
border-color: #646cff;
.game-btn:hover {
background: rgba(255, 255, 255, 0.1);
border-color: var(--game-text-secondary);
box-shadow: 0 0 8px rgba(255, 255, 255, 0.1);
}
button:focus,
button:focus-visible {
outline: 4px auto -webkit-focus-ring-color;
.game-btn:active {
transform: translateY(1px);
}
@media (prefers-color-scheme: light) {
:root {
color: #213547;
background-color: #ffffff;
}
button {
background-color: #f9f9f9;
}
.game-btn:disabled {
opacity: 0.5;
cursor: not-allowed;
pointer-events: none;
}
.game-btn-primary {
background: rgba(225, 29, 72, 0.2);
border-color: rgba(225, 29, 72, 0.5);
color: #ffcccc;
}
.game-btn-primary:hover {
background: rgba(225, 29, 72, 0.3);
border-color: var(--game-color-primary);
box-shadow: var(--game-shadow-glow);
}
.game-btn-icon {
padding: 0.5rem;
border-radius: 50%;
/* Or keep square for industrial look */
line-height: 1;
}
/* Slots */
.game-slot {
background: var(--game-bg-slot);
border: 1px solid var(--game-border-color);
border-radius: var(--game-radius-xs);
position: relative;
transition: all 0.2s ease;
display: flex;
align-items: center;
justify-content: center;
aspect-ratio: 1;
}
.game-slot:hover {
background: var(--game-bg-slot-hover);
border-color: var(--game-border-active);
}
/* Twemoji styles */
img.emoji {
height: 1em;

View File

@@ -0,0 +1,121 @@
#!/usr/bin/env python3
"""
Convert locations.json to use template-based interactables format.
This script converts the new format (full instance data) to old format (template_id + outcomes).
"""
import json
import sys
def convert_interactables_to_template_format(interactables_dict):
"""Convert interactables from full format to template format."""
if not interactables_dict:
return {}
converted = {}
for instance_id, instance_data in interactables_dict.items():
# Check if already in template format
if 'template_id' in instance_data:
# Already in template format, keep as is
converted[instance_id] = instance_data
continue
# Check if in new format with 'id' and 'actions'
if 'id' in instance_data and 'actions' in instance_data:
# Convert to template format
template_id = instance_data['id']
# Build outcomes from actions
outcomes = {}
for action_id, action_data in instance_data['actions'].items():
outcome = {
'success_rate': 0.5, # Default success rate
'stamina_cost': action_data.get('stamina_cost', 2),
'crit_success_chance': 0.1,
'crit_failure_chance': 0.1,
'text': {
'success': '',
'failure': '',
'crit_success': '',
'crit_failure': ''
},
'rewards': {
'items': [],
'damage': 0,
'crit_items': [],
'crit_damage': 0
}
}
# Extract text from outcomes if available
if 'outcomes' in action_data:
if 'success' in action_data['outcomes']:
outcome['text']['success'] = action_data['outcomes']['success'].get('text', '')
# Convert items_reward to items list
items_reward = action_data['outcomes']['success'].get('items_reward', {})
for item_id, quantity in items_reward.items():
outcome['rewards']['items'].append({
'item_id': item_id,
'quantity': quantity,
'chance': 1.0
})
outcome['rewards']['damage'] = action_data['outcomes']['success'].get('damage_taken', 0)
if 'failure' in action_data['outcomes']:
outcome['text']['failure'] = action_data['outcomes']['failure'].get('text', '')
if 'critical_failure' in action_data['outcomes']:
outcome['text']['crit_failure'] = action_data['outcomes']['critical_failure'].get('text', '')
outcome['rewards']['crit_damage'] = action_data['outcomes']['critical_failure'].get('damage_taken', 0)
outcomes[action_id] = outcome
converted[instance_id] = {
'template_id': template_id,
'outcomes': outcomes
}
else:
# Unknown format, keep as is
converted[instance_id] = instance_data
return converted
def main():
# Load locations.json
locations_file = 'gamedata/locations.json'
try:
with open(locations_file, 'r', encoding='utf-8') as f:
data = json.load(f)
except Exception as e:
print(f"Error loading {locations_file}: {e}")
sys.exit(1)
# Convert all location interactables
locations_converted = 0
interactables_converted = 0
for location in data.get('locations', []):
if 'interactables' in location and location['interactables']:
original_count = len(location['interactables'])
location['interactables'] = convert_interactables_to_template_format(location['interactables'])
if original_count > 0:
locations_converted += 1
interactables_converted += original_count
# Save back to file
try:
with open(locations_file, 'w', encoding='utf-8') as f:
json.dump(data, f, indent=2, ensure_ascii=False)
print(f"✅ Conversion complete!")
print(f" Processed {locations_converted} locations")
print(f" Converted {interactables_converted} interactables to template format")
except Exception as e:
print(f"❌ Error saving {locations_file}: {e}")
sys.exit(1)
if __name__ == '__main__':
main()

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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Extract current game data to JSON files
This script reads the current Python-based game data and exports it to JSON format
"""
import sys
import json
from pathlib import Path
# Add parent directory to path
sys.path.insert(0, str(Path(__file__).parent))
from data.world_loader import game_world, export_map_data
from data.npcs import NPCS, LOCATION_DANGER, LOCATION_SPAWNS
from data.items import ITEMS
def export_to_json():
"""Export all game data to JSON files"""
gamedata_dir = Path(__file__).parent / 'gamedata'
gamedata_dir.mkdir(exist_ok=True)
print("🔄 Exporting game data to JSON...")
# 1. Export locations and world data
print(" 📍 Exporting locations...")
locations_data = {
"locations": [],
"connections": []
}
for location in game_world.locations.values():
loc_data = {
"id": location.id,
"name": location.name,
"description": location.description,
"x": location.x,
"y": location.y,
"image_path": location.image_path,
"interactables": {}
}
# Add interactables
for instance_id, interactable in location.interactables.items():
inter_data = {
"id": interactable.id,
"name": interactable.name,
"image_path": interactable.image_path,
"actions": {}
}
# Add actions
for action_id, action in interactable.actions.items():
action_data = {
"id": action.id,
"label": action.label,
"stamina_cost": action.stamina_cost,
"outcomes": {}
}
# Add outcomes
for outcome_name, outcome in action.outcomes.items():
outcome_data = {
"text": outcome.text,
"items_reward": outcome.items_reward,
"damage_taken": outcome.damage_taken
}
action_data["outcomes"][outcome_name] = outcome_data
inter_data["actions"][action_id] = action_data
loc_data["interactables"][instance_id] = inter_data
locations_data["locations"].append(loc_data)
# Add connections with distance-based stamina cost
for direction, dest_id in location.exits.items():
dest_loc = game_world.get_location(dest_id)
if dest_loc:
from data.travel_helpers import calculate_base_stamina_cost
stamina_cost = calculate_base_stamina_cost(location, dest_loc)
else:
stamina_cost = 5 # Fallback
locations_data["connections"].append({
"from": location.id,
"to": dest_id,
"direction": direction,
"stamina_cost": stamina_cost
})
with open(gamedata_dir / 'locations.json', 'w') as f:
json.dump(locations_data, f, indent=2)
print(f" ✅ Exported {len(locations_data['locations'])} locations and {len(locations_data['connections'])} connections")
# 2. Export NPCs and spawns
print(" 👹 Exporting NPCs...")
npcs_data = {
"npcs": {},
"danger_levels": {},
"spawn_tables": {}
}
for npc_id, npc in NPCS.items():
# Convert loot tables to serializable format
loot_table = [
{"item_id": loot.item_id, "quantity_min": loot.quantity_min, "quantity_max": loot.quantity_max, "drop_chance": loot.drop_chance}
for loot in npc.loot_table
]
corpse_loot = [
{"item_id": loot.item_id, "quantity_min": loot.quantity_min, "quantity_max": loot.quantity_max, "required_tool": loot.required_tool}
for loot in npc.corpse_loot
]
npcs_data["npcs"][npc_id] = {
"npc_id": npc.npc_id,
"name": npc.name,
"description": npc.description,
"emoji": npc.emoji,
"hp_min": npc.hp_min,
"hp_max": npc.hp_max,
"damage_min": npc.damage_min,
"damage_max": npc.damage_max,
"defense": npc.defense,
"xp_reward": npc.xp_reward,
"loot_table": loot_table,
"corpse_loot": corpse_loot,
"flee_chance": npc.flee_chance,
"status_inflict_chance": npc.status_inflict_chance,
"image_url": npc.image_url,
"death_message": npc.death_message
}
for location_id, (danger, encounter_rate, wandering_chance) in LOCATION_DANGER.items():
npcs_data["danger_levels"][location_id] = {
"danger_level": danger,
"encounter_rate": encounter_rate,
"wandering_chance": wandering_chance
}
for location_id, spawns in LOCATION_SPAWNS.items():
npcs_data["spawn_tables"][location_id] = [
{"npc_id": npc_id, "weight": weight}
for npc_id, weight in spawns
]
with open(gamedata_dir / 'npcs.json', 'w') as f:
json.dump(npcs_data, f, indent=2)
print(f" ✅ Exported {len(npcs_data['npcs'])} NPCs, {len(npcs_data['danger_levels'])} danger configs, {len(npcs_data['spawn_tables'])} spawn tables")
# 3. Export items
print(" 🎒 Exporting items...")
items_data = {
"items": ITEMS # ITEMS is already a dict with the right structure
}
with open(gamedata_dir / 'items.json', 'w') as f:
json.dump(items_data, f, indent=2)
print(f" ✅ Exported {len(items_data['items'])} items")
print("\n✅ Export complete! JSON files created in gamedata/")
print(f" 📁 {gamedata_dir.absolute()}")
if __name__ == '__main__':
export_to_json()

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"""
Migration script to add from_wandering_enemy column to active_combats table.
Run this once to update the database schema.
"""
import asyncio
import os
from dotenv import load_dotenv
from sqlalchemy.ext.asyncio import create_async_engine
from sqlalchemy import text
load_dotenv()
DB_USER = os.getenv("POSTGRES_USER")
DB_PASS = os.getenv("POSTGRES_PASSWORD")
DB_NAME = os.getenv("POSTGRES_DB")
DB_HOST = os.getenv("POSTGRES_HOST")
DB_PORT = os.getenv("POSTGRES_PORT")
DATABASE_URL = f"postgresql+psycopg://{DB_USER}:{DB_PASS}@{DB_HOST}:{DB_PORT}/{DB_NAME}"
async def migrate():
"""Add from_wandering_enemy column to active_combats table."""
engine = create_async_engine(DATABASE_URL)
async with engine.begin() as conn:
# Check if column already exists
result = await conn.execute(text("""
SELECT column_name
FROM information_schema.columns
WHERE table_name='active_combats'
AND column_name='from_wandering_enemy'
"""))
exists = result.fetchone()
if exists:
print("✅ Column 'from_wandering_enemy' already exists. No migration needed.")
else:
print("🔧 Adding 'from_wandering_enemy' column to active_combats table...")
# Add the column with default value False
await conn.execute(text("""
ALTER TABLE active_combats
ADD COLUMN from_wandering_enemy BOOLEAN DEFAULT FALSE
"""))
print("✅ Column added successfully!")
# Also check and create wandering_enemies table if it doesn't exist
result = await conn.execute(text("""
SELECT table_name
FROM information_schema.tables
WHERE table_name='wandering_enemies'
"""))
table_exists = result.fetchone()
if table_exists:
print("✅ Table 'wandering_enemies' already exists.")
else:
print("🔧 Creating 'wandering_enemies' table...")
await conn.execute(text("""
CREATE TABLE wandering_enemies (
id SERIAL PRIMARY KEY,
npc_id VARCHAR NOT NULL,
location_id VARCHAR NOT NULL,
spawn_timestamp FLOAT NOT NULL,
despawn_timestamp FLOAT NOT NULL
)
"""))
print("✅ Table 'wandering_enemies' created successfully!")
await engine.dispose()
print("🎉 Migration complete!")
if __name__ == "__main__":
asyncio.run(migrate())

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"""
Migration script to add combat system columns to existing database.
Run this once to upgrade the database schema.
"""
import asyncio
import os
from sqlalchemy.ext.asyncio import create_async_engine
from sqlalchemy import text
from dotenv import load_dotenv
async def migrate():
load_dotenv()
DB_USER = os.getenv("POSTGRES_USER")
DB_PASS = os.getenv("POSTGRES_PASSWORD")
DB_NAME = os.getenv("POSTGRES_DB")
DB_HOST = os.getenv("POSTGRES_HOST")
DB_PORT = os.getenv("POSTGRES_PORT")
DATABASE_URL = f"postgresql+psycopg://{DB_USER}:{DB_PASS}@{DB_HOST}:{DB_PORT}/{DB_NAME}"
engine = create_async_engine(DATABASE_URL)
print("Starting database migration...")
async with engine.begin() as conn:
# Add level column if it doesn't exist
try:
await conn.execute(text(
"ALTER TABLE players ADD COLUMN level INTEGER DEFAULT 1"
))
print("✅ Added 'level' column")
except Exception as e:
if "already exists" in str(e):
print("⚠️ 'level' column already exists, skipping")
else:
print(f"❌ Error adding 'level': {e}")
# Add xp column if it doesn't exist
try:
await conn.execute(text(
"ALTER TABLE players ADD COLUMN xp INTEGER DEFAULT 0"
))
print("✅ Added 'xp' column")
except Exception as e:
if "already exists" in str(e):
print("⚠️ 'xp' column already exists, skipping")
else:
print(f"❌ Error adding 'xp': {e}")
# Add unspent_points column if it doesn't exist
try:
await conn.execute(text(
"ALTER TABLE players ADD COLUMN unspent_points INTEGER DEFAULT 0"
))
print("✅ Added 'unspent_points' column")
except Exception as e:
if "already exists" in str(e):
print("⚠️ 'unspent_points' column already exists, skipping")
else:
print(f"❌ Error adding 'unspent_points': {e}")
# Create active_combats table if it doesn't exist
try:
await conn.execute(text("""
CREATE TABLE IF NOT EXISTS active_combats (
id SERIAL PRIMARY KEY,
player_id INTEGER UNIQUE REFERENCES players(telegram_id) ON DELETE CASCADE,
npc_id VARCHAR NOT NULL,
npc_hp INTEGER NOT NULL,
npc_max_hp INTEGER NOT NULL,
turn VARCHAR NOT NULL,
turn_started_at FLOAT NOT NULL,
player_status_effects VARCHAR DEFAULT '[]',
npc_status_effects VARCHAR DEFAULT '[]',
location_id VARCHAR NOT NULL
)
"""))
print("✅ Created 'active_combats' table")
except Exception as e:
print(f"⚠️ 'active_combats' table: {e}")
# Create player_corpses table if it doesn't exist
try:
await conn.execute(text("""
CREATE TABLE IF NOT EXISTS player_corpses (
id SERIAL PRIMARY KEY,
player_name VARCHAR NOT NULL,
location_id VARCHAR NOT NULL,
items VARCHAR NOT NULL,
death_timestamp FLOAT NOT NULL
)
"""))
print("✅ Created 'player_corpses' table")
except Exception as e:
print(f"⚠️ 'player_corpses' table: {e}")
# Create npc_corpses table if it doesn't exist
try:
await conn.execute(text("""
CREATE TABLE IF NOT EXISTS npc_corpses (
id SERIAL PRIMARY KEY,
npc_id VARCHAR NOT NULL,
location_id VARCHAR NOT NULL,
loot_remaining VARCHAR NOT NULL,
death_timestamp FLOAT NOT NULL
)
"""))
print("✅ Created 'npc_corpses' table")
except Exception as e:
print(f"⚠️ 'npc_corpses' table: {e}")
await engine.dispose()
print("\n✅ Migration complete!")
if __name__ == "__main__":
asyncio.run(migrate())

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#!/usr/bin/env python3
"""
Update locations.json with missing interactables from world_loader_old.py
and spawn configurations from npcs_old.py
"""
import json
from pathlib import Path
# Load current locations.json
locations_file = Path("gamedata/locations.json")
with open(locations_file, 'r') as f:
data = json.load(f)
# Helper to find location by ID
def find_location(loc_id):
for loc in data['locations']:
if loc['id'] == loc_id:
return loc
return None
# Add missing interactables to start_point
start_point = find_location('start_point')
if start_point and 'start_point_sedan' not in start_point.get('interactables', {}):
if 'interactables' not in start_point:
start_point['interactables'] = {}
start_point['interactables']['start_point_sedan'] = {
"id": "sedan",
"name": "🚗 Rusty Sedan",
"image_path": "images/interactables/sedan.png",
"actions": {
"search_glovebox": {
"id": "search_glovebox",
"label": "🔎 Search Glovebox",
"stamina_cost": 1,
"outcomes": {
"success": {"text": "You find a half-eaten [Stale Chocolate Bar].", "items_reward": {"stale_chocolate_bar": 1}, "damage_taken": 0},
"failure": {"text": "The glovebox is empty except for dust and old receipts.", "items_reward": {}, "damage_taken": 0}
}
},
"pop_trunk": {
"id": "pop_trunk",
"label": "🔧 Pop the Trunk",
"stamina_cost": 3,
"outcomes": {
"success": {"text": "With a great heave, you pry the trunk open and find a [Tire Iron]!", "items_reward": {"tire_iron": 1}, "damage_taken": 0},
"failure": {"text": "The trunk is rusted shut. You can't get it open.", "items_reward": {}, "damage_taken": 0}
}
}
}
}
start_point['interactables']['start_point_dumpster'] = {
"id": "dumpster",
"name": "🗑️ Dumpster",
"image_path": "images/interactables/dumpster.png",
"actions": {
"search_dumpster": {
"id": "search_dumpster",
"label": "🔎 Dig Through Trash",
"stamina_cost": 2,
"outcomes": {
"success": {"text": "Despite the smell, you find some [Plastic Bottles] and [Cloth Scraps].", "items_reward": {"plastic_bottles": 3, "cloth_scraps": 2}, "damage_taken": 0},
"failure": {"text": "Just rotting garbage. Nothing useful.", "items_reward": {}, "damage_taken": 0},
"critical_failure": {"text": "You disturb a nest of rats! They bite you! (-8 HP)", "items_reward": {}, "damage_taken": 8}
}
}
}
}
# Add missing interactables to subway_tunnels
subway_tunnels = find_location('subway_tunnels')
if subway_tunnels:
if 'interactables' not in subway_tunnels:
subway_tunnels['interactables'] = {}
subway_tunnels['interactables']['subway_train_sedan'] = {
"id": "sedan",
"name": "🚗 Rusty Sedan",
"image_path": "images/interactables/sedan.png",
"actions": {
"search_glovebox": {
"id": "search_glovebox",
"label": "🔎 Search Glovebox",
"stamina_cost": 1,
"outcomes": {
"success": {"text": "You find a half-eaten [Stale Chocolate Bar].", "items_reward": {"stale_chocolate_bar": 1}, "damage_taken": 0},
"failure": {"text": "The glovebox is empty except for dust and old receipts.", "items_reward": {}, "damage_taken": 0}
}
},
"pop_trunk": {
"id": "pop_trunk",
"label": "🔧 Pop the Trunk",
"stamina_cost": 3,
"outcomes": {
"success": {"text": "With a great heave, you pry the trunk open and find a [Tire Iron]!", "items_reward": {"tire_iron": 1}, "damage_taken": 0},
"failure": {"text": "The trunk is rusted shut. You can't get it open.", "items_reward": {}, "damage_taken": 0}
}
}
}
}
subway_tunnels['interactables']['subway_medkit'] = {
"id": "medkit",
"name": "🏥 Medical Supply Cabinet",
"image_path": "images/interactables/medkit.png",
"actions": {
"search_medkit": {
"id": "search_medkit",
"label": "🔎 Search Cabinet",
"stamina_cost": 2,
"outcomes": {
"success": {"text": "Jackpot! You find a [First Aid Kit] and some [Bandages]!", "items_reward": {"first_aid_kit": 1, "bandage": 2}, "damage_taken": 0},
"failure": {"text": "The cabinet is empty. Someone got here first.", "items_reward": {}, "damage_taken": 0}
}
}
}
}
subway_tunnels['interactables']['subway_rubble'] = {
"id": "rubble",
"name": "Pile of Rubble",
"image_path": "images/interactables/rubble.png",
"actions": {
"search": {
"id": "search",
"label": "🔎 Search Rubble",
"stamina_cost": 2,
"outcomes": {
"success": {"text": "You dig through the debris and find some [Scrap Metal].", "items_reward": {"scrap_metal": 2}, "damage_taken": 0},
"failure": {"text": "The pile seems to have been picked clean already.", "items_reward": {}, "damage_taken": 0},
"critical_failure": {"text": "You cut your hand on a sharp piece of glass! (-5 HP)", "items_reward": {}, "damage_taken": 5}
}
}
}
}
# Add missing interactables to office_interior
office_interior = find_location('office_interior')
if office_interior:
if 'interactables' not in office_interior:
office_interior['interactables'] = {}
office_interior['interactables']['office_desk1'] = {
"id": "rubble",
"name": "Pile of Rubble",
"image_path": "images/interactables/rubble.png",
"actions": {
"search": {
"id": "search",
"label": "🔎 Search Rubble",
"stamina_cost": 2,
"outcomes": {
"success": {"text": "You dig through the debris and find some [Scrap Metal].", "items_reward": {"scrap_metal": 2}, "damage_taken": 0},
"failure": {"text": "The pile seems to have been picked clean already.", "items_reward": {}, "damage_taken": 0},
"critical_failure": {"text": "You cut your hand on a sharp piece of glass! (-5 HP)", "items_reward": {}, "damage_taken": 5}
}
}
}
}
office_interior['interactables']['office_desk2'] = {
"id": "rubble",
"name": "Pile of Rubble",
"image_path": "images/interactables/rubble.png",
"actions": {
"search": {
"id": "search",
"label": "🔎 Search Rubble",
"stamina_cost": 2,
"outcomes": {
"success": {"text": "You dig through the debris and find some [Scrap Metal].", "items_reward": {"scrap_metal": 2}, "damage_taken": 0},
"failure": {"text": "The pile seems to have been picked clean already.", "items_reward": {}, "damage_taken": 0},
"critical_failure": {"text": "You cut your hand on a sharp piece of glass! (-5 HP)", "items_reward": {}, "damage_taken": 5}
}
}
}
}
office_interior['interactables']['office_corner'] = {
"id": "house",
"name": "🏚️ Abandoned House",
"image_path": "images/interactables/house.png",
"actions": {
"search_house": {
"id": "search_house",
"label": "🔎 Search House",
"stamina_cost": 3,
"outcomes": {
"success": {"text": "You find some useful supplies: [Canned Beans], [Bottled Water], and [Cloth Scraps]!", "items_reward": {"canned_beans": 1, "bottled_water": 1, "cloth_scraps": 3}, "damage_taken": 0},
"failure": {"text": "The house has already been thoroughly looted. Nothing remains.", "items_reward": {}, "damage_taken": 0},
"critical_failure": {"text": "The floor collapses beneath you! (-10 HP)", "items_reward": {}, "damage_taken": 10}
}
}
}
}
# Update danger_config from npcs_old.py
data['danger_config'] = {
"start_point": {"danger_level": 0, "encounter_rate": 0.0, "wandering_chance": 0.0},
"gas_station": {"danger_level": 0, "encounter_rate": 0.0, "wandering_chance": 0.0},
"residential": {"danger_level": 1, "encounter_rate": 0.10, "wandering_chance": 0.20},
"park": {"danger_level": 1, "encounter_rate": 0.10, "wandering_chance": 0.20},
"clinic": {"danger_level": 2, "encounter_rate": 0.20, "wandering_chance": 0.35},
"plaza": {"danger_level": 2, "encounter_rate": 0.15, "wandering_chance": 0.30},
"warehouse": {"danger_level": 2, "encounter_rate": 0.18, "wandering_chance": 0.32},
"warehouse_interior": {"danger_level": 2, "encounter_rate": 0.22, "wandering_chance": 0.40},
"overpass": {"danger_level": 3, "encounter_rate": 0.30, "wandering_chance": 0.45},
"office_building": {"danger_level": 3, "encounter_rate": 0.25, "wandering_chance": 0.40},
"office_interior": {"danger_level": 3, "encounter_rate": 0.35, "wandering_chance": 0.50},
"subway": {"danger_level": 4, "encounter_rate": 0.35, "wandering_chance": 0.50},
"subway_tunnels": {"danger_level": 4, "encounter_rate": 0.45, "wandering_chance": 0.65}
}
# Update spawn_config from npcs_old.py
data['spawn_config'] = {
"start_point": [],
"gas_station": [],
"residential": [
{"npc_id": "feral_dog", "weight": 60},
{"npc_id": "mutant_rat", "weight": 40}
],
"park": [
{"npc_id": "feral_dog", "weight": 50},
{"npc_id": "mutant_rat", "weight": 50}
],
"clinic": [
{"npc_id": "infected_human", "weight": 40},
{"npc_id": "mutant_rat", "weight": 30},
{"npc_id": "scavenger", "weight": 30}
],
"plaza": [
{"npc_id": "raider_scout", "weight": 40},
{"npc_id": "scavenger", "weight": 35},
{"npc_id": "feral_dog", "weight": 25}
],
"warehouse": [
{"npc_id": "raider_scout", "weight": 45},
{"npc_id": "scavenger", "weight": 35},
{"npc_id": "mutant_rat", "weight": 20}
],
"warehouse_interior": [
{"npc_id": "raider_scout", "weight": 50},
{"npc_id": "scavenger", "weight": 30},
{"npc_id": "mutant_rat", "weight": 20}
],
"overpass": [
{"npc_id": "raider_scout", "weight": 50},
{"npc_id": "infected_human", "weight": 30},
{"npc_id": "scavenger", "weight": 20}
],
"office_building": [
{"npc_id": "raider_scout", "weight": 45},
{"npc_id": "infected_human", "weight": 35},
{"npc_id": "scavenger", "weight": 20}
],
"office_interior": [
{"npc_id": "infected_human", "weight": 50},
{"npc_id": "raider_scout", "weight": 30},
{"npc_id": "scavenger", "weight": 20}
],
"subway": [
{"npc_id": "infected_human", "weight": 50},
{"npc_id": "raider_scout", "weight": 30},
{"npc_id": "mutant_rat", "weight": 20}
],
"subway_tunnels": [
{"npc_id": "infected_human", "weight": 60},
{"npc_id": "raider_scout", "weight": 25},
{"npc_id": "mutant_rat", "weight": 15}
]
}
# Save updated file
with open(locations_file, 'w') as f:
json.dump(data, f, indent=2)
print("✅ Updated locations.json with:")
print(" - Missing interactables for start_point, subway_tunnels, office_interior")
print(" - Complete danger_config from npcs_old.py")
print(" - Complete spawn_config from npcs_old.py")