Pre-combat-improvements: Combat animations, flee fixes, corpse logic updates
This commit is contained in:
@@ -9,6 +9,7 @@ from datetime import datetime
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import random
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import json
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import logging
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from ..services.constants import PVP_TURN_TIMEOUT
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from ..core.security import get_current_user, security, verify_internal_key
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from ..services.models import *
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@@ -430,7 +431,8 @@ async def combat_action(
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if random.random() < 0.5:
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messages.append(create_combat_message(
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"flee_success",
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origin="player"
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origin="player",
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message=get_game_message('flee_success_text', locale, name=player['name'])
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))
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combat_over = True
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player_won = False # Fled, not won
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@@ -479,7 +481,8 @@ async def combat_action(
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"flee_fail",
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origin="enemy",
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npc_name=npc_def.name,
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damage=npc_damage
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damage=npc_damage,
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message=get_game_message('flee_fail_text', locale, name=player['name'])
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))
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if new_player_hp <= 0:
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@@ -509,30 +512,35 @@ async def combat_action(
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'tier': inv_item.get('tier')
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})
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logger.info(f"Creating player corpse (failed flee) for {player['name']} at {combat['location_id']} with {len(inventory_items)} items")
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corpse_id = await db.create_player_corpse(
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player_name=player['name'],
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location_id=combat['location_id'],
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items=json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
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)
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logger.info(f"Successfully created player corpse (failed flee): ID={corpse_id}, player={player['name']}, location={combat['location_id']}, items_count={len(inventory_items)}")
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# Clear player's inventory (items are now in corpse)
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await db.clear_inventory(player['id'])
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# Build corpse data for broadcast
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corpse_data = {
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"id": f"player_{corpse_id}",
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"type": "player",
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"name": f"{player['name']}'s Corpse",
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"emoji": "⚰️",
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"player_name": player['name'],
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"loot_count": len(inventory_items),
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"items": inventory_items,
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"timestamp": time_module.time()
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}
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# Only create corpse if player has items
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corpse_data = None
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if inventory_items:
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logger.info(f"Creating player corpse (failed flee) for {player['name']} at {combat['location_id']} with {len(inventory_items)} items")
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corpse_id = await db.create_player_corpse(
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player_name=player['name'],
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location_id=combat['location_id'],
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items=json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
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)
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logger.info(f"Successfully created player corpse (failed flee): ID={corpse_id}, player={player['name']}, location={combat['location_id']}, items_count={len(inventory_items)}")
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# Clear player's inventory (items are now in corpse)
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await db.clear_inventory(player['id'])
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# Build corpse data for broadcast
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corpse_data = {
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"id": f"player_{corpse_id}",
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"type": "player",
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"name": f"{player['name']}'s Corpse",
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"emoji": "⚰️",
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"player_name": player['name'],
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"loot_count": len(inventory_items),
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"items": inventory_items,
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"timestamp": time_module.time()
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}
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else:
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logger.info(f"Player {player['name']} died (failed flee) with no items, skipping corpse creation")
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# Respawn enemy if from wandering
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if combat.get('from_wandering_enemy'):
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@@ -551,18 +559,21 @@ async def combat_action(
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await db.end_combat(player['id'])
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# Broadcast to location that player died and corpse appeared
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# Broadcast to location that player died (and corpse if created)
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logger.info(f"Broadcasting player_died (failed flee) to location {combat['location_id']} for player {player['name']}")
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broadcast_data = {
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"message": get_game_message('player_defeated_broadcast', locale, player_name=player['name']),
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"action": "player_died",
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"player_id": player['id']
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}
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if corpse_data:
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broadcast_data["corpse"] = corpse_data
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await manager.send_to_location(
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location_id=combat['location_id'],
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message={
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"type": "location_update",
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"data": {
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"message": get_game_message('player_defeated_broadcast', locale, player_name=player['name']),
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"action": "player_died",
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"player_id": player['id'],
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"corpse": corpse_data
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},
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"data": broadcast_data,
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"timestamp": datetime.utcnow().isoformat()
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},
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exclude_player_id=player['id']
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@@ -667,7 +678,6 @@ async def initiate_pvp_combat(
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if not location or location.danger_level < 3:
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raise HTTPException(status_code=400, detail="PvP combat is only allowed in dangerous zones (danger level >= 3)")
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# Check level difference (+/- 3 levels)
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level_diff = abs(attacker['level'] - defender['level'])
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if level_diff > 3:
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raise HTTPException(
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@@ -678,9 +688,9 @@ async def initiate_pvp_combat(
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# Create PvP combat
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pvp_combat = await db.create_pvp_combat(
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attacker_id=attacker['id'],
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defender_id=defender['id'],
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defender_id=req.target_player_id,
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location_id=attacker['location_id'],
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turn_timeout=300 # 5 minutes
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turn_timeout=PVP_TURN_TIMEOUT
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)
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# Track PvP combat initiation
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@@ -705,6 +715,22 @@ async def initiate_pvp_combat(
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"timestamp": datetime.utcnow().isoformat()
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})
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# Broadcast to location that PvP combat started - both players should be removed from view
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await manager.send_to_location(
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attacker['location_id'],
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{
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"type": "location_update",
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"data": {
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"message": get_game_message('pvp_combat_started_broadcast', locale, attacker=attacker['name'], defender=defender['name']),
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"action": "pvp_combat_started",
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"players_in_combat": [attacker['id'], defender['id']],
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"player_left_ids": [attacker['id'], defender['id']] # Remove both from location view
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},
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"timestamp": datetime.utcnow().isoformat()
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},
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exclude_player_id=None # Send to everyone including combatants
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)
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return {
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"success": True,
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"message": get_game_message('pvp_initiated_attacker', locale, defender=defender['name']),
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@@ -760,14 +786,16 @@ async def get_pvp_combat_status(current_user: dict = Depends(get_current_user)):
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"username": attacker['name'],
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"level": attacker['level'],
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"hp": attacker['hp'], # Use actual player HP
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"max_hp": attacker['max_hp']
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"max_hp": attacker['max_hp'],
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"image": "/images/characters/default.webp"
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},
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"defender": {
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"id": defender['id'],
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"username": defender['name'],
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"level": defender['level'],
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"hp": defender['hp'], # Use actual player HP
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"max_hp": defender['max_hp']
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"max_hp": defender['max_hp'],
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"image": "/images/characters/default.webp"
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},
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"is_attacker": is_attacker,
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"your_turn": your_turn,
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@@ -959,30 +987,35 @@ async def pvp_combat_action(
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'tier': inv_item.get('tier')
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})
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logger.info(f"Creating player corpse (PvP death) for {opponent['name']} at {opponent['location_id']} with {len(inventory_items)} items")
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corpse_id = await db.create_player_corpse(
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player_name=opponent['name'],
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location_id=opponent['location_id'],
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items=json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
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)
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logger.info(f"Successfully created player corpse (PvP death): ID={corpse_id}, player={opponent['name']}, location={opponent['location_id']}, items_count={len(inventory_items)}")
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# Clear opponent's inventory (items are now in corpse)
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await db.clear_inventory(opponent['id'])
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# Build corpse data for broadcast
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corpse_data = {
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"id": f"player_{corpse_id}",
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"type": "player",
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"name": f"{opponent['name']}'s Corpse",
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"emoji": "⚰️",
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"player_name": opponent['name'],
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"loot_count": len(inventory_items),
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"items": inventory_items,
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"timestamp": time_module.time()
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}
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# Only create corpse if opponent has items
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corpse_data = None
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if inventory_items:
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logger.info(f"Creating player corpse (PvP death) for {opponent['name']} at {opponent['location_id']} with {len(inventory_items)} items")
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corpse_id = await db.create_player_corpse(
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player_name=opponent['name'],
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location_id=opponent['location_id'],
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items=json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
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)
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logger.info(f"Successfully created player corpse (PvP death): ID={corpse_id}, player={opponent['name']}, location={opponent['location_id']}, items_count={len(inventory_items)}")
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# Clear opponent's inventory (items are now in corpse)
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await db.clear_inventory(opponent['id'])
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# Build corpse data for broadcast
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corpse_data = {
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"id": f"player_{corpse_id}",
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"type": "player",
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"name": f"{opponent['name']}'s Corpse",
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"emoji": "⚰️",
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"player_name": opponent['name'],
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"loot_count": len(inventory_items),
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"items": inventory_items,
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"timestamp": time_module.time()
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}
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else:
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logger.info(f"Player {opponent['name']} died (PvP death) with no items, skipping corpse creation")
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# Update PvP statistics for both players
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await db.update_player_statistics(opponent['id'],
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@@ -1000,18 +1033,21 @@ async def pvp_combat_action(
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increment=True
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)
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# Broadcast to location that player died and corpse appeared
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# Broadcast to location that player died (and corpse if created)
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logger.info(f"Broadcasting player_died (PvP death) to location {opponent['location_id']} for player {opponent['name']}")
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broadcast_data = {
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"message": get_game_message('pvp_defeat_broadcast', locale, opponent=opponent['name'], winner=current_player['name']),
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"action": "player_died",
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"player_id": opponent['id']
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}
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if corpse_data:
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broadcast_data["corpse"] = corpse_data
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await manager.send_to_location(
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location_id=opponent['location_id'],
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message={
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"type": "location_update",
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"data": {
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"message": get_game_message('pvp_defeat_broadcast', locale, opponent=opponent['name'], winner=current_player['name']),
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"action": "player_died",
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"player_id": opponent['id'],
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"corpse": corpse_data
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},
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"data": broadcast_data,
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"timestamp": datetime.utcnow().isoformat()
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}
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)
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@@ -1048,10 +1084,11 @@ async def pvp_combat_action(
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elif req.action == 'flee':
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# 50% chance to flee from PvP
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if random.random() < 0.5:
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last_action_text = f"{current_player['name']} fled from combat!"
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last_action_text = get_game_message('flee_success_text', locale, name=current_player['name'])
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messages.append(create_combat_message(
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"flee_success",
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origin="player"
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origin="player",
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message=last_action_text
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))
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combat_over = True
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@@ -1069,11 +1106,12 @@ async def pvp_combat_action(
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)
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else:
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# Failed to flee, skip turn
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last_action_text = f"{current_player['name']} tried to flee but failed!"
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last_action_text = get_game_message('flee_fail_text', locale, name=current_player['name'])
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messages.append(create_combat_message(
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"flee_fail",
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origin="player",
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reason="chance"
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reason="chance",
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message=last_action_text
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))
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await db.update_pvp_combat(pvp_combat['id'], {
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@@ -1113,14 +1151,16 @@ async def pvp_combat_action(
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"username": fresh_attacker['name'],
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"level": fresh_attacker['level'],
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"hp": fresh_attacker['hp'],
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"max_hp": fresh_attacker['max_hp']
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"max_hp": fresh_attacker['max_hp'],
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"image": "/images/characters/default.webp"
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},
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"defender": {
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"id": fresh_defender['id'],
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"username": fresh_defender['name'],
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"level": fresh_defender['level'],
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"hp": fresh_defender['hp'],
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"max_hp": fresh_defender['max_hp']
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"max_hp": fresh_defender['max_hp'],
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"image": "/images/characters/default.webp"
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},
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"is_attacker": is_attacker,
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"your_turn": your_turn,
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@@ -1134,18 +1174,68 @@ async def pvp_combat_action(
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"defender_fled": updated_pvp.get('defender_fled', False)
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}
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# Determine which player object to send as "player" data for global state updates
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player_data = {
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"id": fresh_attacker['id'],
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"username": fresh_attacker['name'],
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"level": fresh_attacker['level'],
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"hp": fresh_attacker['hp'],
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"max_hp": fresh_attacker['max_hp'],
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"xp": fresh_attacker['xp'],
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"max_xp": fresh_attacker['level'] * 1000
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} if is_attacker else {
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"id": fresh_defender['id'],
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"username": fresh_defender['name'],
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"level": fresh_defender['level'],
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"hp": fresh_defender['hp'],
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"max_hp": fresh_defender['max_hp'],
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"xp": fresh_defender['xp'],
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"max_xp": fresh_defender['level'] * 1000
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}
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# Process messages for this player
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# Use actor_id (current_player['id']) to identify who performed the action
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# If I am NOT the actor, then the action was done BY an enemy against me.
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# So I swap 'player' origin (Actor) to 'enemy' origin (Attacker from my perspective).
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actor_id = current_player['id']
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import copy
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player_messages = []
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is_actor = (player_id == actor_id)
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# For the victim (non-actor), we strip the pre-generated text messages so frontend can generate
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# "Enemy hit you" instead of "Alice hit Bob"
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if not is_actor:
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msgs_copy = copy.deepcopy(messages)
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for m in msgs_copy:
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if m.get('origin') == 'player':
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m['origin'] = 'enemy'
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elif m.get('origin') == 'enemy':
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m['origin'] = 'player'
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player_messages.append(m)
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else:
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player_messages = messages
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# Send separate payloads
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# For actor: keep full text
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# For victim: strip main message text so frontend uses data to render "Enemy hit you"
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payload_data = {
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"message": last_action_text if is_actor else None, # key refactor: hide text for victim
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"log_entry": last_action_text if is_actor else None,
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"pvp_combat": enriched_pvp,
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"combat_over": combat_over,
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"winner_id": winner_id,
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"player": player_data,
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"attacker_hp": fresh_attacker['hp'],
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"defender_hp": fresh_defender['hp'],
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"messages": player_messages
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}
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await manager.send_personal_message(player_id, {
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"type": "combat_update",
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"data": {
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"message": last_action_text if player_id == current_user['id'] else "",
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"log_entry": last_action_text if player_id == current_user['id'] else "", # Append to combat log
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"pvp_combat": enriched_pvp,
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"combat_over": combat_over,
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"winner_id": winner_id,
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"attacker_hp": fresh_attacker['hp'],
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"defender_hp": fresh_defender['hp'],
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"messages": messages if player_id == current_user['id'] else []
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},
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"data": payload_data,
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"timestamp": datetime.utcnow().isoformat()
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})
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@@ -1124,46 +1124,54 @@ async def use_item(
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'tier': inv_item.get('tier')
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})
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# Store minimal data in database
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db_items = json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
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# Only create corpse if player has items
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corpse_data = None
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if inventory_items:
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# Store minimal data in database
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db_items = json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
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logger.info(f"Creating player corpse for {player['name']} at {player['location_id']} with {len(inventory_items)} items")
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corpse_id = await db.create_player_corpse(
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player_name=player['name'],
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location_id=player['location_id'],
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items=db_items
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)
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logger.info(f"Successfully created player corpse: ID={corpse_id}, player={player['name']}, location={player['location_id']}, items_count={len(inventory_items)}")
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# Clear player's inventory (items are now in corpse)
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await db.clear_inventory(current_user['id'])
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# Build corpse data for broadcast
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corpse_data = {
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"id": f"player_{corpse_id}",
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"type": "player",
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"name": f"{player['name']}'s Corpse",
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"emoji": "⚰️",
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"player_name": player['name'],
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"loot_count": len(inventory_items),
|
||||
"items": inventory_items, # Full item list for UI
|
||||
"timestamp": time_module.time()
|
||||
}
|
||||
else:
|
||||
logger.info(f"Player {player['name']} died (use_item combat) with no items, skipping corpse creation")
|
||||
|
||||
logger.info(f"Creating player corpse for {player['name']} at {player['location_id']} with {len(inventory_items)} items")
|
||||
|
||||
corpse_id = await db.create_player_corpse(
|
||||
player_name=player['name'],
|
||||
location_id=player['location_id'],
|
||||
items=db_items
|
||||
)
|
||||
|
||||
logger.info(f"Successfully created player corpse: ID={corpse_id}, player={player['name']}, location={player['location_id']}, items_count={len(inventory_items)}")
|
||||
|
||||
# Clear player's inventory (items are now in corpse)
|
||||
await db.clear_inventory(current_user['id'])
|
||||
|
||||
# Build corpse data for broadcast
|
||||
corpse_data = {
|
||||
"id": f"player_{corpse_id}",
|
||||
"type": "player",
|
||||
"name": f"{player['name']}'s Corpse",
|
||||
"emoji": "⚰️",
|
||||
"player_name": player['name'],
|
||||
"loot_count": len(inventory_items),
|
||||
"items": inventory_items, # Full item list for UI
|
||||
"timestamp": time_module.time()
|
||||
}
|
||||
|
||||
# Broadcast to location that player died and corpse appeared
|
||||
# Broadcast to location that player died (and corpse if created)
|
||||
logger.info(f"Broadcasting player_died to location {player['location_id']} for player {player['name']}")
|
||||
broadcast_data = {
|
||||
"message": get_game_message('player_defeated_broadcast', locale, player_name=player['name']),
|
||||
"action": "player_died",
|
||||
"player_id": player['id']
|
||||
}
|
||||
if corpse_data:
|
||||
broadcast_data["corpse"] = corpse_data
|
||||
|
||||
await manager.send_to_location(
|
||||
location_id=player['location_id'],
|
||||
message={
|
||||
"type": "location_update",
|
||||
"data": {
|
||||
"message": get_game_message('player_defeated_broadcast', locale, player_name=player['name']),
|
||||
"action": "player_died",
|
||||
"player_id": player['id'],
|
||||
"corpse": corpse_data # Send full corpse data
|
||||
},
|
||||
"data": broadcast_data,
|
||||
"timestamp": datetime.utcnow().isoformat()
|
||||
},
|
||||
exclude_player_id=current_user['id']
|
||||
|
||||
Reference in New Issue
Block a user