""" Standalone game logic for the API. Contains all game mechanics without bot dependencies. """ import random import time from typing import Dict, Any, Tuple, Optional, List from . import database as db from .services.helpers import get_locale_string, translate_travel_message, create_combat_message async def move_player(player_id: int, direction: str, locations: Dict, locale: str = 'en') -> Tuple[bool, str, Optional[str], int, int]: """ Move player in a direction. Returns: (success, message, new_location_id, stamina_cost, distance_meters) """ player = await db.get_character_by_id(player_id) if not player: return False, "Player not found", None, 0, 0 current_location_id = player['location_id'] current_location = locations.get(current_location_id) if not current_location: return False, "Current location not found", None, 0, 0 # Check if direction is valid if direction not in current_location.exits: return False, f"You cannot go {direction} from here.", None, 0, 0 new_location_id = current_location.exits[direction] new_location = locations.get(new_location_id) if not new_location: return False, "Destination not found", None, 0, 0 # Calculate total weight and capacity from api.items import items_manager as ITEMS_MANAGER from api.services.helpers import calculate_player_capacity inventory = await db.get_inventory(player_id) current_weight, max_weight, current_volume, max_volume = await calculate_player_capacity(inventory, ITEMS_MANAGER) # Calculate distance between locations (1 coordinate unit = 100 meters) import math coord_distance = math.sqrt( (new_location.x - current_location.x)**2 + (new_location.y - current_location.y)**2 ) distance = int(coord_distance * 100) # Convert to meters, round to integer # Calculate stamina cost: base from distance, adjusted by weight and agility base_cost = max(1, round(distance / 50)) # 50m = 1 stamina weight_penalty = int(current_weight / 10) agility_reduction = int(player.get('agility', 5) / 3) # Add over-capacity penalty (50% extra stamina cost if over limit) over_capacity_penalty = 0 if current_weight > max_weight or current_volume > max_volume: weight_excess_ratio = max(0, (current_weight - max_weight) / max_weight) if max_weight > 0 else 0 volume_excess_ratio = max(0, (current_volume - max_volume) / max_volume) if max_volume > 0 else 0 excess_ratio = max(weight_excess_ratio, volume_excess_ratio) # Penalty scales from 50% to 200% based on how much over capacity over_capacity_penalty = int((base_cost + weight_penalty) * (0.5 + min(1.5, excess_ratio))) stamina_cost = max(1, base_cost + weight_penalty + over_capacity_penalty - agility_reduction) # Check stamina if player['stamina'] < stamina_cost: return False, "You're too exhausted to move. Wait for your stamina to regenerate.", None, 0, 0 # Update player location and stamina await db.update_character( player_id, location_id=new_location_id, stamina=max(0, player['stamina'] - stamina_cost) ) translated_location = get_locale_string(new_location.name, locale) travel_message = translate_travel_message(direction, translated_location, locale) return True, travel_message, new_location_id, stamina_cost, distance async def inspect_area(player_id: int, location, interactables_data: Dict) -> str: """ Inspect the current area and return detailed information. Returns formatted text with interactables and their actions. """ player = await db.get_player_by_id(player_id) if not player: return "Player not found" # Check if player has enough stamina if player['stamina'] < 1: return "You're too exhausted to inspect the area thoroughly. Wait for your stamina to regenerate." # Deduct stamina await db.update_player_stamina(player_id, player['stamina'] - 1) # Build inspection message lines = [f"🔍 **Inspecting {location.name}**\n"] lines.append(location.description) lines.append("") if location.interactables: lines.append("**Interactables:**") for interactable in location.interactables: lines.append(f"• **{interactable.name}**") if interactable.actions: actions_text = ", ".join([f"{action.label} (⚡{action.stamina_cost})" for action in interactable.actions]) lines.append(f" Actions: {actions_text}") lines.append("") if location.npcs: lines.append(f"**NPCs:** {', '.join(location.npcs)}") lines.append("") # Check for dropped items dropped_items = await db.get_dropped_items(location.id) if dropped_items: lines.append("**Items on ground:**") for item in dropped_items: lines.append(f"• {item['item_id']} x{item['quantity']}") return "\n".join(lines) async def interact_with_object( player_id: int, interactable_id: str, action_id: str, location, items_manager ) -> Dict[str, Any]: """ Interact with an object using a specific action. Returns: {success, message, items_found, damage_taken, stamina_cost} """ player = await db.get_player_by_id(player_id) if not player: return {"success": False, "message": "Player not found"} # Find the interactable (match by id or instance_id) interactable = None for obj in location.interactables: if obj.id == interactable_id or (hasattr(obj, 'instance_id') and obj.instance_id == interactable_id): interactable = obj break if not interactable: return {"success": False, "message": "Object not found"} # Find the action action = None for act in interactable.actions: if act.id == action_id: action = act break if not action: return {"success": False, "message": "Action not found"} # Check stamina if player['stamina'] < action.stamina_cost: return { "success": False, "message": f"Not enough stamina. Need {action.stamina_cost}, have {player['stamina']}." } # Check cooldown for this specific action cooldown_expiry = await db.get_interactable_cooldown(interactable_id, action_id) if cooldown_expiry: remaining = int(cooldown_expiry - time.time()) return { "success": False, "message": f"This action is still on cooldown. Wait {remaining} seconds." } # Deduct stamina new_stamina = player['stamina'] - action.stamina_cost await db.update_player_stamina(player_id, new_stamina) # Determine outcome (simple success/failure for now) # TODO: Implement proper skill checks roll = random.randint(1, 100) if roll <= 10: # 10% critical failure outcome_key = 'critical_failure' elif roll <= 30: # 20% failure outcome_key = 'failure' else: # 70% success outcome_key = 'success' outcome = action.outcomes.get(outcome_key) if not outcome: # Fallback to success if outcome not defined outcome = action.outcomes.get('success') if not outcome: return { "success": False, "message": "Action has no defined outcomes" } # Process outcome items_found = [] items_dropped = [] damage_taken = outcome.damage_taken # Calculate current capacity from api.services.helpers import calculate_player_capacity from api.items import items_manager as ITEMS_MANAGER inventory = await db.get_inventory(player_id) current_weight, max_weight, current_volume, max_volume = await calculate_player_capacity(inventory, ITEMS_MANAGER) # Add items to inventory (or drop if over capacity) for item_id, quantity in outcome.items_reward.items(): item = items_manager.get_item(item_id) if not item: continue item_name = get_locale_string(item.name) if item else item_id emoji = item.emoji if item and hasattr(item, 'emoji') else '' # Check if item has durability (unique item) has_durability = hasattr(item, 'durability') and item.durability is not None # For items with durability, we need to create each one individually if has_durability: for _ in range(quantity): # Check if item fits in inventory if (current_weight + item.weight <= max_weight and current_volume + item.volume <= max_volume): # Add to inventory with durability properties await db.add_item_to_inventory( player_id, item_id, quantity=1, durability=item.durability, max_durability=item.durability, tier=getattr(item, 'tier', None) ) items_found.append(f"{emoji} {get_locale_string(item_name)}") current_weight += item.weight current_volume += item.volume else: # Create unique_item and drop to ground # Save base stats to unique_stats base_stats = {k: int(v) if isinstance(v, (int, float)) else v for k, v in item.stats.items()} if item.stats else {} unique_item_id = await db.create_unique_item( item_id=item_id, durability=item.durability, max_durability=item.durability, tier=getattr(item, 'tier', None), unique_stats=base_stats ) await db.drop_item_to_world(item_id, 1, player['location_id'], unique_item_id=unique_item_id) items_dropped.append(f"{emoji} {get_locale_string(item_name)}") else: # Stackable items - process as before item_weight = item.weight * quantity item_volume = item.volume * quantity if (current_weight + item_weight <= max_weight and current_volume + item_volume <= max_volume): # Add to inventory await db.add_item_to_inventory(player_id, item_id, quantity) items_found.append(f"{emoji} {get_locale_string(item_name)} x{quantity}") current_weight += item_weight current_volume += item_volume else: # Drop to ground await db.drop_item_to_world(item_id, quantity, player['location_id']) items_dropped.append(f"{emoji} {get_locale_string(item_name)} x{quantity}") # Apply damage if damage_taken > 0: new_hp = max(0, player['hp'] - damage_taken) await db.update_player_hp(player_id, new_hp) # Check if player died if new_hp <= 0: await db.update_player(player_id, is_dead=True) # Set cooldown for this specific action (60 seconds default) await db.set_interactable_cooldown(interactable_id, action_id, 60) # Build message final_message = get_locale_string(outcome.text) if items_dropped: final_message += f"\n⚠️ Inventory full! Dropped to ground: {', '.join(items_dropped)}" return { "success": True, "message": final_message, "items_found": items_found, "items_dropped": items_dropped, "damage_taken": damage_taken, "stamina_cost": action.stamina_cost, "new_stamina": new_stamina, "new_hp": player['hp'] - damage_taken if damage_taken > 0 else player['hp'] } async def use_item(player_id: int, item_id: str, items_manager) -> Dict[str, Any]: """ Use an item from inventory. Returns: {success, message, effects} """ player = await db.get_player_by_id(player_id) if not player: return {"success": False, "message": "Player not found"} # Check if player has the item inventory = await db.get_inventory(player_id) item_entry = None for inv_item in inventory: if inv_item['item_id'] == item_id: item_entry = inv_item break if not item_entry: return {"success": False, "message": "You don't have this item"} # Get item data item = items_manager.get_item(item_id) if not item: return {"success": False, "message": "Item not found in game data"} if not item.consumable: return {"success": False, "message": "This item cannot be used"} # Apply item effects effects = {} effects_msg = [] if 'hp_restore' in item.effects: hp_restore = item.effects['hp_restore'] old_hp = player['hp'] new_hp = min(player['max_hp'], old_hp + hp_restore) actual_restored = new_hp - old_hp if actual_restored > 0: await db.update_player_hp(player_id, new_hp) effects['hp_restored'] = actual_restored effects_msg.append(f"+{actual_restored} HP") if 'stamina_restore' in item.effects: stamina_restore = item.effects['stamina_restore'] old_stamina = player['stamina'] new_stamina = min(player['max_stamina'], old_stamina + stamina_restore) actual_restored = new_stamina - old_stamina if actual_restored > 0: await db.update_player_stamina(player_id, new_stamina) effects['stamina_restored'] = actual_restored effects_msg.append(f"+{actual_restored} Stamina") # Consume the item (remove 1 from inventory) await db.remove_item_from_inventory(player_id, item_id, 1) # Track statistics stat_updates = {"items_used": 1, "increment": True} if 'hp_restored' in effects: stat_updates['hp_restored'] = effects['hp_restored'] if 'stamina_restored' in effects: stat_updates['stamina_restored'] = effects['stamina_restored'] await db.update_player_statistics(player_id, **stat_updates) # Build message msg = f"Used {item.name}" if effects_msg: msg += f" ({', '.join(effects_msg)})" return { "success": True, "message": msg, "effects": effects } async def pickup_item(player_id: int, item_id: int, location_id: str, quantity: int = None, items_manager=None) -> Dict[str, Any]: """ Pick up an item from the ground. item_id is the dropped_item id, not the item_id field. quantity: how many to pick up (None = all) items_manager: ItemsManager instance to get item definitions Returns: {success, message} """ # Get the dropped item by its ID dropped_item = await db.get_dropped_item(item_id) if not dropped_item: return {"success": False, "message": "Item not found on ground"} # Get item definition item_def = items_manager.get_item(dropped_item['item_id']) if items_manager else None if not item_def: return {"success": False, "message": "Item data not found"} # Determine how many to pick up available_qty = dropped_item['quantity'] if quantity is None or quantity >= available_qty: pickup_qty = available_qty else: if quantity < 1: return {"success": False, "message": "Invalid quantity"} pickup_qty = quantity # Get player and calculate capacity from api.services.helpers import calculate_player_capacity player = await db.get_player_by_id(player_id) inventory = await db.get_inventory(player_id) # Calculate current weight and volume (including equipped bag capacity) current_weight, max_weight, current_volume, max_volume = await calculate_player_capacity(inventory, items_manager) # Calculate weight and volume for items to pick up item_weight = item_def.weight * pickup_qty item_volume = item_def.volume * pickup_qty new_weight = current_weight + item_weight new_volume = current_volume + item_volume # Check limits if new_weight > max_weight: return { "success": False, "message": f"⚠️ Item too heavy! {item_def.emoji} {item_def.name} x{pickup_qty} ({item_weight:.1f}kg) would exceed capacity. Current: {current_weight:.1f}/{max_weight:.1f}kg" } if new_volume > max_volume: return { "success": False, "message": f"⚠️ Item too large! {item_def.emoji} {item_def.name} x{pickup_qty} ({item_volume:.1f}L) would exceed capacity. Current: {current_volume:.1f}/{max_volume:.1f}L" } # Items fit - update dropped item quantity or remove it if pickup_qty >= available_qty: await db.remove_dropped_item(item_id) else: new_qty = available_qty - pickup_qty await db.update_dropped_item_quantity(item_id, new_qty) # Add to inventory (pass unique_item_id if it's a unique item) await db.add_item_to_inventory( player_id, dropped_item['item_id'], pickup_qty, unique_item_id=dropped_item.get('unique_item_id') ) return { "success": True, "message": f"Picked up {item_def.emoji} {item_def.name} x{pickup_qty}" } async def check_and_apply_level_up(player_id: int) -> Dict[str, Any]: """ Check if player has enough XP to level up and apply it. Returns: {leveled_up: bool, new_level: int, levels_gained: int} """ player = await db.get_player_by_id(player_id) if not player: return {"leveled_up": False, "new_level": 1, "levels_gained": 0} current_level = player['level'] current_xp = player['xp'] levels_gained = 0 # Check for level ups (can level up multiple times if enough XP) while current_xp >= (current_level * 100): current_xp -= (current_level * 100) current_level += 1 levels_gained += 1 if levels_gained > 0: # Update player with new level, remaining XP, and unspent points new_unspent_points = player['unspent_points'] + levels_gained await db.update_player( player_id, level=current_level, xp=current_xp, unspent_points=new_unspent_points ) return { "leveled_up": True, "new_level": current_level, "levels_gained": levels_gained } return {"leveled_up": False, "new_level": current_level, "levels_gained": 0} # ============================================================================ # STATUS EFFECTS UTILITIES # ============================================================================ def calculate_status_damage(effects: list) -> int: """ Calculate total damage from all status effects. Args: effects: List of status effect dicts Returns: Total damage per tick """ return sum(effect.get('damage_per_tick', 0) for effect in effects) # ============================================================================ # COMBAT UTILITIES # ============================================================================ return message, player_defeated def generate_npc_intent(npc_def, combat_state: dict) -> dict: """ Generate the NEXT intent for an NPC. Returns a dict with intent type and details. """ # Default intent is attack intent = {"type": "attack", "value": 0} # Logic could be more complex based on NPC type, HP, etc. roll = random.random() # 20% chance to defend if HP < 50% if (combat_state['npc_hp'] / combat_state['npc_max_hp'] < 0.5) and roll < 0.2: intent = {"type": "defend", "value": 0} # 15% chance for special attack (if defined, otherwise strong attack) elif roll < 0.35: intent = {"type": "special", "value": 0} else: intent = {"type": "attack", "value": 0} return intent async def npc_attack(player_id: int, combat: dict, npc_def, reduce_armor_func) -> Tuple[str, bool]: """ Execute NPC turn based on PREVIOUS intent, then generate NEXT intent. """ player = await db.get_player_by_id(player_id) if not player: return "Player not found", True # Parse current intent (stored in DB as string or JSON, assuming simple string for now or we parse it) # For now, let's assume simple string "attack", "defend", "special" stored in npc_intent # If we want more complex data, we should use JSON, but the migration added VARCHAR. # Let's stick to simple string for the column, but we can store "type:value" if needed. current_intent_str = combat.get('npc_intent', 'attack') # Handle legacy/null if not current_intent_str: current_intent_str = 'attack' intent_type = current_intent_str message = "" actual_damage = 0 # EXECUTE INTENT if intent_type == 'defend': # NPC defends - maybe heals or takes less damage next turn? # For simplicity: Heals 5% HP heal_amount = int(combat['npc_max_hp'] * 0.05) new_npc_hp = min(combat['npc_max_hp'], combat['npc_hp'] + heal_amount) await db.update_combat(player_id, {'npc_hp': new_npc_hp}) message = f"{get_locale_string(npc_def.name)} defends and recovers {heal_amount} HP!" elif intent_type == 'special': # Strong attack (1.5x damage) npc_damage = int(random.randint(npc_def.damage_min, npc_def.damage_max) * 1.5) armor_absorbed, broken_armor = await reduce_armor_func(player_id, npc_damage) actual_damage = max(1, npc_damage - armor_absorbed) new_player_hp = max(0, player['hp'] - actual_damage) message = f"{get_locale_string(npc_def.name)} uses a SPECIAL ATTACK for {npc_damage} damage!" if armor_absorbed > 0: message += f" (Armor absorbed {armor_absorbed})" if broken_armor: for armor in broken_armor: message += f"\n💔 Your {armor['emoji']} {armor['name']} broke!" await db.update_player(player_id, hp=new_player_hp) else: # Default 'attack' npc_damage = random.randint(npc_def.damage_min, npc_def.damage_max) # Enrage bonus if NPC is below 30% HP if combat['npc_hp'] / combat['npc_max_hp'] < 0.3: npc_damage = int(npc_damage * 1.5) message = f"{get_locale_string(npc_def.name)} is ENRAGED! " else: message = "" armor_absorbed, broken_armor = await reduce_armor_func(player_id, npc_damage) actual_damage = max(1, npc_damage - armor_absorbed) new_player_hp = max(0, player['hp'] - actual_damage) message += create_combat_message("enemy_attack", npc_name=npc_def.name, damage=npc_damage, armor_absorbed=armor_absorbed) if armor_absorbed > 0: message += f" (Armor absorbed {armor_absorbed})" if broken_armor: for armor in broken_armor: message += f"\n💔 Your {armor['emoji']} {armor['name']} broke!" await db.update_player(player_id, hp=new_player_hp) # GENERATE NEXT INTENT # We need to update the combat state with the new HP values first to make good decisions # But we can just use the values we calculated. # Check if player defeated player_defeated = False if player['hp'] - actual_damage <= 0 and intent_type != 'defend': # Check HP after damage # Re-fetch to be sure or just trust calculation if new_player_hp <= 0: message += "\nYou have been defeated!" player_defeated = True await db.update_player(player_id, hp=0, is_dead=True) await db.update_player_statistics(player_id, deaths=1, damage_taken=actual_damage, increment=True) await db.end_combat(player_id) return message, player_defeated if not player_defeated: if actual_damage > 0: await db.update_player_statistics(player_id, damage_taken=actual_damage, increment=True) # Generate NEXT intent # We need the updated NPC HP for the logic current_npc_hp = combat['npc_hp'] if intent_type == 'defend': current_npc_hp = min(combat['npc_max_hp'], combat['npc_hp'] + int(combat['npc_max_hp'] * 0.05)) temp_combat_state = combat.copy() temp_combat_state['npc_hp'] = current_npc_hp next_intent = generate_npc_intent(npc_def, temp_combat_state) # Update combat with new intent and turn await db.update_combat(player_id, { 'turn': 'player', 'turn_started_at': time.time(), 'npc_intent': next_intent['type'] }) return message, player_defeated