Files
echoes-of-the-ash/bot/combat.py
Joan c78c902b82 UI/UX: Fix alignment with right-aligned stat bars + optimize combat display
BREAKING: Changed format_stat_bar() to right-aligned format
- Bars now left-aligned, emoji+label on right
- Works with Telegram's proportional font (spaces don't work)
- Format: {bar} {percentage}% ({current}/{max}) {emoji} {label}

Combat improvements:
- Show BOTH HP bars on every turn (player + enemy)
- Eliminates redundant enemy HP display
- Better tactical awareness with complete state info

Files modified:
- bot/utils.py: Right-aligned format_stat_bar()
- bot/combat.py: Both HP bars on player/enemy turns
- bot/action_handlers.py: Fixed emoji handling
- bot/combat_handlers.py: Updated combat status display
- docs/development/UI_UX_IMPROVEMENTS.md: Complete documentation

Example output:
██████████ 100% (100/100) ❤️ Your HP
███░░░░░░░ 30% (15/50) 🐕 Feral Dog
2025-10-20 12:58:41 +02:00

505 lines
18 KiB
Python

"""
Combat system logic for turn-based NPC encounters.
"""
import random
import json
import time
from typing import Dict, List, Tuple, Optional
from bot import database
from bot.utils import format_stat_bar
from data.npcs import NPCS, STATUS_EFFECTS
from data.items import ITEMS
# XP curve for leveling
def xp_for_level(level: int) -> int:
"""Calculate XP needed to reach a level."""
if level <= 1:
return 0 # Level 1 starts at 0 XP
return int(100 * (level ** 1.5))
async def calculate_player_damage(player: dict) -> int:
"""Calculate player's damage output based on stats and equipped weapon."""
base_damage = 5
strength_bonus = player['strength'] // 2
level_bonus = player['level']
# Check for equipped weapon
inventory = await database.get_inventory(player['telegram_id'])
weapon_damage = 0
for item in inventory:
if item.get('is_equipped'):
item_def = ITEMS.get(item['item_id'], {})
if item_def.get('type') == 'weapon':
# Get weapon damage range
damage_min = item_def.get('damage_min', 0)
damage_max = item_def.get('damage_max', 0)
weapon_damage = random.randint(damage_min, damage_max)
break
# Random variance
variance = random.randint(-2, 2)
return max(1, base_damage + strength_bonus + level_bonus + weapon_damage + variance)
def calculate_npc_damage(npc_def, npc_hp: int, npc_max_hp: int) -> int:
"""Calculate NPC's damage output."""
base_damage = random.randint(npc_def.damage_min, npc_def.damage_max)
# Enraged bonus if low HP
hp_percent = npc_hp / npc_max_hp
if hp_percent < 0.3:
base_damage = int(base_damage * 1.5)
return max(1, base_damage)
async def initiate_combat(player_id: int, npc_id: str, location_id: str, from_wandering_enemy: bool = False) -> Dict:
"""
Start a new combat encounter.
Args:
player_id: Telegram user ID
npc_id: NPC definition ID
location_id: Where combat is happening
from_wandering_enemy: If True, enemy will respawn if player flees or dies
Returns combat state dict.
"""
npc_def = NPCS.get(npc_id)
if not npc_def:
return None
# Randomize NPC HP
npc_hp = random.randint(npc_def.hp_min, npc_def.hp_max)
# Create combat in database
combat_id = await database.create_combat(
player_id=player_id,
npc_id=npc_id,
npc_hp=npc_hp,
npc_max_hp=npc_hp,
location_id=location_id,
from_wandering_enemy=from_wandering_enemy
)
return await database.get_combat(player_id)
async def player_attack(player_id: int) -> Tuple[str, bool, bool]:
"""
Player attacks the NPC.
Returns: (message, npc_died, player_turn_ended)
"""
combat = await database.get_combat(player_id)
if not combat or combat['turn'] != 'player':
return ("It's not your turn!", False, False)
player = await database.get_player(player_id)
npc_def = NPCS.get(combat['npc_id'])
if not player or not npc_def:
return ("Combat error!", False, False)
# Check if player is stunned
player_effects = json.loads(combat['player_status_effects'])
is_stunned = any(effect['name'] == 'Stunned' for effect in player_effects)
if is_stunned:
# Update status effects
player_effects = update_status_effects(player_effects)
await database.update_combat(player_id, {
'turn': 'npc',
'turn_started_at': time.time(),
'player_status_effects': json.dumps(player_effects)
})
return ("⚠️ You're stunned and cannot attack! The enemy seizes the opportunity!", False, True)
# Calculate damage
raw_damage = await calculate_player_damage(player)
actual_damage = max(1, raw_damage - npc_def.defense)
new_npc_hp = max(0, combat['npc_hp'] - actual_damage)
# Check for critical hit (10% chance)
is_crit = random.random() < 0.1
if is_crit:
actual_damage = int(actual_damage * 1.5)
new_npc_hp = max(0, combat['npc_hp'] - actual_damage)
message = "━━━ YOUR TURN ━━━\n"
message += f"⚔️ You attack the {npc_def.name} for {actual_damage} damage!"
if is_crit:
message += " 💥 CRITICAL HIT!"
# Check for status effect infliction (5% chance to stun)
npc_effects = json.loads(combat['npc_status_effects'])
if random.random() < 0.05:
npc_effects.append({
'name': 'Stunned',
'turns_remaining': 1,
'damage_per_turn': 0
})
message += f"\n🌟 You stunned the {npc_def.name}!"
# Apply status effect damage to player
player_effects, status_damage, status_messages = apply_status_effects(player_effects)
if status_damage > 0:
new_player_hp = max(0, player['hp'] - status_damage)
await database.update_player(player_id, {'hp': new_player_hp})
message += f"\n{status_messages}"
if new_player_hp <= 0:
await handle_player_death(player_id)
return (message + "\n\n💀 You have died from your wounds...", True, True)
# Check if NPC died
if new_npc_hp <= 0:
await database.update_combat(player_id, {
'npc_hp': 0,
'npc_status_effects': json.dumps(npc_effects),
'player_status_effects': json.dumps(player_effects)
})
# Handle victory
victory_msg = await handle_npc_death(player_id, combat, npc_def)
return (message + "\n\n" + victory_msg, True, True)
# Update combat - switch to NPC turn
await database.update_combat(player_id, {
'npc_hp': new_npc_hp,
'turn': 'npc',
'turn_started_at': time.time(),
'npc_status_effects': json.dumps(npc_effects),
'player_status_effects': json.dumps(player_effects)
})
# Show both health bars after player's turn
message += "\n━━━━━━━━━━━━━━━━━━━━\n"
message += format_stat_bar("Your HP", "❤️", player['hp'], player['max_hp']) + "\n"
message += format_stat_bar(npc_def.name, npc_def.emoji, new_npc_hp, combat['npc_max_hp'])
return (message, False, True)
async def npc_attack(player_id: int) -> Tuple[str, bool]:
"""
NPC attacks the player.
Returns: (message, player_died)
"""
combat = await database.get_combat(player_id)
if not combat or combat['turn'] != 'npc':
return ("", False)
player = await database.get_player(player_id)
npc_def = NPCS.get(combat['npc_id'])
if not player or not npc_def:
return ("Combat error!", False)
# Check if NPC is stunned
npc_effects = json.loads(combat['npc_status_effects'])
is_stunned = any(effect['name'] == 'Stunned' for effect in npc_effects)
if is_stunned:
# Update status effects
npc_effects = update_status_effects(npc_effects)
await database.update_combat(player_id, {
'turn': 'player',
'turn_started_at': time.time(),
'npc_status_effects': json.dumps(npc_effects)
})
return (f"⚠️ The {npc_def.name} is stunned and cannot attack!", False)
# Calculate damage
damage = calculate_npc_damage(npc_def, combat['npc_hp'], combat['npc_max_hp'])
# Apply damage to player
new_player_hp = max(0, player['hp'] - damage)
await database.update_player(player_id, {'hp': new_player_hp})
message = "━━━ ENEMY TURN ━━━\n"
message += f"💥 The {npc_def.name} attacks you for {damage} damage!"
# Check for status effect infliction
player_effects = json.loads(combat['player_status_effects'])
if random.random() < npc_def.status_inflict_chance:
# Bleeding is most common
player_effects.append({
'name': 'Bleeding',
'turns_remaining': 3,
'damage_per_turn': 2
})
message += "\n🩸 You're bleeding!"
# Apply status effect damage to NPC
npc_effects, status_damage, status_messages = apply_status_effects(npc_effects)
if status_damage > 0:
new_npc_hp = max(0, combat['npc_hp'] - status_damage)
await database.update_combat(player_id, {'npc_hp': new_npc_hp})
message += f"\n{status_messages}"
if new_npc_hp <= 0:
victory_msg = await handle_npc_death(player_id, combat, npc_def)
return (message + "\n\n" + victory_msg, False)
# Check if player died
if new_player_hp <= 0:
await handle_player_death(player_id)
return (message + "\n\n💀 You have been slain...", True)
# Update combat - switch to player turn
await database.update_combat(player_id, {
'turn': 'player',
'turn_started_at': time.time(),
'player_status_effects': json.dumps(player_effects),
'npc_status_effects': json.dumps(npc_effects)
})
# Show both health bars after enemy's turn
message += "\n━━━━━━━━━━━━━━━━━━━━\n"
message += format_stat_bar("Your HP", "❤️", new_player_hp, player['max_hp']) + "\n"
message += format_stat_bar(npc_def.name, npc_def.emoji, combat['npc_hp'], combat['npc_max_hp'])
return (message, False)
async def flee_attempt(player_id: int) -> Tuple[str, bool, bool]:
"""
Player attempts to flee from combat.
Returns: (message, fled_successfully, turn_ended)
"""
combat = await database.get_combat(player_id)
if not combat or combat['turn'] != 'player':
return ("It's not your turn!", False, False)
player = await database.get_player(player_id)
npc_def = NPCS.get(combat['npc_id'])
# Base flee chance is 50%, modified by agility
flee_chance = 0.5 + (player['agility'] / 100)
if random.random() < flee_chance:
# Success! Check if we need to respawn the wandering enemy
if combat.get('from_wandering_enemy', False):
# Respawn the enemy at the same location
await database.spawn_wandering_enemy(
npc_id=combat['npc_id'],
location_id=combat['location_id'],
lifetime_seconds=600 # 10 minutes
)
await database.end_combat(player_id)
return (f"🏃 You successfully flee from the {npc_def.name}!", True, True)
else:
# Failed - lose turn and NPC attacks
message = f"❌ You failed to escape! The {npc_def.name} takes advantage!"
# NPC gets a free attack
await database.update_combat(player_id, {
'turn': 'npc',
'turn_started_at': time.time()
})
return (message, False, True)
def update_status_effects(effects: List[Dict]) -> List[Dict]:
"""Decrease turn counters on status effects."""
new_effects = []
for effect in effects:
effect['turns_remaining'] -= 1
if effect['turns_remaining'] > 0:
new_effects.append(effect)
return new_effects
def apply_status_effects(effects: List[Dict]) -> Tuple[List[Dict], int, str]:
"""
Apply status effect damage.
Returns: (updated_effects, total_damage, message)
"""
total_damage = 0
messages = []
for effect in effects:
if effect['damage_per_turn'] > 0:
total_damage += effect['damage_per_turn']
if effect['name'] == 'Bleeding':
messages.append(f"🩸 Bleeding: -{effect['damage_per_turn']} HP")
elif effect['name'] == 'Infected':
messages.append(f"🦠 Infection: -{effect['damage_per_turn']} HP")
return effects, total_damage, "\n".join(messages)
async def handle_npc_death(player_id: int, combat: Dict, npc_def) -> str:
"""Handle NPC death - give XP, drop loot, create corpse."""
player = await database.get_player(player_id)
# Give XP
new_xp = player['xp'] + npc_def.xp_reward
level_up_msg = ""
# Check for level up
current_level = player['level']
xp_needed = xp_for_level(current_level + 1)
if new_xp >= xp_needed:
new_level = current_level + 1
# Give stat points instead of auto-allocating
# Players get 5 points per level to spend as they wish
points_gained = 5
new_unspent_points = player.get('unspent_points', 0) + points_gained
await database.update_player(player_id, {
'xp': new_xp,
'level': new_level,
'hp': player['max_hp'], # Heal on level up
'stamina': player['max_stamina'], # Restore stamina on level up
'unspent_points': new_unspent_points
})
level_up_msg = f"\n\n🎉 LEVEL UP! You are now level {new_level}!"
level_up_msg += f"\n⭐ You have {points_gained} stat points to spend!"
level_up_msg += f"\n❤️ Fully healed and stamina restored!"
level_up_msg += f"\n\n💡 Check your profile to spend your points!"
else:
await database.update_player(player_id, {'xp': new_xp})
# Drop loot
loot_msg = "\n\n💰 Loot dropped:"
loot_items = []
for loot_item in npc_def.loot_table:
if random.random() < loot_item.drop_chance:
quantity = random.randint(loot_item.quantity_min, loot_item.quantity_max)
await database.drop_item_to_world(
loot_item.item_id,
quantity,
combat['location_id']
)
item_def = ITEMS.get(loot_item.item_id, {})
loot_msg += f"\n{item_def.get('emoji', '')} {item_def.get('name', 'Unknown')} x{quantity}"
loot_items.append(loot_item.item_id)
if not loot_items:
loot_msg += "\nNothing..."
# Create corpse if it has corpse loot
if npc_def.corpse_loot:
corpse_loot_json = json.dumps([{
'item_id': cl.item_id,
'quantity_min': cl.quantity_min,
'quantity_max': cl.quantity_max,
'required_tool': cl.required_tool
} for cl in npc_def.corpse_loot])
await database.create_npc_corpse(
npc_id=combat['npc_id'],
location_id=combat['location_id'],
loot_remaining=corpse_loot_json
)
loot_msg += f"\n\n{npc_def.emoji} The corpse can be scavenged for more resources."
# End combat
await database.end_combat(player_id)
message = f"🏆 Victory! {npc_def.death_message}"
message += f"\n+{npc_def.xp_reward} XP"
message += level_up_msg
message += loot_msg
return message
async def handle_player_death(player_id: int):
"""Handle player death - create corpse bag with all items."""
player = await database.get_player(player_id)
inventory_items = await database.get_inventory(player_id)
# Check if combat was with a wandering enemy that should respawn
combat = await database.get_combat(player_id)
if combat and combat.get('from_wandering_enemy', False):
# Respawn the enemy at the same location
await database.spawn_wandering_enemy(
npc_id=combat['npc_id'],
location_id=combat['location_id'],
lifetime_seconds=600 # 10 minutes
)
# Create corpse bag if player has items
if inventory_items:
items_json = json.dumps([{
'item_id': item['item_id'],
'quantity': item['quantity']
} for item in inventory_items])
await database.create_player_corpse(
player_name=player['name'],
location_id=player['location_id'],
items=items_json
)
# Remove all items from player
for item in inventory_items:
await database.remove_item_from_inventory(item['id'], item['quantity'])
# Mark player as dead and end any combat
await database.update_player(player_id, {'is_dead': True, 'hp': 0})
await database.end_combat(player_id)
async def use_item_in_combat(player_id: int, item_db_id: int) -> Tuple[str, bool]:
"""
Use a consumable item during combat.
Returns: (message, turn_ended)
"""
combat = await database.get_combat(player_id)
if not combat or combat['turn'] != 'player':
return ("It's not your turn!", False)
item_data = await database.get_inventory_item(item_db_id)
if not item_data or item_data['player_id'] != player_id:
return ("You don't have that item!", False)
item_def = ITEMS.get(item_data['item_id'])
if not item_def or item_def.get('type') != 'consumable':
return ("That item cannot be used in combat!", False)
player = await database.get_player(player_id)
# Apply consumable effects
message = f"💊 Used {item_def['name']}!"
hp_restore = item_def.get('hp_restore', 0)
stamina_restore = item_def.get('stamina_restore', 0)
updates = {}
if hp_restore > 0:
new_hp = min(player['hp'] + hp_restore, player['max_hp'])
updates['hp'] = new_hp
message += f"\n❤️ +{hp_restore} HP"
if stamina_restore > 0:
new_stamina = min(player['stamina'] + stamina_restore, player['max_stamina'])
updates['stamina'] = new_stamina
message += f"\n⚡ +{stamina_restore} Stamina"
if updates:
await database.update_player(player_id, updates)
# Remove item from inventory
if item_data['quantity'] > 1:
await database.update_inventory_item(item_db_id, item_data['quantity'] - 1)
else:
await database.remove_item_from_inventory(item_db_id, 1)
# Using an item ends your turn
await database.update_combat(player_id, {
'turn': 'npc',
'turn_started_at': time.time()
})
return (message, True)