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echoes-of-the-ash/bot/logic.py
2025-11-07 15:27:13 +01:00

120 lines
4.5 KiB
Python

import random
from typing import Tuple, Dict, Any
from data.items import ITEMS
from data.models import Action, Outcome
def calculate_inventory_load(player_inventory: list) -> Tuple[float, float]:
"""Calculates the total weight and volume of a player's inventory."""
total_weight = 0.0
total_volume = 0.0
for item in player_inventory:
item_def = ITEMS.get(item["item_id"])
if item_def:
total_weight += item_def["weight"] * item["quantity"]
total_volume += item_def["volume"] * item["quantity"]
return round(total_weight, 2), round(total_volume, 2)
def get_player_capacity(player_inventory: list, player_stats: dict) -> Tuple[float, float]:
"""Calculates the total carrying capacity of a player."""
base_weight_cap = player_stats['strength'] * 5 # Example formula
base_volume_cap = player_stats['strength'] * 2 # Example formula
for item in player_inventory:
if item["is_equipped"]:
item_def = ITEMS.get(item["item_id"])
if item_def and item_def.get("type") == "equipment":
effects = item_def.get("effects", {})
base_weight_cap += effects.get("capacity_weight", 0)
base_volume_cap += effects.get("capacity_volume", 0)
return base_weight_cap, base_volume_cap
def resolve_action(player_stats: dict, action_obj: Action) -> Outcome:
"""
Resolves a player action, like searching, based on stats and luck.
Returns the resulting Outcome object.
"""
# A simple success chance calculation
base_chance = 50 + (player_stats.get('intellect', 5) * 2)
roll = random.randint(1, 100)
outcome_key = "failure"
if roll <= 5 and "critical_failure" in action_obj.outcomes:
outcome_key = "critical_failure"
elif roll <= base_chance and "success" in action_obj.outcomes:
outcome_key = "success"
return action_obj.outcomes.get(outcome_key, action_obj.outcomes["failure"])
async def can_add_item_to_inventory(user_id: int, item_id: str, quantity: int) -> Tuple[bool, str]:
"""
Check if an item can be added to the player's inventory.
Returns (can_add, reason_if_not)
"""
from .api_client import api_client
player = await api_client.get_player(user_id)
if not player:
return False, "Player not found."
inventory = await api_client.get_inventory(user_id)
item_def = ITEMS.get(item_id)
if not item_def:
return False, "Invalid item."
# Calculate current and projected weight/volume
current_weight, current_volume = calculate_inventory_load(inventory)
max_weight, max_volume = get_player_capacity(inventory, player)
item_weight = item_def["weight"] * quantity
item_volume = item_def["volume"] * quantity
new_weight = current_weight + item_weight
new_volume = current_volume + item_volume
if new_weight > max_weight:
return False, f"Too heavy! ({new_weight:.1f}/{max_weight:.1f} kg)"
if new_volume > max_volume:
return False, f"Not enough space! ({new_volume:.1f}/{max_volume:.1f} vol)"
return True, ""
def calculate_travel_stamina_cost(player: dict, inventory: list, from_location, to_location) -> int:
"""
Calculate stamina cost for traveling between locations.
Based on distance, endurance (reduces cost), and carried weight (increases cost).
Args:
player: Player stats dictionary
inventory: Player's inventory list
from_location: Location object being traveled from
to_location: Location object being traveled to
"""
from data.travel_helpers import calculate_base_stamina_cost
# Get base cost from shared helper (used by map and game)
distance_cost = calculate_base_stamina_cost(from_location, to_location)
# Endurance reduces cost (each point reduces by 0.5)
endurance_reduction = player['endurance'] * 0.5
# Calculate weight burden
current_weight, _ = calculate_inventory_load(inventory)
max_weight, _ = get_player_capacity(inventory, player)
# Weight penalty: if carrying more than 50% capacity, add extra cost
weight_ratio = current_weight / max_weight if max_weight > 0 else 0
weight_penalty = 0
if weight_ratio > 0.5:
# Each 10% over 50% adds 1 stamina
weight_penalty = int((weight_ratio - 0.5) * 10)
# Calculate final cost (minimum 3)
final_cost = max(3, int(distance_cost - endurance_reduction + weight_penalty))
return final_cost