Fix team builder issues, Added startup import checks for consistency
🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
parent
08f7aa8ea8
commit
39ba55832d
5 changed files with 192 additions and 60 deletions
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@ -90,7 +90,17 @@ class Exploration(BaseModule):
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self.send_message(channel, f"{nickname}: '{destination}' is not a valid location!")
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return
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# Check if player can access this location
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# CRITICAL FIX: Check and award any outstanding achievements before checking travel requirements
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# This ensures players get credit for achievements they've earned but haven't been awarded yet
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print(f"🔄 Checking all achievements for {nickname} before travel...")
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# Check ALL possible achievements comprehensively
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all_new_achievements = await self.game_engine.check_all_achievements(player["id"])
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if all_new_achievements:
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for achievement in all_new_achievements:
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self.send_message(channel, f"🏆 {nickname}: Achievement unlocked: {achievement['name']}! {achievement['description']}")
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# Now check if player can access this location (after awarding achievements)
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missing_requirements = await self.database.get_missing_location_requirements(player["id"], location["id"])
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if missing_requirements:
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# Build specific message about required achievements
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@ -53,6 +53,14 @@ class PetBotDebug:
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self.load_modules()
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print("✅ Modules loaded")
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print("🔄 Validating player data and achievements...")
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loop.run_until_complete(self.validate_all_player_data())
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print("✅ Player data validation complete")
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print("🔄 Starting background validation task...")
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self.start_background_validation(loop)
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print("✅ Background validation started")
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print("🔄 Starting web server...")
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self.web_server = PetBotWebServer(self.database, port=8080)
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self.web_server.start_in_thread()
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@ -92,6 +100,64 @@ class PetBotDebug:
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print(f"✅ Loaded {len(self.modules)} modules with {len(self.command_map)} commands")
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async def validate_all_player_data(self):
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"""Validate and refresh all player data on startup to prevent state loss"""
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try:
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# Get all players from database
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import aiosqlite
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async with aiosqlite.connect(self.database.db_path) as db:
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cursor = await db.execute("SELECT id, nickname FROM players")
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players = await cursor.fetchall()
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print(f"🔄 Found {len(players)} players to validate...")
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for player_id, nickname in players:
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try:
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# Check and award any missing achievements for each player
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new_achievements = await self.game_engine.check_all_achievements(player_id)
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if new_achievements:
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print(f" 🏆 {nickname}: Restored {len(new_achievements)} missing achievements")
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for achievement in new_achievements:
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print(f" - {achievement['name']}")
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else:
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print(f" ✅ {nickname}: All achievements up to date")
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# Validate team composition
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team_composition = await self.database.get_team_composition(player_id)
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if team_composition["active_pets"] == 0 and team_composition["total_pets"] > 0:
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# Player has pets but none active - activate the first one
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pets = await self.database.get_player_pets(player_id)
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if pets:
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first_pet = pets[0]
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await self.database.activate_pet(player_id, str(first_pet["id"]))
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print(f" 🔧 {nickname}: Auto-activated pet {first_pet['nickname'] or first_pet['species_name']} (no active pets)")
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except Exception as e:
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print(f" ❌ Error validating {nickname}: {e}")
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print("✅ All player data validated and updated")
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except Exception as e:
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print(f"❌ Error during player data validation: {e}")
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# Don't fail startup if validation fails
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def start_background_validation(self, loop):
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"""Start background task to periodically validate player data"""
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import asyncio
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async def periodic_validation():
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while True:
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try:
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await asyncio.sleep(1800) # Run every 30 minutes
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print("🔄 Running periodic player data validation...")
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await self.validate_all_player_data()
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except Exception as e:
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print(f"❌ Error in background validation: {e}")
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# Create background task
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loop.create_task(periodic_validation())
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async def reload_modules(self):
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"""Reload all modules (for admin use)"""
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try:
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@ -515,6 +515,19 @@ class Database:
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return False
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async def check_all_achievements(self, player_id: int) -> List[Dict]:
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"""Check and award ALL possible achievements for a player"""
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all_new_achievements = []
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# Check all achievement types that might be available
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achievement_types = ["catch_type", "catch_total", "explore_count"]
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for achievement_type in achievement_types:
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new_achievements = await self.check_player_achievements(player_id, achievement_type, "")
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all_new_achievements.extend(new_achievements)
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return all_new_achievements
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async def get_player_achievements(self, player_id: int) -> List[Dict]:
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"""Get all achievements earned by player"""
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async with aiosqlite.connect(self.db_path) as db:
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@ -529,6 +529,10 @@ class GameEngine:
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"""Check for new achievements after player actions"""
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return await self.database.check_player_achievements(player_id, action_type, data)
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async def check_all_achievements(self, player_id: int):
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"""Check and award ALL possible achievements for a player"""
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return await self.database.check_all_achievements(player_id)
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async def get_weather_modified_spawns(self, location_id: int, spawns: list) -> list:
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"""Apply weather modifiers to spawn rates"""
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weather = await self.database.get_location_weather(location_id)
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157
webserver.py
157
webserver.py
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@ -606,7 +606,7 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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# Get all locations
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cursor = await db.execute("""
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SELECT l.*,
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GROUP_CONCAT(ps.name || ' (' || ps.type1 ||
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GROUP_CONCAT(DISTINCT ps.name || ' (' || ps.type1 ||
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CASE WHEN ps.type2 IS NOT NULL THEN '/' || ps.type2 ELSE '' END || ')') as spawns
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FROM locations l
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LEFT JOIN location_spawns ls ON l.id = ls.location_id
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@ -645,13 +645,28 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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if not spawns or spawns == 'None':
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spawns = "No pets spawn here yet"
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# Split spawns into a readable list
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spawn_list = spawns.split(',') if spawns != "No pets spawn here yet" else []
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# Split spawns into a readable list and remove duplicates
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if spawns != "No pets spawn here yet":
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spawn_list = list(set([spawn.strip() for spawn in spawns.split(',') if spawn.strip()]))
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spawn_list.sort() # Sort alphabetically for consistency
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else:
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spawn_list = []
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spawn_badges = ""
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for spawn in spawn_list[:6]: # Limit to first 6 for display
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spawn_badges += f'<span class="spawn-badge">{spawn.strip()}</span>'
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if len(spawn_list) > 6:
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spawn_badges += f'<span class="spawn-badge">+{len(spawn_list) - 6} more</span>'
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visible_spawns = spawn_list[:6] # Show first 6
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hidden_spawns = spawn_list[6:] # Hide the rest
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# Add visible spawn badges
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for spawn in visible_spawns:
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spawn_badges += f'<span class="spawn-badge">{spawn}</span>'
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# Add hidden spawn badges (initially hidden)
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if hidden_spawns:
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location_id = location['id']
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for spawn in hidden_spawns:
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spawn_badges += f'<span class="spawn-badge hidden-spawn" id="hidden-{location_id}">{spawn}</span>'
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# Add functional "show more" button
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spawn_badges += f'<span class="spawn-badge more-button" onclick="toggleSpawns({location_id})">+{len(hidden_spawns)} more</span>'
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if not spawn_badges:
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spawn_badges = '<em style="color: var(--text-secondary);">No pets spawn here yet</em>'
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@ -1305,7 +1320,7 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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'nickname': row[3], 'level': row[4], 'experience': row[5],
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'hp': row[6], 'max_hp': row[7], 'attack': row[8],
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'defense': row[9], 'speed': row[10], 'happiness': row[11],
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'caught_at': row[12], 'is_active': row[13],
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'caught_at': row[12], 'is_active': bool(row[13]), # Convert to proper boolean
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'species_name': row[14], 'type1': row[15], 'type2': row[16]
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}
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pets.append(pet_dict)
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@ -2041,7 +2056,15 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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active_pets = [pet for pet in pets if pet['is_active']]
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inactive_pets = [pet for pet in pets if not pet['is_active']]
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# Generate detailed pet cards
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# Debug logging
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print(f"Team Builder Debug for {nickname}:")
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print(f"Total pets: {len(pets)}")
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active_names = [f"{pet['nickname'] or pet['species_name']} (ID:{pet['id']}, is_active:{pet['is_active']})" for pet in active_pets]
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inactive_names = [f"{pet['nickname'] or pet['species_name']} (ID:{pet['id']}, is_active:{pet['is_active']})" for pet in inactive_pets]
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print(f"Active pets: {len(active_pets)} - {active_names}")
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print(f"Inactive pets: {len(inactive_pets)} - {inactive_names}")
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# Generate detailed pet cards with debugging
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def make_pet_card(pet, is_active):
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name = pet['nickname'] or pet['species_name']
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status = "Active" if is_active else "Storage"
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@ -2050,6 +2073,9 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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if pet['type2']:
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type_str += f"/{pet['type2']}"
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# Debug logging
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print(f"Making pet card for {name} (ID: {pet['id']}): is_active={pet['is_active']}, passed_is_active={is_active}, status_class={status_class}")
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# Calculate HP percentage for health bar
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hp_percent = (pet['hp'] / pet['max_hp']) * 100 if pet['max_hp'] > 0 else 0
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hp_color = "#4CAF50" if hp_percent > 60 else "#FF9800" if hp_percent > 25 else "#f44336"
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@ -2530,23 +2556,19 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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console.log(`Container ${{id}}: exists=${{!!element}}`);
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}});
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// Test move functions directly
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// Test function availability (non-destructive)
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if (petCards.length > 0) {{
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console.log('Testing move functions...');
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console.log('Testing function availability...');
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const testCard = petCards[0];
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const petId = testCard.dataset.petId;
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const isCurrentlyActive = currentTeam[petId];
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console.log(`Test pet ${{petId}} is currently: ${{isCurrentlyActive ? 'active' : 'storage'}}`);
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// Test moving to opposite state
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if (isCurrentlyActive) {{
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console.log('Testing move to storage...');
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movePetToStorage(petId);
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}} else {{
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console.log('Testing move to active...');
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movePetToActive(petId);
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}}
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console.log('Move functions available:', {{
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movePetToStorage: typeof movePetToStorage === 'function',
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movePetToActive: typeof movePetToActive === 'function'
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}});
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console.log('✅ Test complete - no pets were moved');
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}}
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}}
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@ -2579,17 +2601,46 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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}});
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}}
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// Initialize team state with debugging
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console.log('Initializing team state...');
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document.querySelectorAll('.pet-card').forEach((card, index) => {{
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// Declare container variables once at the top level
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const activeContainer = document.getElementById('active-container');
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const storageContainer = document.getElementById('storage-container');
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const activeDrop = document.getElementById('active-drop');
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const storageDrop = document.getElementById('storage-drop');
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// Initialize team state with detailed debugging
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console.log('=== TEAM STATE INITIALIZATION ===');
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const allCards = document.querySelectorAll('.pet-card');
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console.log(`Found ${{allCards.length}} pet cards total`);
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console.log(`Active container has ${{activeContainer.children.length}} pets initially`);
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console.log(`Storage container has ${{storageContainer.children.length}} pets initially`);
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allCards.forEach((card, index) => {{
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const petId = card.dataset.petId;
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const isActive = card.dataset.active === 'true';
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const currentContainer = card.parentElement.id;
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console.log(`Pet ${{index}}: ID=${{petId}}, data-active=${{card.dataset.active}}, isActive=${{isActive}}, currentContainer=${{currentContainer}}`);
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originalTeam[petId] = isActive;
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currentTeam[petId] = isActive;
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console.log(`Pet ${{index}}: ID=${{petId}}, isActive=${{isActive}}, parentContainer=${{card.parentElement.id}}`);
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// CRITICAL: Verify container placement is correct - DO NOT MOVE unless absolutely necessary
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const expectedContainer = isActive ? activeContainer : storageContainer;
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const expectedContainerId = isActive ? 'active-container' : 'storage-container';
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if (currentContainer !== expectedContainerId) {{
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console.error(`MISMATCH! Pet ${{petId}} is in ${{currentContainer}} but should be in ${{expectedContainerId}} based on data-active=${{card.dataset.active}}`);
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console.log(`Moving pet ${{petId}} to correct container...`);
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expectedContainer.appendChild(card);
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}} else {{
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console.log(`Pet ${{petId}} correctly placed in ${{currentContainer}}`);
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}}
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}});
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console.log('After initialization:');
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console.log(`Active container now has ${{activeContainer.children.length}} pets`);
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console.log(`Storage container now has ${{storageContainer.children.length}} pets`);
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console.log('Original team state:', originalTeam);
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console.log('Current team state:', currentTeam);
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@ -2627,11 +2678,7 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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}});
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}});
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// Set up drop zones
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const activeContainer = document.getElementById('active-container');
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const storageContainer = document.getElementById('storage-container');
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const activeDrop = document.getElementById('active-drop');
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const storageDrop = document.getElementById('storage-drop');
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// Set up drop zones (using previously declared variables)
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[activeContainer, activeDrop].forEach(zone => {{
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if (zone) {{
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@ -2714,7 +2761,6 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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return;
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}}
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const activeContainer = document.getElementById('active-container');
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const currentIsActive = currentTeam[petId];
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console.log(`Pet ${{petId}} current state: ${{currentIsActive ? 'active' : 'storage'}}`);
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@ -2750,7 +2796,6 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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return;
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}}
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const storageContainer = document.getElementById('storage-container');
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const currentIsActive = currentTeam[petId];
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console.log(`Pet ${{petId}} current state: ${{currentIsActive ? 'active' : 'storage'}}`);
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@ -2780,27 +2825,25 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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function updateDropZoneVisibility() {{
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const activeContainer = document.getElementById('active-container');
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const storageContainer = document.getElementById('storage-container');
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const activeDrop = document.getElementById('active-drop');
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const storageDrop = document.getElementById('storage-drop');
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// Using previously declared container variables
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// CRITICAL: Only update visual indicators, never move pets
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// Use CSS classes instead of direct style manipulation
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if (activeContainer.children.length > 0) {{
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activeDrop.classList.add('has-pets');
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if (activeContainer && activeContainer.children.length > 0) {{
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if (activeDrop) activeDrop.classList.add('has-pets');
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}} else {{
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activeDrop.classList.remove('has-pets');
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if (activeDrop) activeDrop.classList.remove('has-pets');
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}}
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if (storageContainer.children.length > 0) {{
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storageDrop.classList.add('has-pets');
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if (storageContainer && storageContainer.children.length > 0) {{
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if (storageDrop) storageDrop.classList.add('has-pets');
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}} else {{
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storageDrop.classList.remove('has-pets');
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if (storageDrop) storageDrop.classList.remove('has-pets');
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}}
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console.log('Drop zone visibility updated:', {{
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activeContainerPets: activeContainer.children.length,
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storageContainerPets: storageContainer.children.length
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activeContainerPets: activeContainer ? activeContainer.children.length : 0,
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storageContainerPets: storageContainer ? storageContainer.children.length : 0
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}});
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}}
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@ -2913,9 +2956,7 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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// Initialize interface with debugging
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console.log('Starting initialization...');
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// Debug initial state
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const activeContainer = document.getElementById('active-container');
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const storageContainer = document.getElementById('storage-container');
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// Debug initial state (using previously declared variables)
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console.log('Initial state:', {{
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activePets: activeContainer.children.length,
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storagePets: storageContainer.children.length
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@ -2925,16 +2966,16 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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addClickToMoveBackup(); // Add double-click as backup
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updateSaveButton();
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// Delay updateDropZoneVisibility to ensure DOM is fully settled
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console.log('Before updateDropZoneVisibility...');
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updateDropZoneVisibility();
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setTimeout(() => {{
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console.log('Running delayed updateDropZoneVisibility...');
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updateDropZoneVisibility();
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}}, 100);
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console.log('Initialization complete.');
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// Run test to verify everything is working
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setTimeout(() => {{
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console.log('Running delayed test...');
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runDragDropTest();
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}}, 1000);
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// Test available via manual button only - no automatic execution
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// Add test button for manual debugging
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const testButton = document.createElement('button');
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@ -3109,13 +3150,11 @@ class PetBotRequestHandler(BaseHTTPRequestHandler):
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import sys
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if hasattr(sys.modules.get('__main__'), 'bot_instance'):
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bot = sys.modules['__main__'].bot_instance
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if hasattr(bot, 'send_team_builder_pin'):
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# Use asyncio to run the async method
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import asyncio
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loop = asyncio.new_event_loop()
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asyncio.set_event_loop(loop)
|
||||
loop.run_until_complete(bot.send_team_builder_pin(nickname, pin_code))
|
||||
loop.close()
|
||||
if hasattr(bot, 'send_message'):
|
||||
# Send directly via bot's send_message method (non-async)
|
||||
message = f"🔐 Team Builder PIN: {pin_code} (expires in 10 minutes)"
|
||||
bot.send_message(nickname, message)
|
||||
print(f"✅ PIN sent to {nickname} via IRC")
|
||||
return
|
||||
except Exception as e:
|
||||
print(f"Could not send PIN via IRC bot: {e}")
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue