Implement interactive gym battle system with full battle engine integration
**NEW FEATURES:** - Full 3-pet gym battles with turn-based combat - Interactive attack selection (\!attack <move>) - Item usage during gym battles (\!use <item>) - Progressive battles through gym leader's team - Proper gym battle state tracking and advancement **BATTLE MECHANICS:** - Players fight through all 3 gym pets sequentially - Can use all battle commands: \!attack, \!moves, \!use - Cannot flee from gym battles (must \!forfeit instead) - Battle engine integration maintains all existing combat features - Automatic progression to next gym pet when one is defeated **GYM BATTLE FLOW:** 1. \!gym challenge "gym name" - starts battle with first pet 2. Standard turn-based combat using \!attack <move> 3. When gym pet defeated, automatically advance to next pet 4. Complete victory after defeating all 3 gym pets 5. \!forfeit available to quit gym battle with honor **DATABASE UPDATES:** - Added active_gym_battles table for state tracking - Gym battle progression and team management - Integration with existing player_gym_battles for victory tracking **COMMANDS ADDED:** - \!forfeit - quit current gym battle - Enhanced \!gym challenge with full battle system - Battle system now handles gym vs wild battle contexts This creates the proper Pokemon-style gym experience where players strategically battle through the gym leader's team using their full arsenal of moves and items. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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3 changed files with 298 additions and 24 deletions
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@ -124,16 +124,23 @@ class BattleSystem(BaseModule):
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self.send_message(channel, battle_msg)
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if result["battle_over"]:
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if result["winner"] == "player":
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self.send_message(channel, f"🎉 {nickname}: You won the battle!")
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# Remove encounter since battle is over
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if player["id"] in self.bot.active_encounters:
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del self.bot.active_encounters[player["id"]]
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# Check if this is a gym battle
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gym_battle = await self.database.get_active_gym_battle(player["id"])
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if gym_battle:
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await self.handle_gym_battle_completion(channel, nickname, player, result, gym_battle)
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else:
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self.send_message(channel, f"💀 {nickname}: Your pet fainted! You lost the battle...")
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# Remove encounter
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if player["id"] in self.bot.active_encounters:
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del self.bot.active_encounters[player["id"]]
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# Regular wild battle
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if result["winner"] == "player":
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self.send_message(channel, f"🎉 {nickname}: You won the battle!")
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# Remove encounter since battle is over
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if player["id"] in self.bot.active_encounters:
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del self.bot.active_encounters[player["id"]]
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else:
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self.send_message(channel, f"💀 {nickname}: Your pet fainted! You lost the battle...")
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# Remove encounter
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if player["id"] in self.bot.active_encounters:
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del self.bot.active_encounters[player["id"]]
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else:
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# Battle continues - show available moves with type-based colors
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moves_colored = " | ".join([
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@ -148,6 +155,14 @@ class BattleSystem(BaseModule):
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if not player:
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return
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# Check if this is a gym battle
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gym_battle = await self.database.get_active_gym_battle(player["id"])
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if gym_battle:
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# Can't flee from gym battles
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self.send_message(channel, f"❌ {nickname}: You can't flee from a gym battle! Fight or forfeit with your honor intact!")
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return
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success = await self.game_engine.battle_engine.flee_battle(player["id"])
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if success:
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@ -189,4 +204,77 @@ class BattleSystem(BaseModule):
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pet_name = active_pet["nickname"] or active_pet["species_name"]
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moves_line = " | ".join(move_info)
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self.send_message(channel, f"🎯 {nickname}'s {pet_name}: {moves_line}")
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self.send_message(channel, f"🎯 {nickname}'s {pet_name}: {moves_line}")
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async def handle_gym_battle_completion(self, channel, nickname, player, battle_result, gym_battle):
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"""Handle completion of a gym battle turn"""
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if battle_result["winner"] == "player":
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# Player won this individual battle
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current_pet_index = gym_battle["current_pet_index"]
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gym_team = gym_battle["gym_team"]
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defeated_pet = gym_team[current_pet_index]
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self.send_message(channel, f"🎉 {nickname}: You defeated {defeated_pet['species_name']}!")
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# Check if there are more pets
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if await self.database.advance_gym_battle(player["id"]):
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# More pets to fight
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next_index = current_pet_index + 1
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next_pet = gym_team[next_index]
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self.send_message(channel,
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f"🥊 {gym_battle['leader_name']} sends out {next_pet['species_name']} (Lv.{next_pet['level']})!")
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# Start battle with next gym pet
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active_pets = await self.database.get_active_pets(player["id"])
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player_pet = active_pets[0] # Use first active pet
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# Create gym pet data for battle engine
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next_gym_pet_data = {
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"species_name": next_pet["species_name"],
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"level": next_pet["level"],
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"type1": next_pet["type1"],
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"type2": next_pet["type2"],
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"stats": {
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"hp": next_pet["hp"],
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"attack": next_pet["attack"],
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"defense": next_pet["defense"],
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"speed": next_pet["speed"]
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}
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}
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# Start next battle
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battle = await self.game_engine.battle_engine.start_battle(player["id"], player_pet, next_gym_pet_data)
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self.send_message(channel,
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f"⚔️ Your {player_pet['species_name']} (HP: {battle['player_hp']}/{player_pet['max_hp']}) vs {next_pet['species_name']} (HP: {battle['wild_hp']}/{next_pet['hp']})")
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# Show available moves
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moves_colored = " | ".join([
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f"{self.get_move_color(move['type'])}{move['name']}\x0F"
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for move in battle["available_moves"]
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])
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self.send_message(channel, f"🎯 Moves: {moves_colored} | Use !attack <move> or !use <item>")
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else:
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# All gym pets defeated - gym victory!
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result = await self.database.end_gym_battle(player["id"], victory=True)
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self.send_message(channel, f"🏆 {nickname}: You defeated all of {gym_battle['leader_name']}'s pets!")
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self.send_message(channel,
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f"{gym_battle['badge_icon']} {gym_battle['leader_name']}: \"Impressive! You've earned the {gym_battle['gym_name']} badge!\"")
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self.send_message(channel, f"🎉 {nickname} earned the {gym_battle['gym_name']} badge {gym_battle['badge_icon']}!")
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# Award rewards based on difficulty
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money_reward = 500 + (result["difficulty_level"] * 100)
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self.send_message(channel, f"💰 Rewards: ${money_reward} | 🌟 Gym mastery increased!")
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else:
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# Player lost gym battle
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result = await self.database.end_gym_battle(player["id"], victory=False)
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self.send_message(channel, f"💀 {nickname}: Your pet fainted!")
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self.send_message(channel,
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f"{gym_battle['badge_icon']} {gym_battle['leader_name']}: \"Good battle! Train more and come back stronger!\"")
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self.send_message(channel,
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f"💡 {nickname}: Try leveling up your pets or bringing items to heal during battle!")
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@ -7,7 +7,7 @@ class GymBattles(BaseModule):
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"""Handles gym challenges, battles, and badge tracking"""
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def get_commands(self):
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return ["gym"]
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return ["gym", "forfeit"]
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async def handle_command(self, channel, nickname, command, args):
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if command == "gym":
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@ -23,6 +23,8 @@ class GymBattles(BaseModule):
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await self.cmd_gym_status(channel, nickname)
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else:
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await self.cmd_gym_list(channel, nickname)
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elif command == "forfeit":
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await self.cmd_forfeit(channel, nickname)
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async def cmd_gym_list(self, channel, nickname):
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"""List gyms in current location"""
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@ -139,6 +141,14 @@ class GymBattles(BaseModule):
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async def start_gym_battle(self, channel, nickname, player, gym, difficulty_level, difficulty_multiplier):
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"""Start a gym battle"""
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# Check if player is already in any battle
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regular_battle = await self.game_engine.battle_engine.get_active_battle(player["id"])
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gym_battle = await self.database.get_active_gym_battle(player["id"])
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if regular_battle or gym_battle:
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self.send_message(channel, f"{nickname}: You're already in a battle! Finish your current battle first.")
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return
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# Get gym team with scaling
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gym_team = await self.database.get_gym_team(gym["id"], difficulty_multiplier)
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@ -158,21 +168,45 @@ class GymBattles(BaseModule):
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self.send_message(channel,
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f"⚔️ Difficulty: {difficulty_name} ({len(gym_team)} pets)")
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# For now, simulate battle result (we'll implement actual battle mechanics later)
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import random
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# Start gym battle state
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battle_id = await self.database.start_gym_battle(player["id"], gym["id"], difficulty_level, gym_team)
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# Simple win/loss calculation based on player's active pets
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# Start battle with first gym pet
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first_gym_pet = gym_team[0]
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active_pets = await self.database.get_active_pets(player["id"])
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player_strength = sum(pet["level"] * (pet["attack"] + pet["defense"]) for pet in active_pets)
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gym_strength = sum(pet["level"] * (pet["attack"] + pet["defense"]) for pet in gym_team)
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player_pet = active_pets[0] # Use first active pet
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# Add some randomness but favor player slightly for now
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win_chance = min(0.85, max(0.15, player_strength / (gym_strength * 0.8)))
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# Create gym pet in wild pet format for battle engine
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gym_pet_data = {
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"species_name": first_gym_pet["species_name"],
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"level": first_gym_pet["level"],
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"type1": first_gym_pet["type1"],
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"type2": first_gym_pet["type2"],
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"stats": {
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"hp": first_gym_pet["hp"],
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"attack": first_gym_pet["attack"],
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"defense": first_gym_pet["defense"],
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"speed": first_gym_pet["speed"]
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}
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}
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if random.random() < win_chance:
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await self.handle_gym_victory(channel, nickname, player, gym, difficulty_level)
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else:
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await self.handle_gym_defeat(channel, nickname, gym, difficulty_level)
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# Start the battle using existing battle engine
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battle = await self.game_engine.battle_engine.start_battle(player["id"], player_pet, gym_pet_data)
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# Display first battle start
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self.send_message(channel,
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f"🥊 {leader} sends out {first_gym_pet['species_name']} (Lv.{first_gym_pet['level']})!")
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self.send_message(channel,
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f"⚔️ Your {player_pet['species_name']} (Lv.{player_pet['level']}, {battle['player_hp']}/{player_pet['max_hp']} HP) vs {first_gym_pet['species_name']} (Lv.{first_gym_pet['level']}, {battle['wild_hp']}/{first_gym_pet['hp']} HP)")
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# Show available moves
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from .battle_system import BattleSystem
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battle_system = BattleSystem(self.bot, self.database, self.game_engine)
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moves_colored = " | ".join([
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f"{battle_system.get_move_color(move['type'])}{move['name']}\x0F"
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for move in battle["available_moves"]
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])
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self.send_message(channel, f"🎯 Moves: {moves_colored} | Use !attack <move> or !use <item>")
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async def handle_gym_victory(self, channel, nickname, player, gym, difficulty_level):
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"""Handle gym battle victory"""
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@ -277,4 +311,28 @@ class GymBattles(BaseModule):
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return
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# This will show a summary - for detailed view they can use !gym list
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self.send_message(channel, f"🏆 {nickname}: Use !gym list to see all gym progress, or check your profile at: http://petz.rdx4.com/player/{nickname}")
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self.send_message(channel, f"🏆 {nickname}: Use !gym list to see all gym progress, or check your profile at: http://petz.rdx4.com/player/{nickname}")
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async def cmd_forfeit(self, channel, nickname):
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"""Forfeit the current gym battle"""
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player = await self.require_player(channel, nickname)
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if not player:
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return
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# Check if player is in a gym battle
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gym_battle = await self.database.get_active_gym_battle(player["id"])
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if not gym_battle:
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self.send_message(channel, f"{nickname}: You're not currently in a gym battle!")
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return
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# End any active regular battle first
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await self.game_engine.battle_engine.end_battle(player["id"], "forfeit")
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# End gym battle
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result = await self.database.end_gym_battle(player["id"], victory=False)
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self.send_message(channel, f"🏳️ {nickname} forfeited the gym battle!")
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self.send_message(channel,
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f"{gym_battle['badge_icon']} {gym_battle['leader_name']}: \"Sometimes retreat is the wisest strategy. Come back when you're ready!\"")
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self.send_message(channel,
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f"💡 {nickname}: Train your pets and try again. You can challenge the gym anytime!")
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130
src/database.py
130
src/database.py
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@ -256,6 +256,21 @@ class Database:
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)
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""")
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await db.execute("""
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CREATE TABLE IF NOT EXISTS active_gym_battles (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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player_id INTEGER NOT NULL,
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gym_id INTEGER NOT NULL,
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difficulty_level INTEGER NOT NULL,
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current_pet_index INTEGER DEFAULT 0,
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gym_team_data TEXT NOT NULL,
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battle_status TEXT DEFAULT 'active',
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created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
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FOREIGN KEY (player_id) REFERENCES players (id),
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FOREIGN KEY (gym_id) REFERENCES gyms (id)
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)
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""")
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await db.commit()
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async def get_player(self, nickname: str) -> Optional[Dict]:
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@ -968,4 +983,117 @@ class Database:
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))
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await db.commit()
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print("Gyms initialized from config")
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print("Gyms initialized from config")
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async def start_gym_battle(self, player_id: int, gym_id: int, difficulty_level: int, gym_team: List[Dict]) -> int:
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"""Start a new gym battle"""
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import json
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gym_team_json = json.dumps(gym_team)
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async with aiosqlite.connect(self.db_path) as db:
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# End any existing gym battle for this player
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await db.execute("""
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UPDATE active_gym_battles
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SET battle_status = 'ended'
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WHERE player_id = ? AND battle_status = 'active'
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""", (player_id,))
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# Create new gym battle
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cursor = await db.execute("""
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INSERT INTO active_gym_battles
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(player_id, gym_id, difficulty_level, current_pet_index, gym_team_data)
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VALUES (?, ?, ?, 0, ?)
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""", (player_id, gym_id, difficulty_level, gym_team_json))
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battle_id = cursor.lastrowid
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await db.commit()
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return battle_id
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async def get_active_gym_battle(self, player_id: int) -> Optional[Dict]:
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"""Get player's active gym battle"""
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async with aiosqlite.connect(self.db_path) as db:
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db.row_factory = aiosqlite.Row
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cursor = await db.execute("""
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SELECT agb.*, g.name as gym_name, g.leader_name, g.badge_icon
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FROM active_gym_battles agb
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JOIN gyms g ON agb.gym_id = g.id
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WHERE agb.player_id = ? AND agb.battle_status = 'active'
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ORDER BY agb.id DESC LIMIT 1
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""", (player_id,))
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row = await cursor.fetchone()
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if row:
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battle_data = dict(row)
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# Parse gym team data
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import json
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battle_data["gym_team"] = json.loads(battle_data["gym_team_data"])
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return battle_data
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return None
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async def advance_gym_battle(self, player_id: int) -> bool:
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"""Advance to next pet in gym battle"""
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async with aiosqlite.connect(self.db_path) as db:
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# Get current battle
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cursor = await db.execute("""
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SELECT current_pet_index, gym_team_data
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FROM active_gym_battles
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WHERE player_id = ? AND battle_status = 'active'
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""", (player_id,))
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battle = await cursor.fetchone()
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if not battle:
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return False
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import json
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gym_team = json.loads(battle[1])
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current_index = battle[0]
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# Check if there are more pets
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if current_index + 1 >= len(gym_team):
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return False # No more pets
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# Advance to next pet
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await db.execute("""
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UPDATE active_gym_battles
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SET current_pet_index = current_pet_index + 1
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WHERE player_id = ? AND battle_status = 'active'
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""", (player_id,))
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await db.commit()
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return True
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async def end_gym_battle(self, player_id: int, victory: bool = False) -> Optional[Dict]:
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"""End gym battle and return final status"""
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async with aiosqlite.connect(self.db_path) as db:
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# Get battle info before ending it
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cursor = await db.execute("""
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SELECT agb.*, g.name as gym_name
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FROM active_gym_battles agb
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JOIN gyms g ON agb.gym_id = g.id
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WHERE agb.player_id = ? AND agb.battle_status = 'active'
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""", (player_id,))
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battle = await cursor.fetchone()
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if not battle:
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return None
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# End the battle
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await db.execute("""
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UPDATE active_gym_battles
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SET battle_status = 'completed'
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WHERE player_id = ? AND battle_status = 'active'
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""", (player_id,))
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result = {
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"gym_id": battle[2],
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"gym_name": battle[9],
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"difficulty_level": battle[3],
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"victory": victory
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}
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# Record victory if successful
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||||
if victory:
|
||||
await self.record_gym_victory(player_id, battle[2])
|
||||
|
||||
await db.commit()
|
||||
return result
|
||||
Loading…
Add table
Add a link
Reference in a new issue