Implement comprehensive experience and leveling system
**NEW FEATURES:** - Complete EXP system with Pokemon-style stat calculation - Level-based stat growth and automatic HP restoration on level up - Experience gain from catches and battle victories - Visual level up notifications with stat increases **EXPERIENCE SOURCES:** - Successful catches: 5 EXP × caught pet level - Wild battle victories: 10 EXP × defeated pet level - Gym battle victories: 20 EXP × defeated pet level (2x multiplier) **LEVELING MECHANICS:** - Cubic growth formula: level³ × 4 - 12 (smooth progression) - Level cap at 100 - Stats recalculated on level up using Pokemon formulas - Full HP restoration on level up - Real-time stat increase display **EXPERIENCE DISPLAY:** - \!team command now shows "EXP: X to next" for active pets - Level up messages show exact stat gains - Experience awarded immediately after catch/victory **STAT CALCULATION:** - HP: (2 × base + 31) × level / 100 + level + 10 - Other stats: (2 × base + 31) × level / 100 + 5 - Progressive growth ensures meaningful advancement **BATTLE INTEGRATION:** - EXP awarded after wild battles, gym individual battles, and catches - Different multipliers for different victory types - First active pet receives all experience This creates proper RPG progression where pets grow stronger through gameplay, encouraging both exploration (catches) and combat (battles) for advancement. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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4 changed files with 233 additions and 4 deletions
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@ -134,8 +134,11 @@ class BattleSystem(BaseModule):
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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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# Award experience for victory
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if player["id"] in self.bot.active_encounters:
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wild_pet = self.bot.active_encounters[player["id"]]
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await self.award_battle_experience(channel, nickname, player, wild_pet, "wild")
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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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@ -224,6 +227,9 @@ class BattleSystem(BaseModule):
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self.send_message(channel, f"🎉 {nickname}: You defeated {defeated_pet['species_name']}!")
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# Award experience for defeating gym pet
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await self.award_battle_experience(channel, nickname, player, defeated_pet, "gym")
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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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@ -291,4 +297,71 @@ class BattleSystem(BaseModule):
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self.send_message(channel, f"❌ {nickname}: Gym battle error occurred - please !forfeit and try again")
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print(f"Gym battle completion error: {e}")
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import traceback
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traceback.print_exc()
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traceback.print_exc()
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async def award_battle_experience(self, channel, nickname, player, defeated_pet, battle_type="wild"):
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"""Award experience to active pets for battle victory"""
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active_pets = await self.database.get_active_pets(player["id"])
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if not active_pets:
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return
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# Calculate experience based on defeated pet and battle type
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base_exp = self.calculate_battle_exp(defeated_pet, battle_type)
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# Award to first active pet (the one that was battling)
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main_pet = active_pets[0]
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exp_result = await self.database.award_experience(main_pet["id"], base_exp)
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if exp_result["success"]:
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# Display experience gain
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self.send_message(channel,
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f"⭐ {exp_result['pet_name']} gained {exp_result['exp_gained']} EXP!")
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# Handle level up
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if exp_result["leveled_up"]:
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await self.handle_level_up_display(channel, nickname, exp_result)
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def calculate_battle_exp(self, defeated_pet, battle_type="wild"):
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"""Calculate experience gain for defeating a pet"""
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base_exp = defeated_pet["level"] * 10 # Base: 10 EXP per level
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# Battle type multipliers
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multipliers = {
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"wild": 1.0,
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"gym": 2.0, # Double EXP for gym battles
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"trainer": 1.5 # Future: trainer battles
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}
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multiplier = multipliers.get(battle_type, 1.0)
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return int(base_exp * multiplier)
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async def handle_level_up_display(self, channel, nickname, exp_result):
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"""Display level up information"""
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levels_gained = exp_result["levels_gained"]
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pet_name = exp_result["pet_name"]
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if levels_gained == 1:
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self.send_message(channel,
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f"🎉 {pet_name} leveled up! Now level {exp_result['new_level']}!")
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else:
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self.send_message(channel,
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f"🎉 {pet_name} gained {levels_gained} levels! Now level {exp_result['new_level']}!")
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# Show stat increases
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if "stat_increases" in exp_result:
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stats = exp_result["stat_increases"]
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stat_msg = f"📈 Stats increased: "
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stat_parts = []
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if stats["hp"] > 0:
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stat_parts.append(f"HP +{stats['hp']}")
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if stats["attack"] > 0:
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stat_parts.append(f"ATK +{stats['attack']}")
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if stats["defense"] > 0:
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stat_parts.append(f"DEF +{stats['defense']}")
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if stats["speed"] > 0:
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stat_parts.append(f"SPD +{stats['speed']}")
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if stat_parts:
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stat_msg += " | ".join(stat_parts)
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self.send_message(channel, stat_msg)
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@ -212,6 +212,9 @@ class Exploration(BaseModule):
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for achievement in all_achievements:
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self.send_message(channel, f"🏆 {nickname}: Achievement unlocked: {achievement['name']}! {achievement['description']}")
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# Award experience for successful catch
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await self.award_catch_experience(channel, nickname, player, wild_pet)
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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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@ -233,6 +236,9 @@ class Exploration(BaseModule):
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# Check for achievements after successful catch
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if "Success!" in result:
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# Award experience for successful catch
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await self.award_catch_experience(channel, nickname, player, target_pet)
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type_achievements = await self.game_engine.check_and_award_achievements(player["id"], "catch_type", "")
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total_achievements = await self.game_engine.check_and_award_achievements(player["id"], "catch_total", "")
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@ -244,4 +250,32 @@ class Exploration(BaseModule):
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# Remove the encounter regardless of success
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del self.bot.active_encounters[player["id"]]
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self.send_message(channel, f"🎯 {nickname}: {result}")
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self.send_message(channel, f"🎯 {nickname}: {result}")
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async def award_catch_experience(self, channel, nickname, player, caught_pet):
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"""Award experience to active pets for successful catch"""
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active_pets = await self.database.get_active_pets(player["id"])
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if not active_pets:
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return
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# Calculate experience for catch (less than battle victory)
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base_exp = caught_pet["level"] * 5 # 5 EXP per level for catches
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# Award to first active pet
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main_pet = active_pets[0]
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exp_result = await self.database.award_experience(main_pet["id"], base_exp)
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if exp_result["success"]:
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# Display experience gain
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self.send_message(channel,
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f"⭐ {exp_result['pet_name']} gained {exp_result['exp_gained']} EXP for the catch!")
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# Handle level up
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if exp_result["leveled_up"]:
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await self.handle_level_up_display(channel, nickname, exp_result)
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async def handle_level_up_display(self, channel, nickname, exp_result):
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"""Display level up information (shared with battle system)"""
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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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await battle_system.handle_level_up_display(channel, nickname, exp_result)
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@ -41,7 +41,19 @@ class PetManagement(BaseModule):
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# Active pets with star
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for pet in active_pets:
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name = pet["nickname"] or pet["species_name"]
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team_info.append(f"⭐{name} (Lv.{pet['level']}) - {pet['hp']}/{pet['max_hp']} HP")
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# Calculate EXP progress
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current_exp = pet.get("experience", 0)
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next_level_exp = self.database.calculate_exp_for_level(pet["level"] + 1)
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current_level_exp = self.database.calculate_exp_for_level(pet["level"])
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exp_needed = next_level_exp - current_exp
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if pet["level"] >= 100:
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exp_display = "MAX"
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else:
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exp_display = f"{exp_needed} to next"
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team_info.append(f"⭐{name} (Lv.{pet['level']}) - {pet['hp']}/{pet['max_hp']} HP | EXP: {exp_display}")
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# Inactive pets
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for pet in inactive_pets[:5]: # Show max 5 inactive
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110
src/database.py
110
src/database.py
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@ -769,6 +769,116 @@ class Database:
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rows = await cursor.fetchall()
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return [dict(row) for row in rows]
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def calculate_exp_for_level(self, level: int) -> int:
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"""Calculate total experience needed to reach a level"""
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# Using a cubic growth formula: level^3 * 4 - 12
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return max(0, (level ** 3) * 4 - 12)
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def calculate_level_from_exp(self, exp: int) -> int:
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"""Calculate what level a pet should be based on experience"""
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level = 1
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while self.calculate_exp_for_level(level + 1) <= exp:
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level += 1
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return min(level, 100) # Cap at level 100
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async def award_experience(self, pet_id: int, exp_amount: int) -> Dict:
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"""Award experience to a pet and handle leveling up"""
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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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# Get current pet data
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cursor = await db.execute("""
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SELECT p.*, ps.name as species_name, ps.base_hp, ps.base_attack,
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ps.base_defense, ps.base_speed
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FROM pets p
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JOIN pet_species ps ON p.species_id = ps.id
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WHERE p.id = ?
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""", (pet_id,))
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pet = await cursor.fetchone()
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if not pet:
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return {"success": False, "error": "Pet not found"}
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pet_dict = dict(pet)
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old_level = pet_dict["level"]
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old_exp = pet_dict["experience"]
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new_exp = old_exp + exp_amount
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new_level = self.calculate_level_from_exp(new_exp)
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result = {
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"success": True,
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"pet_id": pet_id,
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"pet_name": pet_dict["nickname"] or pet_dict["species_name"],
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"species_name": pet_dict["species_name"],
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"old_level": old_level,
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"new_level": new_level,
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"old_exp": old_exp,
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"new_exp": new_exp,
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"exp_gained": exp_amount,
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"leveled_up": new_level > old_level,
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"levels_gained": new_level - old_level
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}
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# Update experience
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await db.execute("""
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UPDATE pets SET experience = ? WHERE id = ?
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""", (new_exp, pet_id))
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# Handle level up if it occurred
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if new_level > old_level:
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await self._handle_level_up(db, pet_dict, new_level)
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result["stat_increases"] = await self._calculate_stat_increases(pet_dict, old_level, new_level)
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await db.commit()
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return result
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async def _handle_level_up(self, db, pet_dict: Dict, new_level: int):
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"""Handle pet leveling up - recalculate stats and HP"""
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# Calculate new stats based on level
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new_stats = self._calculate_pet_stats(pet_dict, new_level)
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# Update pet stats and level
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await db.execute("""
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UPDATE pets
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SET level = ?, max_hp = ?, attack = ?, defense = ?, speed = ?, hp = ?
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WHERE id = ?
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""", (
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new_level,
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new_stats["hp"],
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new_stats["attack"],
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new_stats["defense"],
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new_stats["speed"],
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new_stats["hp"], # Restore full HP on level up
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pet_dict["id"]
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))
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def _calculate_pet_stats(self, pet_dict: Dict, level: int) -> Dict:
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"""Calculate pet stats for a given level"""
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# Pokémon-style stat calculation
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hp = int((2 * pet_dict["base_hp"] + 31) * level / 100) + level + 10
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attack = int((2 * pet_dict["base_attack"] + 31) * level / 100) + 5
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defense = int((2 * pet_dict["base_defense"] + 31) * level / 100) + 5
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speed = int((2 * pet_dict["base_speed"] + 31) * level / 100) + 5
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return {
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"hp": hp,
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"attack": attack,
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"defense": defense,
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"speed": speed
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}
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async def _calculate_stat_increases(self, pet_dict: Dict, old_level: int, new_level: int) -> Dict:
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"""Calculate stat increases from leveling up"""
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old_stats = self._calculate_pet_stats(pet_dict, old_level)
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new_stats = self._calculate_pet_stats(pet_dict, new_level)
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return {
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"hp": new_stats["hp"] - old_stats["hp"],
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"attack": new_stats["attack"] - old_stats["attack"],
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"defense": new_stats["defense"] - old_stats["defense"],
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"speed": new_stats["speed"] - old_stats["speed"]
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}
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# Gym Battle System Methods
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async def get_gyms_in_location(self, location_id: int, player_id: int = None) -> List[Dict]:
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"""Get all gyms in a specific location with optional player progress"""
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