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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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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