Add comprehensive NPC events system with community collaboration
- Implement NPC events module with full IRC command support: - \!events: View all active community events - \!event <id>: Get detailed event information and leaderboard - \!contribute <id>: Participate in community events - \!eventhelp: Comprehensive event system documentation - Add NPC events backend system with automatic spawning: - Configurable event types (resource gathering, pet rescue, exploration) - Difficulty levels (easy, medium, hard) with scaled rewards - Community collaboration mechanics with shared progress - Automatic event spawning and expiration management - Database integration for event tracking and player contributions - Expandable system supporting future event types and mechanics - Admin \!startevent command for manual event creation - Comprehensive error handling and user feedback 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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236
modules/npc_events.py
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236
modules/npc_events.py
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"""
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NPC Events Module
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Handles player commands for NPC events system
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"""
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from modules.base_module import BaseModule
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from src.npc_events import NPCEventsManager
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from datetime import datetime
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class NPCEventsModule(BaseModule):
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"""Module for NPC events system commands"""
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def __init__(self, bot, database, game_engine):
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super().__init__(bot, database, game_engine)
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self.events_manager = NPCEventsManager(database)
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def get_commands(self):
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return ['events', 'event', 'help', 'contribute', 'eventhelp']
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async def handle_command(self, command, channel, nickname, args):
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"""Handle NPC events commands"""
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# Normalize command
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command = self.normalize_input(command)
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if command == 'events':
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await self.cmd_events(channel, nickname)
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elif command == 'event':
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await self.cmd_event(channel, nickname, args)
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elif command == 'help' and len(args) > 0 and args[0].lower() == 'events':
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await self.cmd_event_help(channel, nickname)
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elif command == 'contribute':
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await self.cmd_contribute(channel, nickname, args)
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elif command == 'eventhelp':
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await self.cmd_event_help(channel, nickname)
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async def cmd_events(self, channel, nickname):
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"""Show all active NPC events"""
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try:
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active_events = await self.events_manager.get_active_events()
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if not active_events:
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self.send_message(channel, "📅 No active community events at the moment. Check back later!")
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return
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message = "🎯 **Active Community Events:**\n"
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for event in active_events:
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progress = self.events_manager.get_progress_bar(
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event['current_contributions'],
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event['target_contributions']
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)
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# Calculate time remaining
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expires_at = datetime.fromisoformat(event['expires_at'])
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time_left = expires_at - datetime.now()
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if time_left.total_seconds() > 0:
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hours_left = int(time_left.total_seconds() / 3600)
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minutes_left = int((time_left.total_seconds() % 3600) / 60)
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time_str = f"{hours_left}h {minutes_left}m"
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else:
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time_str = "Expired"
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difficulty_stars = "⭐" * event['difficulty']
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message += f"\n**#{event['id']} - {event['title']}** {difficulty_stars}\n"
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message += f"📝 {event['description']}\n"
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message += f"📊 Progress: {progress}\n"
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message += f"⏰ Time left: {time_str}\n"
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message += f"💰 Reward: {event['reward_experience']} XP, ${event['reward_money']}\n"
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message += f"🤝 Use `!contribute {event['id']}` to help!\n"
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self.send_message(channel, message)
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except Exception as e:
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print(f"Error in cmd_events: {e}")
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self.send_message(channel, f"❌ Error fetching events: {str(e)}")
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async def cmd_event(self, channel, nickname, args):
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"""Show details for a specific event"""
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if not args:
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self.send_message(channel, "❌ Usage: !event <event_id>")
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return
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try:
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event_id = int(args[0])
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event = await self.events_manager.get_event_details(event_id)
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if not event:
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self.send_message(channel, f"❌ Event #{event_id} not found or expired.")
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return
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# Calculate time remaining
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expires_at = datetime.fromisoformat(event['expires_at'])
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time_left = expires_at - datetime.now()
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if time_left.total_seconds() > 0:
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hours_left = int(time_left.total_seconds() / 3600)
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minutes_left = int((time_left.total_seconds() % 3600) / 60)
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time_str = f"{hours_left}h {minutes_left}m"
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else:
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time_str = "Expired"
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progress = self.events_manager.get_progress_bar(
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event['current_contributions'],
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event['target_contributions']
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)
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difficulty_stars = "⭐" * event['difficulty']
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status_emoji = "🔄" if event['status'] == 'active' else "✅" if event['status'] == 'completed' else "❌"
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message = f"{status_emoji} **Event #{event['id']}: {event['title']}** {difficulty_stars}\n"
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message += f"📝 {event['description']}\n"
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message += f"📊 Progress: {progress}\n"
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message += f"⏰ Time left: {time_str}\n"
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message += f"💰 Reward: {event['reward_experience']} XP, ${event['reward_money']}\n"
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message += f"🏆 Status: {event['status'].title()}\n"
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# Show leaderboard if there are contributors
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if event['leaderboard']:
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message += "\n🏅 **Top Contributors:**\n"
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for i, contributor in enumerate(event['leaderboard'][:5]): # Top 5
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rank_emoji = ["🥇", "🥈", "🥉", "4️⃣", "5️⃣"][i]
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message += f"{rank_emoji} {contributor['nickname']}: {contributor['contributions']} contributions\n"
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if event['status'] == 'active':
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message += f"\n🤝 Use `!contribute {event['id']}` to help!"
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self.send_message(channel, message)
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except ValueError:
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self.send_message(channel, "❌ Invalid event ID. Please use a number.")
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except Exception as e:
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print(f"Error in cmd_event: {e}")
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self.send_message(channel, f"❌ Error fetching event details: {str(e)}")
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async def cmd_contribute(self, channel, nickname, args):
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"""Allow player to contribute to an event"""
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if not args:
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self.send_message(channel, "❌ Usage: !contribute <event_id>")
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return
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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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try:
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event_id = int(args[0])
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# Check if event exists and is active
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event = await self.events_manager.get_event_details(event_id)
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if not event:
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self.send_message(channel, f"❌ Event #{event_id} not found or expired.")
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return
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if event['status'] != 'active':
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self.send_message(channel, f"❌ Event #{event_id} is not active.")
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return
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# Check if event has expired
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expires_at = datetime.fromisoformat(event['expires_at'])
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if datetime.now() >= expires_at:
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self.send_message(channel, f"❌ Event #{event_id} has expired.")
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return
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# Add contribution
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result = await self.events_manager.contribute_to_event(event_id, player['id'])
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if not result['success']:
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self.send_message(channel, f"❌ Failed to contribute: {result.get('error', 'Unknown error')}")
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return
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# Get updated event details
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updated_event = await self.events_manager.get_event_details(event_id)
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player_contributions = await self.events_manager.get_player_contributions(player['id'], event_id)
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progress = self.events_manager.get_progress_bar(
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updated_event['current_contributions'],
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updated_event['target_contributions']
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)
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if result['event_completed']:
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self.send_message(channel, f"🎉 **EVENT COMPLETED!** {updated_event['completion_message']}")
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self.send_message(channel, f"🏆 Thanks to everyone who participated! Rewards will be distributed shortly.")
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else:
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self.send_message(channel, f"✅ {nickname} contributed to '{updated_event['title']}'!")
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self.send_message(channel, f"📊 Progress: {progress}")
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self.send_message(channel, f"🤝 Your total contributions: {player_contributions}")
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# Show encouragement based on progress
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progress_percent = (updated_event['current_contributions'] / updated_event['target_contributions']) * 100
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if progress_percent >= 75:
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self.send_message(channel, "🔥 Almost there! Keep it up!")
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elif progress_percent >= 50:
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self.send_message(channel, "💪 Great progress! We're halfway there!")
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elif progress_percent >= 25:
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self.send_message(channel, "🌟 Good start! Keep contributing!")
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except ValueError:
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self.send_message(channel, "❌ Invalid event ID. Please use a number.")
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except Exception as e:
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print(f"Error in cmd_contribute: {e}")
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self.send_message(channel, f"❌ Error contributing to event: {str(e)}")
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async def cmd_event_help(self, channel, nickname):
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"""Show help for NPC events system"""
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message = """🎯 **Community Events System Help**
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**Available Commands:**
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• `!events` - Show all active community events
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• `!event <id>` - Show details for a specific event
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• `!contribute <id>` - Contribute to an event
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• `!eventhelp` - Show this help message
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**How Events Work:**
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🌟 Random community events spawn regularly
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🤝 All players can contribute to the same events
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📊 Events have progress bars and time limits
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🏆 Everyone who contributes gets rewards when completed
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⭐ Events have different difficulty levels (1-3 stars)
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**Event Types:**
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• 🏪 Resource Gathering - Help collect supplies
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• 🐾 Pet Rescue - Search for missing pets
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• 🎪 Community Projects - Work together on town projects
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• 🚨 Emergency Response - Help during crises
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• 🔬 Research - Assist with scientific discoveries
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**Tips:**
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• Check `!events` regularly for new opportunities
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• Higher difficulty events give better rewards
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• Contributing more increases your reward multiplier
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• Events expire after their time limit"""
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self.send_message(channel, message)
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293
src/npc_events.py
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293
src/npc_events.py
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"""
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NPC Events System
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Manages random collaborative events that all players can participate in
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"""
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import asyncio
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import random
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from datetime import datetime, timedelta
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from typing import Dict, List, Optional
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from src.database import Database
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class NPCEventsManager:
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def __init__(self, database: Database):
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self.database = database
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self.active_events = {}
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self.event_templates = {
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1: [ # Difficulty 1 - Easy
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{
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"event_type": "resource_gathering",
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"title": "Village Supply Run",
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"description": "The village needs supplies! Help gather resources by exploring and finding items.",
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"target_contributions": 25,
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"reward_experience": 50,
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"reward_money": 100,
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"completion_message": "🎉 The village has enough supplies! Everyone who helped gets rewarded!",
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"duration_hours": 4
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},
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{
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"event_type": "pet_rescue",
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"title": "Lost Pet Search",
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"description": "A pet has gone missing! Help search different locations to find clues.",
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"target_contributions": 20,
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"reward_experience": 40,
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"reward_money": 80,
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"completion_message": "🐾 The lost pet has been found safe! Thanks to everyone who helped search!",
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"duration_hours": 3
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},
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{
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"event_type": "community_project",
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"title": "Park Cleanup",
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"description": "The local park needs cleaning! Help by contributing your time and effort.",
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"target_contributions": 30,
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"reward_experience": 35,
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"reward_money": 75,
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"completion_message": "🌳 The park is clean and beautiful again! Great teamwork everyone!",
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"duration_hours": 5
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}
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],
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2: [ # Difficulty 2 - Medium
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{
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"event_type": "emergency_response",
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"title": "Storm Recovery",
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"description": "A storm has damaged the town! Help with recovery efforts by contributing resources and time.",
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"target_contributions": 50,
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"reward_experience": 100,
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"reward_money": 200,
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"completion_message": "⛈️ The town has recovered from the storm! Everyone's hard work paid off!",
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"duration_hours": 6
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},
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{
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"event_type": "festival_preparation",
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"title": "Annual Festival Setup",
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"description": "The annual pet festival is coming! Help set up decorations and prepare activities.",
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"target_contributions": 40,
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"reward_experience": 80,
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"reward_money": 150,
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"completion_message": "🎪 The festival is ready! Thanks to everyone who helped prepare!",
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"duration_hours": 8
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},
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{
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"event_type": "research_expedition",
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"title": "Scientific Discovery",
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"description": "Researchers need help documenting rare pets! Contribute by exploring and reporting findings.",
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"target_contributions": 35,
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"reward_experience": 90,
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"reward_money": 180,
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"completion_message": "🔬 The research is complete! Your discoveries will help future generations!",
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"duration_hours": 7
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}
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],
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3: [ # Difficulty 3 - Hard
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{
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"event_type": "crisis_response",
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"title": "Regional Emergency",
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"description": "A regional crisis requires immediate community response! All trainers needed!",
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"target_contributions": 75,
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"reward_experience": 150,
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"reward_money": 300,
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"completion_message": "🚨 Crisis averted! The entire region is safe thanks to your heroic efforts!",
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"duration_hours": 12
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},
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{
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"event_type": "legendary_encounter",
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"title": "Legendary Pet Sighting",
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"description": "A legendary pet has been spotted! Help researchers track and document this rare encounter.",
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"target_contributions": 60,
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"reward_experience": 200,
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"reward_money": 400,
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"completion_message": "✨ The legendary pet has been successfully documented! History has been made!",
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"duration_hours": 10
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},
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{
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"event_type": "ancient_mystery",
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"title": "Ancient Ruins Discovery",
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"description": "Ancient ruins have been discovered! Help archaeologists uncover the secrets within.",
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"target_contributions": 80,
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"reward_experience": 180,
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"reward_money": 350,
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"completion_message": "🏛️ The ancient secrets have been revealed! Your efforts uncovered lost knowledge!",
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"duration_hours": 14
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}
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]
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}
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async def start_background_task(self):
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"""Start the background task that manages NPC events"""
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while True:
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try:
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||||||
|
# Check for expired events
|
||||||
|
await self.expire_events()
|
||||||
|
|
||||||
|
# Distribute rewards for completed events
|
||||||
|
await self.distribute_completed_rewards()
|
||||||
|
|
||||||
|
# Maybe spawn a new event
|
||||||
|
await self.maybe_spawn_event()
|
||||||
|
|
||||||
|
# Wait 30 minutes before next check
|
||||||
|
await asyncio.sleep(30 * 60)
|
||||||
|
|
||||||
|
except Exception as e:
|
||||||
|
print(f"Error in NPC events background task: {e}")
|
||||||
|
await asyncio.sleep(5 * 60) # Wait 5 minutes on error
|
||||||
|
|
||||||
|
async def expire_events(self):
|
||||||
|
"""Mark expired events as expired"""
|
||||||
|
try:
|
||||||
|
expired_count = await self.database.expire_npc_events()
|
||||||
|
if expired_count > 0:
|
||||||
|
print(f"🕐 {expired_count} NPC events expired")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"Error expiring NPC events: {e}")
|
||||||
|
|
||||||
|
async def distribute_completed_rewards(self):
|
||||||
|
"""Distribute rewards for completed events"""
|
||||||
|
try:
|
||||||
|
# Get completed events that haven't distributed rewards yet
|
||||||
|
completed_events = await self.database.get_active_npc_events()
|
||||||
|
|
||||||
|
for event in completed_events:
|
||||||
|
if event['status'] == 'completed':
|
||||||
|
result = await self.database.distribute_event_rewards(event['id'])
|
||||||
|
if result['success']:
|
||||||
|
print(f"🎁 Distributed rewards for event '{event['title']}' to {result['participants_rewarded']} players")
|
||||||
|
|
||||||
|
except Exception as e:
|
||||||
|
print(f"Error distributing event rewards: {e}")
|
||||||
|
|
||||||
|
async def maybe_spawn_event(self):
|
||||||
|
"""Maybe spawn a new event based on conditions"""
|
||||||
|
try:
|
||||||
|
# Check if we have any active events
|
||||||
|
active_events = await self.database.get_active_npc_events()
|
||||||
|
|
||||||
|
# Don't spawn if we already have 2 or more active events
|
||||||
|
if len(active_events) >= 2:
|
||||||
|
return
|
||||||
|
|
||||||
|
# 20% chance to spawn a new event each check (every 30 minutes)
|
||||||
|
if random.random() < 0.2:
|
||||||
|
await self.spawn_random_event()
|
||||||
|
|
||||||
|
except Exception as e:
|
||||||
|
print(f"Error in maybe_spawn_event: {e}")
|
||||||
|
|
||||||
|
async def spawn_random_event(self):
|
||||||
|
"""Spawn a random event based on difficulty"""
|
||||||
|
try:
|
||||||
|
# Choose difficulty (weighted towards easier events)
|
||||||
|
difficulty_weights = {1: 0.6, 2: 0.3, 3: 0.1}
|
||||||
|
difficulty = random.choices(list(difficulty_weights.keys()),
|
||||||
|
weights=list(difficulty_weights.values()))[0]
|
||||||
|
|
||||||
|
# Choose random event template
|
||||||
|
templates = self.event_templates[difficulty]
|
||||||
|
template = random.choice(templates)
|
||||||
|
|
||||||
|
# Create event data
|
||||||
|
event_data = {
|
||||||
|
'event_type': template['event_type'],
|
||||||
|
'title': template['title'],
|
||||||
|
'description': template['description'],
|
||||||
|
'difficulty': difficulty,
|
||||||
|
'target_contributions': template['target_contributions'],
|
||||||
|
'reward_experience': template['reward_experience'],
|
||||||
|
'reward_money': template['reward_money'],
|
||||||
|
'completion_message': template['completion_message'],
|
||||||
|
'expires_at': (datetime.now() + timedelta(hours=template['duration_hours'])).isoformat()
|
||||||
|
}
|
||||||
|
|
||||||
|
# Create the event
|
||||||
|
event_id = await self.database.create_npc_event(event_data)
|
||||||
|
|
||||||
|
print(f"🎯 New NPC event spawned: '{template['title']}' (ID: {event_id}, Difficulty: {difficulty})")
|
||||||
|
|
||||||
|
return event_id
|
||||||
|
|
||||||
|
except Exception as e:
|
||||||
|
print(f"Error spawning random event: {e}")
|
||||||
|
return None
|
||||||
|
|
||||||
|
async def get_active_events(self) -> List[Dict]:
|
||||||
|
"""Get all active events"""
|
||||||
|
return await self.database.get_active_npc_events()
|
||||||
|
|
||||||
|
async def contribute_to_event(self, event_id: int, player_id: int, contribution: int = 1) -> Dict:
|
||||||
|
"""Add a player's contribution to an event"""
|
||||||
|
return await self.database.contribute_to_npc_event(event_id, player_id, contribution)
|
||||||
|
|
||||||
|
async def get_event_details(self, event_id: int) -> Optional[Dict]:
|
||||||
|
"""Get detailed information about an event"""
|
||||||
|
event = await self.database.get_npc_event_by_id(event_id)
|
||||||
|
if not event:
|
||||||
|
return None
|
||||||
|
|
||||||
|
# Add leaderboard
|
||||||
|
leaderboard = await self.database.get_event_leaderboard(event_id)
|
||||||
|
event['leaderboard'] = leaderboard
|
||||||
|
|
||||||
|
return event
|
||||||
|
|
||||||
|
async def get_player_contributions(self, player_id: int, event_id: int) -> int:
|
||||||
|
"""Get player's contributions to a specific event"""
|
||||||
|
return await self.database.get_player_event_contributions(player_id, event_id)
|
||||||
|
|
||||||
|
async def force_spawn_event(self, difficulty: int = 1) -> Optional[int]:
|
||||||
|
"""Force spawn an event (admin command)"""
|
||||||
|
if difficulty not in self.event_templates:
|
||||||
|
return None
|
||||||
|
|
||||||
|
templates = self.event_templates[difficulty]
|
||||||
|
template = random.choice(templates)
|
||||||
|
|
||||||
|
event_data = {
|
||||||
|
'event_type': template['event_type'],
|
||||||
|
'title': template['title'],
|
||||||
|
'description': template['description'],
|
||||||
|
'difficulty': difficulty,
|
||||||
|
'target_contributions': template['target_contributions'],
|
||||||
|
'reward_experience': template['reward_experience'],
|
||||||
|
'reward_money': template['reward_money'],
|
||||||
|
'completion_message': template['completion_message'],
|
||||||
|
'expires_at': (datetime.now() + timedelta(hours=template['duration_hours'])).isoformat()
|
||||||
|
}
|
||||||
|
|
||||||
|
return await self.database.create_npc_event(event_data)
|
||||||
|
|
||||||
|
async def force_spawn_specific_event(self, event_type: str, difficulty: int = 1) -> Optional[int]:
|
||||||
|
"""Force spawn a specific event type (admin command)"""
|
||||||
|
if difficulty not in self.event_templates:
|
||||||
|
return None
|
||||||
|
|
||||||
|
# Find template matching the event type
|
||||||
|
templates = self.event_templates[difficulty]
|
||||||
|
template = None
|
||||||
|
for t in templates:
|
||||||
|
if t['event_type'] == event_type:
|
||||||
|
template = t
|
||||||
|
break
|
||||||
|
|
||||||
|
if not template:
|
||||||
|
return None
|
||||||
|
|
||||||
|
event_data = {
|
||||||
|
'event_type': template['event_type'],
|
||||||
|
'title': template['title'],
|
||||||
|
'description': template['description'],
|
||||||
|
'difficulty': difficulty,
|
||||||
|
'target_contributions': template['target_contributions'],
|
||||||
|
'reward_experience': template['reward_experience'],
|
||||||
|
'reward_money': template['reward_money'],
|
||||||
|
'completion_message': template['completion_message'],
|
||||||
|
'expires_at': (datetime.now() + timedelta(hours=template['duration_hours'])).isoformat()
|
||||||
|
}
|
||||||
|
|
||||||
|
return await self.database.create_npc_event(event_data)
|
||||||
|
|
||||||
|
def get_progress_bar(self, current: int, target: int, width: int = 20) -> str:
|
||||||
|
"""Generate a progress bar for event progress"""
|
||||||
|
filled = int((current / target) * width)
|
||||||
|
bar = "█" * filled + "░" * (width - filled)
|
||||||
|
percentage = min(100, int((current / target) * 100))
|
||||||
|
return f"[{bar}] {percentage}% ({current}/{target})"
|
||||||
Loading…
Add table
Add a link
Reference in a new issue