Fix exploration and battle system state management bugs
- Fixed exploration bug: prevent multiple \!explore when encounter is active - Fixed battle bug: prevent starting multiple battles from exploration encounters - Enforced exploration encounter workflow: must choose fight/capture/flee before exploring again - Fixed \!gym challenge to use player's current location instead of requiring location parameter - Added proper state management to prevent race conditions - Improved user experience with clear error messages for active encounters 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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3 changed files with 92 additions and 19 deletions
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@ -7,7 +7,7 @@ class Exploration(BaseModule):
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"""Handles exploration, travel, location, weather, and wild commands"""
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def get_commands(self):
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return ["explore", "travel", "location", "where", "weather", "wild", "catch", "capture"]
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return ["explore", "travel", "location", "where", "weather", "wild", "catch", "capture", "flee"]
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async def handle_command(self, channel, nickname, command, args):
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if command == "explore":
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@ -22,6 +22,8 @@ class Exploration(BaseModule):
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await self.cmd_wild(channel, nickname, args)
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elif command in ["catch", "capture"]:
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await self.cmd_catch(channel, nickname)
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elif command == "flee":
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await self.cmd_flee_encounter(channel, nickname)
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async def cmd_explore(self, channel, nickname):
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"""Explore current location"""
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@ -29,6 +31,18 @@ class Exploration(BaseModule):
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if not player:
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return
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# Check if player has an active encounter that must be resolved first
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if player["id"] in self.bot.active_encounters:
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current_encounter = self.bot.active_encounters[player["id"]]
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self.send_message(channel, f"{nickname}: You already have an active encounter with a wild {current_encounter['species_name']}! You must choose to !battle, !catch, or !flee before exploring again.")
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return
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# Check if player is in an active battle
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active_battle = await self.game_engine.battle_engine.get_active_battle(player["id"])
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if active_battle:
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self.send_message(channel, f"{nickname}: You're currently in battle! Finish your battle before exploring.")
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return
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encounter = await self.game_engine.explore_location(player["id"])
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if encounter["type"] == "error":
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@ -51,7 +65,7 @@ class Exploration(BaseModule):
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self.send_message(channel,
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f"🐾 {nickname}: A wild Level {pet['level']} {pet['species_name']} ({type_str}) appeared in {encounter['location']}!")
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self.send_message(channel, f"Choose your action: !battle to fight it, or !catch to try catching it directly!")
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self.send_message(channel, f"Choose your action: !battle to fight it, !catch to try catching it directly, or !flee to escape!")
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async def cmd_travel(self, channel, nickname, args):
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"""Travel to a different location"""
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@ -196,6 +210,13 @@ class Exploration(BaseModule):
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# Check if player is in an active battle
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active_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 gym_battle:
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# Can't catch pets during gym battles
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self.send_message(channel, f"{nickname}: You can't catch pets during gym battles! Focus on the challenge!")
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return
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if active_battle:
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# Catching during battle
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wild_pet = active_battle["wild_pet"]
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@ -297,4 +318,36 @@ class Exploration(BaseModule):
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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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await battle_system.handle_level_up_display(channel, nickname, exp_result)
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async def cmd_flee_encounter(self, channel, nickname):
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"""Flee from an active encounter without battling"""
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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 has an active encounter to flee from
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if player["id"] not in self.bot.active_encounters:
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self.send_message(channel, f"{nickname}: You don't have an active encounter to flee from!")
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return
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# Check if player is in an active battle - can't flee from exploration if in battle
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active_battle = await self.game_engine.battle_engine.get_active_battle(player["id"])
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if active_battle:
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self.send_message(channel, f"{nickname}: You're in battle! Use the battle system's !flee command to escape combat.")
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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 gym_battle:
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self.send_message(channel, f"{nickname}: You're in a gym battle! Use !forfeit to leave the gym challenge.")
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return
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# Get encounter details for message
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encounter = self.bot.active_encounters[player["id"]]
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# Remove the encounter
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del self.bot.active_encounters[player["id"]]
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self.send_message(channel, f"💨 {nickname}: You fled from the wild {encounter['species_name']}! You can now explore again.")
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self.send_message(channel, f"💡 Use !explore to search for another encounter!")
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