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61 commits
v0.1 ... main

Author SHA1 Message Date
megaproxy
e17705dc63 Implement comprehensive team management and fix critical bugs
Team Management Features:
- Added 6 new IRC commands: \!teamlist, \!activeteam, \!teamname, \!teamswap, \!heal, \!verifyteamswap
- \!teamlist shows teams with pet names in format "Team name - pet1 - pet2 - pet3"
- \!teamname redirects to web interface for secure PIN-based renaming
- \!teamswap enables team switching with PIN verification via IRC
- \!activeteam displays current team with health status indicators
- \!heal command with 1-hour cooldown for pet health restoration

Critical Bug Fixes:
- Fixed \!teamlist SQL binding error - handled new team data format correctly
- Fixed \!wild command duplicates - now shows unique species types only
- Removed all debug print statements and implemented proper logging
- Fixed data format inconsistencies in team management system

Production Improvements:
- Added logging infrastructure to BaseModule and core components
- Converted 45+ print statements to professional logging calls
- Database query optimization with DISTINCT for spawn deduplication
- Enhanced error handling and user feedback messages

Cross-platform Integration:
- Seamless sync between IRC commands and web interface
- PIN authentication leverages existing secure infrastructure
- Team operations maintain consistency across all interfaces

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-08-01 15:53:26 +00:00
megaproxy
e920503dbd Fix \!backup command not working - module loading issue
Fixed BackupCommands module not being loaded into the bot system:
- Added BackupCommands to modules/__init__.py imports and __all__ list
- Added BackupCommands to module loading in run_bot_with_reconnect.py
- Fixed constructor signature to match BaseModule requirements

All 5 backup commands now properly registered and available to admin users:
- \!backup - Create manual database backups
- \!restore - Restore from backup files
- \!backups - List available backups
- \!backup_stats - Show backup system statistics
- \!backup_cleanup - Clean up old backups based on retention policy

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-08-01 15:03:15 +00:00
megaproxy
3efefb6632 Update documentation with v0.3.0 achievements and future Claude guidance
**README Updates:**
- Added v0.3.0 section highlighting team swap system and architecture cleanup
- Documented active team architecture redesign
- Listed web-IRC synchronization improvements
- Noted command cleanup achievements (180+ lines removed)

**CLAUDE.md Enhancements:**
- Added comprehensive message for future Claude developers
- Documented current project state and recent achievements
- Provided architecture overview and development patterns
- Included working relationship insights and technical guidance
- Listed key files, patterns, and potential future improvements
- Added helpful warnings and tips for smooth development

This ensures future development sessions have excellent context
and continuity for maintaining this sophisticated IRC gaming bot.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-17 17:05:39 +00:00
megaproxy
86902c6b83 Clean up IRC command architecture and eliminate redundancy
Major cleanup of the modular command system:

**Legacy Code Removal:**
- Removed all legacy command handlers from src/bot.py (74 lines)
- Eliminated outdated command implementations superseded by modular system
- Maintained backward compatibility while cleaning up codebase

**Duplicate Command Consolidation:**
- Removed duplicate status/uptime/ping commands from admin.py
- Kept comprehensive implementations in connection_monitor.py
- Eliminated 3 redundant commands and ~70 lines of duplicate code

**Admin System Standardization:**
- Updated backup_commands.py to use central ADMIN_USER from config.py
- Updated connection_monitor.py to use central ADMIN_USER from config.py
- Removed hardcoded admin user lists across modules
- Ensured consistent admin privilege checking system-wide

**Benefits:**
- Cleaner, more maintainable command structure
- No duplicate functionality across modules
- Consistent admin configuration management
- Reduced codebase size while maintaining all functionality
- Better separation of concerns in modular architecture

This cleanup addresses technical debt identified in the command audit
and prepares the codebase for future development.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-17 17:00:06 +00:00
megaproxy
5293da2921 Implement complete team swap functionality between web interface and IRC battles
🔄 **New Active Team System**
- Replace Team 1 hardcoded active system with flexible active_teams table
- Players can now edit ALL teams (1, 2, 3) equally via web interface
- Support for swapping any saved team as the active battle team

🌐 **Web Interface Enhancements**
- Add "Make Active" buttons to team management hub
- Real-time team swapping with loading states and success notifications
- Visual indicators for currently active team with green highlighting
- Updated team builder to treat all team slots consistently

🎮 **IRC Battle Integration**
- Update get_active_pets() and get_player_pets() methods to use new active_teams table
- IRC battles (\!battle, \!attack, \!gym) now use web-selected active team
- Real-time sync: team swaps via web immediately affect IRC battles
- Maintain backward compatibility with existing IRC commands

🛠️ **Database Architecture**
- Add active_teams table with player_id -> active_slot mapping
- Migrate existing active teams to team_configurations format
- Update team save logic to store all teams as configurations
- Add set_active_team_slot() and get_active_team_slot() methods

 **Key Features**
- Seamless web-to-IRC active team synchronization
- All teams editable with proper PIN verification
- Enhanced UX with animations and proper error handling
- Maintains data consistency across all interfaces

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-17 16:39:42 +00:00
megaproxy
285a7c4a7e Complete team builder enhancement with active team display and pet counts
- Fix pet count display for all saved teams (handles both list and dict formats)
- Add comprehensive active team display with individual pet cards on hub
- Show detailed pet information: stats, HP bars, happiness, types, levels
- Implement responsive grid layout for active pet cards with hover effects
- Add proper data format handling between active and saved teams
- Create dedicated team hub with both overview and detailed sections
- Standardize team data pipeline for consistent display across all interfaces

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-17 14:14:01 +00:00
megaproxy
d3822bb19f Fix team builder database conversion error and standardize data format
- Fix "cannot convert dictionary update sequence" error in apply_individual_team_change
- Set row_factory properly for aiosqlite Row object conversion
- Standardize team data format between database and web interface display
- Save full pet details instead of just IDs for proper persistence
- Add backward compatibility for existing saved teams
- Update TeamManagementService to use consistent data structures

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-17 13:54:33 +00:00
megaproxy
00d41c8ce7 Fix team builder JSON parse error and hardcoded nickname
- Replace hardcoded 'megasconed' with dynamic {nickname} in loadSavedTeamConfiguration
- Add comprehensive error handling for non-JSON responses
- Check response status and content-type before parsing JSON
- Add detailed console logging for debugging team config load failures

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-17 00:12:38 +00:00
megaproxy
e4d4205cd8 Fix critical experience system race condition and level down bug
CRITICAL BUG FIXES:
- Fix race condition causing pets to go down levels after gaining experience
- Replace dangerous double database updates with single atomic transaction
- Add comprehensive input validation to prevent negative experience awards
- Implement proper transaction isolation with BEGIN IMMEDIATE for concurrency

KEY IMPROVEMENTS:
- Single atomic UPDATE eliminates race conditions between concurrent experience awards
- Added extensive input validation (negative values, type checking, reasonable caps)
- Proper transaction handling with rollback on errors
- Removed deprecated _handle_level_up function that caused stale data issues
- Enhanced calculate_level_from_exp with infinite loop protection
- Added overflow protection for extreme level calculations

TECHNICAL DETAILS:
- Experience awards now use BEGIN IMMEDIATE transaction isolation
- All stat calculations and level updates happen in single atomic operation
- Input validation prevents negative experience and excessive amounts (>10,000)
- Pet isolation ensures no interference between different players' pets
- Comprehensive error handling with proper rollback on database errors
- Preserved HP percentage on level up while giving full HP bonus

This fixes the reported issue where players' pets would mysteriously lose levels
after gaining experience, which was caused by concurrent database updates
overwriting each other's level calculations.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-16 11:43:49 +00:00
megaproxy
cd2ad10aec 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>
2025-07-16 11:34:01 +00:00
megaproxy
530134bd36 Update bot and webserver integration for healing system support
- Enhance bot initialization to support healing system background tasks
- Update webserver to properly handle healing system web interfaces
- Ensure proper integration between IRC bot and web components
- Add support for healing system status monitoring and display
- Maintain unified user experience across IRC and web interfaces

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-16 11:33:37 +00:00
megaproxy
8ae7da8379 Update module loading and rate limiting for healing system integration
- Add heal command to rate limiting system for proper cooldown enforcement
- Update module initialization to support new healing system components
- Ensure rate limiting properly handles new heal command with user restrictions
- Maintain system security and prevent healing system abuse
- Clean up deprecated connection and backup commands from rate limiter

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-16 11:33:23 +00:00
megaproxy
adcd5afd85 Update help documentation with comprehensive pet healing system
- Update inventory section header to "Inventory & Healing System"
- Add \!heal command documentation with 1-hour cooldown details
- Enhance \!use command description to include revive functionality
- Add comprehensive Pet Healing System info box covering:
  - Fainted pet mechanics and restrictions
  - Revive items (50% and 100% HP restoration)
  - Heal command with cooldown system
  - Auto-recovery after 30 minutes to 1 HP
  - Travel permissions with fainted pets
- Add Pet Fainting System section to Battle System:
  - Battle defeat mechanics
  - Available healing options
  - Strategic impact and type advantages
- Update item rarity categories to include Revive (rare) and Max Revive (epic)
- Maintain consistent styling and navigation structure
- Provide complete user guidance for pet health management

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-16 11:33:07 +00:00
megaproxy
a333306ad3 Integrate pet fainting tracking into battle system
- Update wild battle defeat handling to mark pets as fainted
- Update gym battle defeat handling to mark pets as fainted
- Add database faint_pet() calls when pets lose battles
- Ensure fainted pets are properly tracked with timestamps
- Both wild and gym battles now consistently handle pet fainting
- Defeated pets are immediately marked as fainted in database
- Maintains existing battle flow while adding fainting mechanics

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-16 11:32:38 +00:00
megaproxy
d758d6b924 Add \!heal command and automatic pet recovery background system
- Implement \!heal command with 1-hour cooldown available to all users
- Add comprehensive cooldown tracking with database last_heal_time validation
- Heal command restores all active pets to full health
- Add background pet recovery system to game engine:
  - Automatic 30-minute recovery timer for fainted pets
  - Background task checks every 5 minutes for eligible pets
  - Auto-recovery restores pets to 1 HP after 30 minutes
  - Proper startup/shutdown integration with game engine
- Add pet_recovery_task to game engine with graceful shutdown
- Include detailed logging for recovery operations
- Ensure system resilience with error handling and task cancellation

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-16 11:32:25 +00:00
megaproxy
72c1098a22 Implement comprehensive pet healing system with revive items and database support
- Add Revive (50% HP) and Max Revive (100% HP) items to config/items.json
- Extend database schema with fainted_at timestamp for pets table
- Add last_heal_time column to players table for heal command cooldown
- Implement comprehensive pet healing database methods:
  - get_fainted_pets(): Retrieve all fainted pets for a player
  - revive_pet(): Restore fainted pet with specified HP
  - faint_pet(): Mark pet as fainted with timestamp
  - get_pets_for_auto_recovery(): Find pets eligible for 30-minute auto-recovery
  - auto_recover_pet(): Automatically restore pet to 1 HP
  - get_active_pets(): Get active pets excluding fainted ones
  - get_player_pets(): Enhanced to filter out fainted pets when active_only=True
- Update inventory module to handle revive and max_revive effects
- Add proper error handling for cases where no fainted pets exist
- Maintain case-insensitive item usage compatibility

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-16 11:32:01 +00:00
megaproxy
fca0423c84 Add comprehensive startup script validation and enhanced pet system
- Enhanced start_petbot.sh with extensive validation and error checking
- Added emoji support to pet species system with database migration
- Expanded pet species from 9 to 33 unique pets with balanced spawn rates
- Improved database integrity validation and orphaned pet detection
- Added comprehensive pre-startup testing and configuration validation
- Enhanced locations with diverse species spawning across all areas
- Added dual-type pets and rarity-based spawn distribution
- Improved startup information display with feature overview
- Added background monitoring and validation systems

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-16 00:17:54 +00:00
megaproxy
add7731d80 Implement comprehensive team builder configuration system
### Major Features Added:

**Team Configuration Management:**
- Add support for 3 different team configurations per player
- Implement save/load/rename functionality for team setups
- Add prominent team configuration UI with dropdown selector
- Create quick action buttons for instant configuration loading
- Add status tracking for current editing state

**Database Enhancements:**
- Add team_configurations table with player_id, slot_number, config_name
- Implement rename_team_configuration() method for configuration management
- Add proper indexing and foreign key constraints

**Web Interface Improvements:**
- Fix team builder template visibility issue (was using wrong template)
- Add comprehensive CSS styling for configuration elements
- Implement responsive design with proper hover effects and transitions
- Add visual feedback with status indicators and progress tracking

**API Endpoints:**
- Add /teambuilder/{nickname}/config/rename/{slot} for renaming configs
- Implement proper validation and error handling for all endpoints
- Add JSON response formatting with success/error states

**JavaScript Functionality:**
- Add switchActiveConfig() for configuration switching
- Implement quickSaveConfig() for instant team saving
- Add renameConfig() with user-friendly prompts
- Create loadConfigToEdit() for seamless configuration editing

**Admin & System Improvements:**
- Enhance weather command system with simplified single-word names
- Fix \!reload command to properly handle all 12 modules
- Improve IRC connection health monitoring with better PONG detection
- Add comprehensive TODO list tracking and progress management

**UI/UX Enhancements:**
- Position team configuration section prominently for maximum visibility
- Add clear instructions: "Save up to 3 different team setups for quick switching"
- Implement intuitive workflow: save → load → edit → rename → resave
- Add visual hierarchy with proper spacing and typography

### Technical Details:

**Problem Solved:**
- Team configuration functionality existed but was hidden in unused template
- Users reported "no indication i can save multiple team configs"
- Configuration management was not visible or accessible

**Solution:**
- Identified dual template system in webserver.py (line 4160 vs 5080)
- Added complete configuration section to actively used template
- Enhanced both CSS styling and JavaScript functionality
- Implemented full backend API support with database persistence

**Files Modified:**
- webserver.py: +600 lines (template fixes, API endpoints, CSS, JavaScript)
- src/database.py: +20 lines (rename_team_configuration method)
- modules/admin.py: +150 lines (weather improvements, enhanced commands)
- TODO.md: Updated progress tracking and completed items

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 22:40:23 +00:00
megaproxy
6cd25ab9b1 Update README with comprehensive feature descriptions and latest enhancements
- Enhanced feature descriptions to reflect current capabilities
- Added new sections for Modern Web Features and expanded Technical Features
- Updated Core Gameplay and Advanced Systems with recent additions
- Highlighted 8-category leaderboards, team builder, inventory management
- Mentioned security audit, rate limiting, and backup systems
- Updated item count to 17+ items including new Coin Pouch treasure
- Emphasized responsive design and PIN-verified team management

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 20:48:29 +00:00
megaproxy
88e352ee79 Enhance web interface and item system with user experience improvements
- Fix \!team command to redirect to team builder web page instead of showing IRC list
- Add usage commands to inventory items showing "\!use <item name>" for each item
- Implement Coin Pouch treasure item with 1-3 coin rewards (rare drop rate)
- Fix gym badges leaderboard database query with proper COALESCE and CASE syntax
- Improve inventory item display with styled command instructions and monospace code blocks

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 20:47:37 +00:00
megaproxy
915aa00bea Implement comprehensive rate limiting system and item spawn configuration
Major Features Added:
- Complete token bucket rate limiting for IRC commands and web interface
- Per-user rate tracking with category-based limits (Basic, Gameplay, Management, Admin, Web)
- Admin commands for rate limit management (\!rate_stats, \!rate_user, \!rate_unban, \!rate_reset)
- Automatic violation tracking and temporary bans with cleanup
- Global item spawn multiplier system with 75% spawn rate reduction
- Central admin configuration system (config.py)
- One-command bot startup script (start_petbot.sh)

Rate Limiting:
- Token bucket algorithm with burst capacity and refill rates
- Category limits: Basic (20/min), Gameplay (10/min), Management (5/min), Web (60/min)
- Graceful violation handling with user-friendly error messages
- Admin exemption and override capabilities
- Background cleanup of old violations and expired bans

Item Spawn System:
- Added global_spawn_multiplier to config/items.json for easy adjustment
- Reduced all individual spawn rates by 75% (multiplied by 0.25)
- Admins can fine-tune both global multiplier and individual item rates
- Game engine integration applies multiplier to all spawn calculations

Infrastructure:
- Single admin user configuration in config.py
- Enhanced startup script with dependency management and verification
- Updated documentation and help system with rate limiting guide
- Comprehensive test suite for rate limiting functionality

Security:
- Rate limiting protects against command spam and abuse
- IP-based tracking for web interface requests
- Proper error handling and status codes (429 for rate limits)

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 20:10:43 +00:00
megaproxy
f8ac661cd1 Add development documentation and task tracking
- CLAUDE.md: Comprehensive development guide documenting patterns, conventions, and project structure
- TODO.md: Organized task list with completed items, bugs, enhancements, and feature ideas
- Both files provide context for future AI-assisted development sessions
- Includes testing procedures, coding standards, and architectural decisions

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 17:38:54 +01:00
megaproxy
c8cb99a4d0 Update project documentation for web interface enhancements
- Updated CHANGELOG.md with comprehensive list of new features and fixes
- Enhanced README.md with updated feature descriptions and web interface capabilities
- Documented team builder functionality, navigation improvements, and bug fixes
- Added clear descriptions of IRC command redirects and web integration

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 16:59:47 +01:00
megaproxy
5ac3e36f0c Add unified navigation bar to all webserver pages
- Implemented comprehensive navigation system with hover dropdowns
- Added navigation to all webserver pages for consistent user experience
- Enhanced page templates with unified styling and active page highlighting
- Improved accessibility and discoverability of all bot features through web interface

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 16:59:16 +01:00
megaproxy
f7fe4ce034 Update help documentation to reflect web interface changes
- Updated command descriptions to reflect inventory redirect to web interface
- Improved documentation for web-based team building and inventory management
- Added clearer explanations of web interface features and navigation
- Maintained consistency between IRC commands and web functionality

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 16:58:53 +01:00
megaproxy
ac655b07e6 Remove \!swap command and redirect pet management to web interface
- Removed \!swap command as team management moved to website
- Added redirect messages pointing users to team builder web interface
- Streamlined pet management workflow through unified web experience
- Maintained existing \!pets command functionality with web redirect

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 16:58:35 +01:00
megaproxy
d05b2ead53 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>
2025-07-15 16:58:18 +01:00
megaproxy
3c628c7f51 Implement team order persistence and validation system
- Added team_order column migration for numbered team slots (1-6)
- Implemented get_next_available_team_slot() method
- Added team composition validation for team builder
- Created pending team change system with PIN verification
- Added apply_team_change() for secure team updates
- Enhanced team management with proper ordering and constraints

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 16:57:54 +01:00
megaproxy
61463267c8 Redirect inventory commands to web interface with jump points
- Updated \!inventory, \!inv, and \!items commands to redirect to player profile
- Added #inventory jump point for direct section navigation
- Improved user experience with web-based inventory management
- Enhanced UX with helpful explanatory messages

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 16:57:27 +01:00
megaproxy
30dcb7e4bc Update bot initialization to pass bot instance to webserver
- Modified PetBotWebServer instantiation to include bot parameter
- Enables IRC PIN delivery for team builder functionality
- Maintains existing webserver functionality while adding IRC integration

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 16:56:55 +01:00
megaproxy
ff14710987 Fix team builder interface and implement working drag-and-drop functionality
- Completely rewrote team builder with unified template system
- Fixed center alignment issues with proper CSS layout (max-width: 1200px, margin: 0 auto)
- Implemented working drag-and-drop between storage and numbered team slots (1-6)
- Added double-click backup method for moving pets
- Fixed JavaScript initialization and DOM loading issues
- Added proper visual feedback during drag operations
- Fixed CSS syntax errors that were breaking f-string templates
- Added missing send_json_response method for AJAX requests
- Integrated IRC PIN delivery system for secure team changes
- Updated PetBotWebServer constructor to accept bot instance for IRC messaging

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-15 16:55:58 +01:00
megaproxy
8e9ff2960f Implement case-insensitive command processing across all bot modules
Added normalize_input() function to BaseModule for consistent lowercase conversion of user input. Updated all command modules to use normalization for commands, arguments, pet names, location names, gym names, and item names. Players can now use any capitalization for commands and arguments.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 21:57:51 +01:00
megaproxy
39ba55832d Fix team builder issues, Added startup import checks for consistency
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 21:48:18 +01:00
megaproxy
08f7aa8ea8 Fix database constraints and team builder save functionality
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 21:10:28 +01:00
megaproxy
60dbcae113 Fix drag-and-drop dataTransfer errors and add double-click backup
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 17:19:37 +01:00
megaproxy
bbaba99020 Rewrite drag-and-drop with comprehensive testing and debugging
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 17:17:33 +01:00
megaproxy
d245454231 Fix drag-and-drop functionality in team builder
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 17:14:53 +01:00
megaproxy
7d49730a5f Enhance team builder with full drag-and-drop and detailed pet stats
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 17:11:54 +01:00
megaproxy
9cf2231a03 Implement secure team builder with PIN verification system
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 17:08:02 +01:00
megaproxy
3098be7f36 Implement pet nicknames system - database, IRC command, validation
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 16:57:41 +01:00
megaproxy
4de0c1a124 Update documentation - 2025-07-14 16:44
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 16:44:35 +01:00
megaproxy
124336e65f Update documentation - 2025-07-14 16:41
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 16:41:48 +01:00
megaproxy
9552cfbe4e Update documentation - 2025-07-14 16:39
🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 16:39:46 +01:00
megaproxy
729984be66 Fix critical player profile crash with encounter data
Bug Fix:
- Fixed 'int' object has no attribute 'split' error when viewing player profiles
- Issue was incorrect column mapping in encounter data SQL query
- species_id (integer) was being treated as first_encounter_date (string)

Technical Changes:
- Use existing database.get_player_encounters() method with proper row factory
- Use existing database.get_encounter_stats() method for consistency
- Added robust error handling for date formatting in both encounters and gym badges
- Added try/catch blocks to prevent profile crashes from data issues

Data Safety:
- Added isinstance() checks before calling .split() on date strings
- Graceful fallback to 'Unknown' for malformed dates
- Error handling ensures other users won't experience crashes

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 16:36:00 +01:00
megaproxy
1ce7158200 Add comprehensive web interface enhancements and encounter tracking
Major Features Added:
- Complete petdex page showing all available pets with stats, types, evolution info
- Encounter tracking system recording pet discoveries and catch statistics
- Gym badges display on player profiles with victory counts and dates
- Enhanced player profiles with discovery progress and completion percentages

Technical Implementation:
- New /petdex route with rarity-organized pet encyclopedia
- Database encounter tracking with automatic integration into exploration/catch
- Updated webserver.py with encounter data fetching and display
- Fixed battle_system.py syntax error in gym battle completion logic
- Organized project by moving unused bot files to backup_bots/ folder

Database Changes:
- Added player_encounters table for tracking discoveries
- Added methods: record_encounter, get_player_encounters, get_encounter_stats
- Enhanced player profile queries to include gym badges and encounters

Web Interface Updates:
- Petdex page with search stats, rarity grouping, and spawn location info
- Player profiles now show species seen, completion %, gym badges earned
- Encounter section displaying discovered pets with catch statistics
- Updated navigation to include petdex link on main game hub

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 16:32:25 +01:00
megaproxy
bd455f1be5 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>
2025-07-14 16:11:20 +01:00
megaproxy
6053161b6e Fix gym battle completion error handling
- Fixed tuple index out of range error in end_gym_battle()
- Added proper row factory and named column access in database queries
- Added exception handling and bounds checking in gym battle completion
- Added debug logging to track gym battle state issues
- Improved error messages for gym battle failures

Fixes: "tuple index out of range" error when gym battles complete

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 13:11:10 +01:00
megaproxy
710ff5ac9c 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>
2025-07-14 13:08:25 +01:00
megaproxy
dc49e5f9c9 Add missing get_active_pets method to database
- Added get_active_pets() method that returns all active pets for a player
- Method includes pet details and species information needed for gym battles
- Fixes "get_active_pets" AttributeError in gym challenge command

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 13:00:34 +01:00
megaproxy
c1f82b6c6d Improve gym challenge command with location-aware and case-insensitive search
- Updated gym challenge to automatically search in player's current location first
- Made gym search case-insensitive (forest guardian, Forest Guardian, FOREST GUARDIAN all work)
- Added helpful error messages showing available gyms in current location
- Updated gym info command to also prioritize current location and be case-insensitive
- Added get_gym_by_name_in_location() database method for location-specific searches
- Improved user experience by removing need to travel between locations to challenge gyms

Fixes: \!gym challenge forest guardian now works correctly

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 12:57:36 +01:00
megaproxy
4ccfdd3505 Update help page styling to match players page design
- Added back link to Game Hub for consistent navigation
- Updated header styling to match other pages (smaller, consistent padding)
- Restructured sections to use section-content wrapper like other pages
- Removed custom background gradients for consistency
- Updated title to match "PetBot - Command Help" pattern
- Maintained all existing content and functionality

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 12:53:11 +01:00
megaproxy
c2eb846b77 Update help page with comprehensive gym battle documentation
- Added complete gym battle system documentation
- Added visual gym leader cards for all 6 gyms
- Updated inventory system with item rarity information
- Applied proper dark theme styling to match other web pages
- Added "NEW\!" badges for recent features
- Updated to version 0.2.0
- Organized content into logical sections for better readability

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 12:43:05 +01:00
megaproxy
87eff2a336 Implement gym battle system with location-based challenges
🏛️ Gym Battle System - Phase 1:
- Complete database schema with 4 new tables (gyms, gym_teams, player_gym_battles)
- 6 unique gyms across all locations with themed leaders and badges
- Location-based challenges (must travel to gym location)
- Difficulty scaling system (gets harder with each victory)
- Badge tracking and progress system

🎯 Features Added:
- \!gym - List gyms in current location with progress
- \!gym list - Show all gyms across all locations
- \!gym challenge "<name>" - Challenge a gym (location validation)
- \!gym info "<name>" - Get detailed gym information
- \!gym status - Quick status overview

🏆 Gym Roster:
- Starter Town: Forest Guardian (Grass) - Trainer Verde
- Whispering Woods: Nature's Haven (Grass) - Elder Sage
- Electric Canyon: Storm Master (Electric) - Captain Volt
- Crystal Caves: Stone Crusher (Rock) - Miner Magnus
- Frozen Tundra: Ice Breaker (Ice/Water) - Arctic Queen
- Dragon's Peak: Dragon Slayer (Fire) - Champion Drake

⚔️ Battle Mechanics:
- Teams scale with victory count (20% stat increase per win)
- First victory awards badge + bonus rewards
- Repeat challenges give scaling rewards
- Simulated battles (full battle system integration pending)

🔧 Technical Implementation:
- Config-driven gym system (config/gyms.json)
- Scalable database design for easy expansion
- Location validation prevents remote challenges
- Automatic gym data loading on startup

Next phase: Integrate with full battle system and add web interface badges.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 12:36:40 +01:00
megaproxy
d74c6f2897 Migrate repository from GitHub to Forgejo
🔄 Repository Migration:
- Migrated from GitHub to self-hosted Forgejo server
- Updated git remote to ssh://git@192.168.1.249:2230/megaproxy/Petbot.git
- Updated README.md with correct clone URL
- Removed GitHub-specific setup files (GITHUB_AUTH_SETUP.md, setup-github.sh)
- Cleaned up temporary debugging files from database fix

🏠 New Repository Location:
- Server: 192.168.1.249:2230 (Forgejo)
- Repository: megaproxy/Petbot
- All commit history and tags preserved

 Migration Complete:
- All commits successfully pushed to Forgejo
- Version tags (v0.1, v0.2.0) migrated
- Future commits will automatically push to Forgejo server

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 12:26:50 +01:00
megaproxy
86b5fa998c Prevent future database orphaning by reverting to INSERT OR IGNORE
🛡️ Prevention Fix:
- Reverted pet_species loading back to INSERT OR IGNORE
- Reverted locations loading back to INSERT OR IGNORE
- Reverted location_spawns loading back to INSERT OR IGNORE
- Kept achievements as INSERT OR REPLACE (they need updates)

🔧 Why This Fix:
- INSERT OR REPLACE deletes existing records and creates new ones with new IDs
- This orphans any player data that references the old IDs
- INSERT OR IGNORE preserves existing records and their IDs
- New pets/locations can still be added, but existing ones won't be deleted

 Result:
- Current players: Already fixed with manual database repair
- Future players: Will use existing stable IDs
- Data updates: Achievements can still be updated, reference data is stable
- No more orphaned foreign key references possible

This ensures the database ID orphaning issue can never happen again.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 12:13:20 +01:00
megaproxy
821c6f570c Fix database loading to update existing records
🐛 Problem Fixed:
- Achievement changes weren't being applied because INSERT OR IGNORE doesn't update
- New pets and location spawns weren't being loaded for the same reason
- Database was stuck with old configuration data

🔧 Changes:
- Changed INSERT OR IGNORE to INSERT OR REPLACE for achievements
- Changed INSERT OR IGNORE to INSERT OR REPLACE for pet species
- Changed INSERT OR IGNORE to INSERT OR REPLACE for locations and spawns
- This ensures config file changes are properly loaded into database

⚠️ Restart Required:
- Bot needs to be restarted to reload the updated configurations
- After restart, Whispering Woods should be unlocked by Pet Collector achievement
- New Grass pets (Vinewrap, Bloomtail) will be available in Whispering Woods

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 11:55:47 +01:00
megaproxy
38ef0b8899 Fix achievement progression by moving Whispering Woods unlock
🎯 Achievement System Improvements:
- Pet Collector achievement (5 pets) now unlocks Whispering Woods
- Nature Explorer achievement (3 Grass species) no longer unlocks location
- Added 2 new Grass-type pets: Vinewrap and Bloomtail
- Updated Whispering Woods spawns to include new Grass pets

🐛 Problem Solved:
- Broke the catch-22 where players needed achievements to access locations
- But needed species from those locations to earn achievements
- Now players can progress naturally: 5 pets → Whispering Woods → more Grass species

🆕 New Pets:
- Vinewrap (Grass) - Defensive grass pet with vine abilities
- Bloomtail (Grass) - Fast grass pet with flower-based attacks

🔧 Updated Spawns:
- Whispering Woods: 3 Grass species (Leafy, Vinewrap, Bloomtail) + rare Flamey
- Players can now complete Nature Explorer achievement after accessing Whispering Woods

📚 Documentation:
- Updated README with new achievement progression
- Clarified unlock sequence and achievement relationships

This change makes the game progression much more logical and accessible for new players.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 11:46:35 +01:00
megaproxy
6791d49c80 Fix travel command location name matching
🐛 Fixed Issues:
- "dragon's peak" now properly matches "Dragon's Peak" location
- "dragons peak" (without apostrophe) now works
- Added case-insensitive location name matching
- Added common variations mapping for all locations

🔧 Changes:
- modules/exploration.py: Enhanced \!travel command with location mappings
- Added support for variations like "dragons peak", "dragon peak", "dragons-peak"
- Maintains backward compatibility with existing location names

Now players can use various formats to travel to locations without worrying about exact capitalization or apostrophes.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 00:33:12 +01:00
megaproxy
3f3b66bfaa Update all web links to use petz.rdx4.com domain
🌐 Updated URLs:
- \!help command now points to http://petz.rdx4.com/help
- \!pets command now points to http://petz.rdx4.com/player/{nickname}
- README.md updated to reference petz.rdx4.com
- Web server startup messages show both local and public URLs

🔧 Changes:
- modules/core_commands.py: Updated help URL
- modules/pet_management.py: Updated player profile URL
- webserver.py: Added public URL display in startup messages
- README.md: Updated web interface section

Users will now receive public URLs that work externally instead of localhost URLs.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 00:27:53 +01:00
megaproxy
db144da24f Add complete item collection system (v0.2.0)
🎒 Item Collection System:
- 16 unique items across 5 categories (healing, battle, rare, location, special)
- Rarity tiers: Common, Uncommon, Rare, Epic, Legendary with symbols
- 30% chance to find items during exploration
- Location-specific items (shells, mushrooms, crystals, runes)
- Inventory management with \!inventory and \!use commands
- Web interface integration showing player inventories
- Consumable items: healing potions, battle boosters, lucky charms

🔧 Technical Updates:
- Added items and player_inventory database tables
- New Inventory module for item management
- Updated game engine with item discovery system
- Enhanced web interface with inventory display
- Item initialization from config/items.json

🆕 New Commands:
- \!inventory / \!inv / \!items - View collected items by category
- \!use <item name> - Use consumable items on active pets

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 00:19:57 +01:00
megaproxy
e0edcb391a Add version control and changelog system
 Added automatic version management:
- CHANGELOG.md with complete v0.1.0 history
- Version control helper script for automated commits
- GitHub setup script for easy repository connection
- Semantic versioning support (Major.Minor.Patch)

🔄 Future workflow automation:
- Automatic changelog updates
- Descriptive commit messages
- Version tagging for releases
- Automatic GitHub pushes

🔧 Generated with Claude Code
🤖 Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 00:01:54 +01:00
59 changed files with 26939 additions and 1544 deletions

View file

@ -9,7 +9,12 @@
"Bash(cat:*)",
"Bash(pip3 install:*)",
"Bash(apt list:*)",
"Bash(curl:*)"
"Bash(curl:*)",
"Bash(git commit:*)",
"Bash(sed:*)",
"Bash(grep:*)",
"Bash(pkill:*)",
"Bash(git add:*)"
],
"deny": []
}

6
.gitignore vendored
View file

@ -75,4 +75,8 @@ Thumbs.db
# IRC bot specific
*.pid
*.lock
*.lock
# Project specific
backup_bots/
git_push.log

114
.version-control.py Normal file
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@ -0,0 +1,114 @@
#!/usr/bin/env python3
"""
Version Control Helper for PetBot
Automatically manages commits, tags, and changelog updates
"""
import subprocess
import sys
from datetime import datetime
def run_command(cmd):
"""Run a shell command and return output"""
try:
result = subprocess.run(cmd, shell=True, capture_output=True, text=True)
return result.returncode == 0, result.stdout.strip(), result.stderr.strip()
except Exception as e:
return False, "", str(e)
def get_current_version():
"""Get the latest version tag"""
success, output, _ = run_command("git describe --tags --abbrev=0")
if success and output:
return output
return "v0.1.0" # Default if no tags
def increment_version(version, increment_type="minor"):
"""Increment version number"""
if version.startswith('v'):
version = version[1:]
parts = version.split('.')
major, minor, patch = int(parts[0]), int(parts[1]), int(parts[2])
if increment_type == "major":
major += 1
minor = 0
patch = 0
elif increment_type == "minor":
minor += 1
patch = 0
else: # patch
patch += 1
return f"v{major}.{minor}.{patch}"
def update_changelog(version, changes):
"""Update CHANGELOG.md with new version"""
date = datetime.now().strftime("%Y-%m-%d")
new_entry = f"""
## [{version}] - {date}
{changes}
---
"""
# Read current changelog
try:
with open("CHANGELOG.md", "r") as f:
content = f.read()
except FileNotFoundError:
content = "# Changelog\n\n"
# Insert new entry after the header
lines = content.split('\n')
header_end = 0
for i, line in enumerate(lines):
if line.startswith('## [v') or line.startswith('## Version History'):
header_end = i
break
if header_end == 0:
# Add after initial header
for i, line in enumerate(lines):
if line.strip() == "" and i > 5: # Find first empty line after headers
header_end = i
break
# Insert new content
lines.insert(header_end, new_entry.strip())
# Write back
with open("CHANGELOG.md", "w") as f:
f.write('\n'.join(lines))
def commit_and_tag(message, version, push=True):
"""Create commit and tag"""
# Add all changes
run_command("git add .")
# Create commit
commit_msg = f"{message}\n\n🔧 Generated with Claude Code\n🤖 Co-Authored-By: Claude <noreply@anthropic.com>"
success, _, error = run_command(f'git commit -m "{commit_msg}"')
if not success and "nothing to commit" not in error:
print(f"Commit failed: {error}")
return False
# Create tag
tag_msg = f"Release {version}: {message}"
run_command(f'git tag -a {version} -m "{tag_msg}"')
# Push if requested
if push:
run_command("git push")
run_command("git push --tags")
return True
if __name__ == "__main__":
print("PetBot Version Control Helper")
print("This script is used internally by Claude Code")

View file

@ -0,0 +1,229 @@
# PetBot Backup System Integration Guide
## Overview
The PetBot backup system provides automated database backups with rotation, compression, and restore capabilities. This system ensures data protection and disaster recovery for the PetBot project.
## Components
### 1. Core Backup Module (`src/backup_manager.py`)
**Features:**
- Automated database backups using SQLite backup API
- Gzip compression for space efficiency
- Retention policies (7 daily, 4 weekly, 12 monthly)
- Backup verification and integrity checks
- Restore functionality with automatic current database backup
- Database structure export for documentation
**Key Classes:**
- `BackupManager`: Main backup operations
- `BackupScheduler`: Automated scheduling system
### 2. IRC Command Module (`modules/backup_commands.py`)
**Commands:**
- `!backup [type] [uncompressed]` - Create manual backup
- `!restore <filename> [confirm]` - Restore from backup
- `!backups` - List available backups
- `!backup_stats` - Show backup statistics
- `!backup_cleanup` - Clean up old backups
**Security:**
- Admin-only commands
- Confirmation required for restore operations
- Automatic current database backup before restore
### 3. Configuration (`config/backup_config.json`)
**Settings:**
- Backup retention policies
- Compression settings
- Automated schedule configuration
- Monitoring and notification preferences
## Installation
### 1. Dependencies
Ensure the following Python packages are installed:
```bash
pip install aiosqlite
```
### 2. Directory Structure
Create the backup directory:
```bash
mkdir -p backups
```
### 3. Integration with Bot
Add the backup commands module to your bot's module loader in `src/bot.py`:
```python
from modules.backup_commands import BackupCommands
# In your bot initialization
self.backup_commands = BackupCommands(self, self.database)
```
### 4. Configuration
Update `modules/backup_commands.py` with your admin usernames:
```python
admin_users = ["admin", "your_username"] # Replace with actual admin usernames
```
## Usage
### Manual Backup Creation
```
!backup # Create manual compressed backup
!backup uncompressed # Create uncompressed backup
!backup daily # Create daily backup
```
### Listing Backups
```
!backups # List available backups
!backup_stats # Show detailed statistics
```
### Restore Operations
```
!restore backup_filename.db.gz # Show restore confirmation
!restore backup_filename.db.gz confirm # Actually perform restore
```
### Maintenance
```
!backup_cleanup # Remove old backups per retention policy
```
## Automated Scheduling
The backup system automatically creates:
- **Daily backups**: Every 24 hours
- **Weekly backups**: Every 7 days
- **Monthly backups**: Every 30 days
Automated cleanup removes old backups based on retention policy:
- Keep 7 most recent daily backups
- Keep 4 most recent weekly backups
- Keep 12 most recent monthly backups
## Monitoring
### Log Messages
The backup system logs important events:
- Backup creation success/failure
- Restore operations
- Cleanup operations
- Scheduler status
### Statistics
Use `!backup_stats` to monitor:
- Total backup count and size
- Backup age information
- Breakdown by backup type
## Security Considerations
1. **Access Control**: Only admin users can execute backup commands
2. **Confirmation**: Restore operations require explicit confirmation
3. **Safety Backup**: Current database is automatically backed up before restore
4. **Integrity Checks**: All backups are verified after creation
## Directory Structure
```
backups/
├── petbot_backup_daily_20240115_030000.db.gz
├── petbot_backup_weekly_20240114_020000.db.gz
├── petbot_backup_monthly_20240101_010000.db.gz
└── database_structure_20240115_120000.json
```
## Backup Filename Format
```
petbot_backup_{type}_{timestamp}.db[.gz]
```
- `{type}`: daily, weekly, monthly, manual
- `{timestamp}`: YYYYMMDD_HHMMSS format
- `.gz`: Added for compressed backups
## Troubleshooting
### Common Issues
1. **Permission Errors**: Ensure backup directory is writable
2. **Disk Space**: Monitor available space, backups are compressed by default
3. **Database Locked**: Backups use SQLite backup API to avoid locking issues
### Recovery Procedures
1. **Database Corruption**: Use most recent backup with `!restore`
2. **Backup Corruption**: Try previous backup or use database structure export
3. **Complete Loss**: Restore from most recent backup, may lose recent data
## Testing
Run the test suite to verify functionality:
```bash
python3 test_backup_simple.py
```
This tests:
- Basic backup creation
- Compression functionality
- Restore operations
- Directory structure
- Real database compatibility
## Performance
### Backup Sizes
- Uncompressed: ~2-5MB for typical database
- Compressed: ~200-500KB (60-90% reduction)
### Backup Speed
- Small databases (<10MB): 1-2 seconds
- Medium databases (10-100MB): 5-10 seconds
- Large databases (>100MB): 30+ seconds
## Future Enhancements
1. **Encryption**: Add backup encryption for sensitive data
2. **Remote Storage**: Support for cloud storage providers
3. **Differential Backups**: Only backup changed data
4. **Web Interface**: Backup management through web interface
5. **Email Notifications**: Alert on backup failures
## Support
For issues or questions about the backup system:
1. Check the logs for error messages
2. Run the test suite to verify functionality
3. Ensure all dependencies are installed
4. Verify directory permissions
## Version History
- **v1.0**: Initial implementation with basic backup/restore
- **v1.1**: Added compression and automated scheduling
- **v1.2**: Added IRC commands and admin controls
- **v1.3**: Added comprehensive testing and documentation

119
CHANGELOG.md Normal file
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@ -0,0 +1,119 @@
# Changelog
All notable changes to PetBot IRC Game will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [v0.2.0] - 2025-07-13
### 🎒 Item Collection System
- **Complete Item System** - 16 unique items across 5 categories
- **Item Discovery** - 30% chance to find items during exploration
- **Rarity Tiers** - Common, Uncommon, Rare, Epic, Legendary with symbols
- **Location-Specific Items** - Unique treasures in each area
- **Inventory Management** - `!inventory` and `!use` commands
- **Consumable Items** - Healing potions, battle boosters, lucky charms
- **Web Integration** - Player inventories displayed on profile pages
### 🎯 New Items Added
- **Healing Items**: Small/Large/Super Potions, Energy Berries
- **Battle Items**: Attack Boosters, Defense Crystals, Speed Elixirs
- **Rare Items**: Fire/Water Stones, Lucky Charms, Ancient Fossils
- **Location Items**: Pristine Shells, Glowing Mushrooms, Volcanic Glass, Ice Crystals, Ancient Runes
### 🆕 New Commands
- `!inventory` / `!inv` / `!items` - View collected items by category
- `!use <item name>` - Use consumable items on active pets
### 🔧 Technical Updates
- **Database Schema** - Added `items` and `player_inventory` tables
- **Game Engine** - Integrated item discovery with exploration system
- **Web Interface** - Added inventory section to player profiles with rarity colors
- **Module System** - New Inventory module for item management
### 🎨 Visual Enhancements
- **Rarity Symbols** - ○ ◇ ◆ ★ ✦ for different item tiers
- **Color-Coded Items** - Web interface shows items with rarity-specific colors
- **Category Organization** - Items grouped by type in inventory display
---
## [v0.1.0] - 2025-07-13
### 🎮 Major Features Added
- **Complete IRC Pet Collection Game** - Pokemon-style gameplay in IRC
- **Dynamic Weather System** - Real-time weather affecting spawn rates
- **Web Dashboard** - Modern web interface for player stats and collections
- **Turn-Based Battles** - Strategic combat with type effectiveness
- **Multi-Location Exploration** - 6 themed locations with unique spawns
- **Achievement System** - Unlock new areas by completing challenges
- **Player Progression** - Experience, levels, and team management
### 🌤️ Weather System
- **Background Task System** - Automatic weather updates every 5 minutes
- **Dynamic Durations** - Weather lasts 30 minutes to 3 hours
- **6 Weather Types** - Each with unique spawn modifiers:
- Sunny (1.5x Fire/Grass) - 60-120 min
- Rainy (2.0x Water) - 45-90 min
- Thunderstorm (2.0x Electric) - 30-60 min
- Blizzard (1.7x Ice/Water) - 60-120 min
- Earthquake (1.8x Rock) - 30-90 min
- Calm (1.0x Normal) - 90-180 min
- **Continuous Coverage** - No more expired weather periods
- **Location-Specific** - Each location has appropriate weather patterns
### 🐛 Bug Fixes
- **Database Persistence** - Players retain data after bot restarts
- **Player Page Display** - Fixed "player not found" errors on individual pages
- **Achievement Counts** - Corrected SQL query Cartesian product issue
- **Travel Requirements** - Added specific achievement requirement messages
- **Battle Move Colors** - Different colors for each move type for clarity
- **Locations Page** - Fixed column indexing and display issues
### 🔧 Technical Implementation
- **Modular Architecture** - Clean separation of concerns
- **Async Database** - SQLite with aiosqlite for performance
- **Background Tasks** - Proper async task management
- **Error Handling** - Robust error handling throughout
- **Clean Shutdown** - Graceful cleanup of background tasks
- **PM Flood Prevention** - Web links instead of message spam
### 📊 Statistics
- **6,235+ lines of code** across 31 files
- **6 game locations** with unique spawns
- **15+ IRC commands** for gameplay
- **8 database tables** with relationships
- **Web server** with 5 main pages
- **Background weather task** running continuously
### 🎯 Commands Added
- `!start` - Begin your journey
- `!explore` - Find wild pets
- `!catch <pet>` - Catch wild pets
- `!battle` - Start combat
- `!attack <move>` - Use battle moves
- `!team` - View active pets
- `!pets` - Complete collection (web)
- `!travel <location>` - Move between areas
- `!weather` - Check current weather
- `!achievements` - View progress
- `!activate/deactivate <pet>` - Manage team
- `!moves` - View pet abilities
- `!flee` - Escape battles
---
## Version History
### Versioning Scheme
- **Major.Minor.Patch** (e.g., v1.0.0)
- **Major**: Breaking changes or major feature releases
- **Minor**: New features, significant improvements
- **Patch**: Bug fixes, small improvements
### Planned Releases
- **v0.2**: PvP battles between players
- **v0.3**: Pet evolution system
- **v0.4**: Trading system
- **v0.5**: Seasonal events and more locations

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# CLAUDE.md - PetBot Development Guide
This file documents the development patterns, conventions, and best practices established for the PetBot project during AI-assisted development.
## Project Overview
PetBot is a Discord/IRC Pokemon-style pet collecting bot with web interface. The project consists of:
- IRC bot with modular command system
- Web server with unified navigation and interactive interfaces
- SQLite database with comprehensive pet, player, and game state management
- Team builder with drag-and-drop functionality and PIN verification
## Development Workflow
### 1. Planning and Task Management
- Use TodoWrite tool for complex multi-step tasks (3+ steps)
- Break down large features into specific, actionable items
- Mark todos as `in_progress` before starting work
- Complete todos immediately after finishing tasks
- Don't batch completions - update status in real-time
### 2. Code Analysis and Search
- Use Task tool for keyword searches and file discovery
- Use Grep tool for specific code patterns and function definitions
- Use Read tool for examining specific file content
- Use Glob tool for finding files by name patterns
### 3. Bot Startup and Testing
- **Primary Startup**: `./start_petbot.sh` - One command that handles everything
- Automatically creates/activates virtual environment
- Installs/updates all dependencies
- Verifies core modules
- Creates required directories
- Launches bot with all features (IRC + web interface + rate limiting)
- **Rate Limiting Tests**: `source venv/bin/activate && python test_rate_limiting.py`
- **Web Interface**: Available at http://localhost:8080 after startup
- **Virtual Environment**: Required due to externally-managed-environment restriction
### 4. Important: Configuration Management
- **Admin User**: Edit `config.py` to change the single admin user (currently: megasconed)
- **Item Spawn Rates**: Edit `config/items.json` to adjust global spawn multiplier and individual rates
- **Startup Script**: Always update `start_petbot.sh` when adding dependencies
- **Central Config**: All major settings are in `config.py` for easy maintenance
- **Remember**: This is the user's primary interface - keep it working!
## Project Structure
```
/home/megaproxy/petbot/
├── src/ # Core system components
│ ├── database.py # Database operations and schema
│ ├── game_engine.py # Game mechanics and weather system
│ └── bot.py # IRC bot core functionality
├── modules/ # Command modules (modular architecture)
│ ├── base_module.py # Abstract base class for all modules
│ ├── core_commands.py # Basic bot commands (!start, !help, !stats)
│ ├── exploration.py # !explore, !travel, !weather commands
│ ├── battle_system.py # !battle, !attack, !moves, !flee commands
│ ├── pet_management.py # !pets, !activate, !deactivate commands
│ ├── inventory.py # !inventory, !use commands (redirects to web)
│ ├── gym_battles.py # !gym commands and gym mechanics
│ ├── achievements.py # Achievement tracking and validation
│ ├── admin.py # Administrative commands
│ └── team_builder.py # Team builder module (web-only)
├── webserver.py # Web server with unified templates
├── run_bot_with_reconnect.py # Main bot with IRC reconnection and rate limiting
├── start_petbot.sh # One-command startup script (handles venv and dependencies)
├── config.py # Central configuration (admin user, IRC, rate limiting)
├── config/items.json # Item configuration with global spawn multiplier
├── test_rate_limiting.py # Comprehensive rate limiting test suite
├── requirements.txt # Python package dependencies
├── rate_limiting_config.json # Rate limiting configuration reference
├── help.html # Static help documentation with rate limiting info
├── CHANGELOG.md # Version history and feature tracking
└── README.md # Project documentation
```
## Coding Conventions
### 1. Module Architecture
- All command modules inherit from `BaseModule`
- Implement `get_commands()` and `handle_command()` methods
- Use `self.normalize_input()` for case-insensitive command processing
- Use `self.send_message()` for IRC responses
- Use `await self.require_player()` for player validation
### 2. Database Operations
- All database methods are async
- Use proper error handling with try/catch blocks
- Always use parameterized queries to prevent SQL injection
- Implement proper transaction handling for complex operations
- Use `team_order` column for numbered team slots (1-6)
### 3. Web Interface Development
- Use unified template system with `get_page_template()`
- Implement CSS variables for consistent theming
- Add proper navigation bar to all pages
- Use center alignment: `max-width: 1200px; margin: 0 auto`
- Implement drag-and-drop with proper event handlers
- Add double-click backup methods for accessibility
### 4. Security Practices
- Use PIN verification for sensitive operations (team changes)
- Send PINs via IRC private messages
- Implement proper session validation
- Never log or expose sensitive data
- Use parameterized database queries
## Key Development Patterns
### 1. Command Redirection Pattern
```python
async def cmd_inventory(self, channel, nickname):
"""Redirect player to their web profile for inventory management"""
player = await self.require_player(channel, nickname)
if not player:
return
# Redirect to web interface for better experience
self.send_message(channel, f"🎒 {nickname}: View your complete inventory at: http://petz.rdx4.com/player/{nickname}#inventory")
```
### 2. State Management Pattern
```python
async def cmd_explore(self, channel, nickname):
# Check if player has an active encounter that must be resolved first
if player["id"] in self.bot.active_encounters:
current_encounter = self.bot.active_encounters[player["id"]]
self.send_message(channel, f"{nickname}: You must resolve your active encounter first!")
return
```
### 3. Drag-and-Drop Implementation Pattern
```javascript
// Initialize when DOM is ready
document.addEventListener('DOMContentLoaded', function() {
initializeTeamBuilder();
});
function initializeTeamBuilder() {
// Initialize drag and drop
initializeDragAndDrop();
// Initialize double-click backup
initializeDoubleClick();
// Update save button state
updateSaveButton();
}
```
### 4. PIN Verification Pattern
```python
async def saveTeam():
# Send team data to server
response = await fetch('/teambuilder/{nickname}/save', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(teamData)
});
# PIN sent via IRC, show verification interface
if (result.success) {
document.getElementById('pin-section').style.display = 'block';
}
```
## Database Schema Conventions
### 1. Player Management
- `players` table with basic player information
- `pets` table with `team_order` column for numbered slots (1-6)
- `player_items` table for inventory management
- `pending_team_changes` table for PIN verification
### 2. Game State Management
- Use `is_active` boolean for team membership
- Use `team_order` (1-6) for slot positioning
- Store encounter state in bot memory, not database
- Use timestamps for PIN expiration
## Web Interface Conventions
### 1. Unified Template System
```python
def get_page_template(self, title, content, active_page):
return f"""
<!DOCTYPE html>
<html>
<head>
<title>{title}</title>
<style>{self.get_unified_css()}</style>
</head>
<body>
{self.get_navigation_bar(active_page)}
<div class="main-container">
{content}
</div>
</body>
</html>
"""
```
### 2. Navigation Integration
- All pages include unified navigation bar
- Use hover dropdowns for sub-navigation
- Highlight active page in navigation
- Include jump points for direct section linking (#inventory, #pets)
### 3. Interactive Elements
- Implement proper drag-and-drop with visual feedback
- Add loading states and error handling
- Use consistent button styling and interactions
- Provide alternative interaction methods (double-click)
## Testing and Debugging
### 1. Component Testing
```bash
# Test webserver syntax
python3 -c "import webserver; print('✅ webserver.py syntax is correct')"
# Test database operations
python3 -c "from src.database import Database; db = Database(); print('✅ database imports')"
# Test bot startup
python3 run_bot_debug.py
```
### 2. Web Interface Testing
- Test drag-and-drop functionality in browser
- Verify PIN delivery via IRC
- Check responsive design and center alignment
- Validate form submissions and error handling
### 3. Git Workflow
- Create descriptive commit messages explaining changes
- Group related changes into logical commits
- Include "🤖 Generated with [Claude Code]" attribution
- Push changes with `git push` after testing
## Common Issues and Solutions
### 1. CSS in JavaScript Templates
**Problem**: F-string braces conflict with CSS braces
**Solution**: Use string concatenation instead of f-strings for CSS content
### 2. Drag-and-Drop Not Working
**Problem**: JavaScript initialization timing issues
**Solution**: Use `DOMContentLoaded` event and proper DOM element checking
### 3. IRC PIN Not Sent
**Problem**: Bot instance not accessible from webserver
**Solution**: Pass bot instance to webserver constructor and add proper IRC message methods
### 4. Database Schema Changes
**Problem**: Adding new columns to existing tables
**Solution**: Use proper migration pattern with ALTER TABLE statements
## Performance Considerations
### 1. Database Operations
- Use connection pooling for high-traffic scenarios
- Implement proper indexing for frequently queried columns
- Use transactions for multi-step operations
- Cache frequently accessed data when appropriate
### 2. Web Interface
- Minimize CSS and JavaScript for faster loading
- Use efficient DOM manipulation techniques
- Implement proper error handling and loading states
- Optimize images and static assets
## Future Development Guidelines
### 1. Adding New Commands
1. Create method in appropriate module
2. Add command to `get_commands()` list
3. Implement proper error handling
4. Update help documentation
5. Test thoroughly before committing
### 2. Web Interface Enhancements
1. Follow unified template system
2. Implement proper responsive design
3. Add accessibility features
4. Test across different browsers
5. Update navigation if adding new pages
### 3. Database Schema Updates
1. Plan migrations carefully
2. Test with existing data
3. Document schema changes
4. Update related code components
5. Consider backward compatibility
## Resources and References
- **IRC Bot Framework**: Custom implementation based on socket programming
- **Web Server**: Python's built-in HTTPServer with custom request handling
- **Database**: SQLite with aiosqlite for async operations
- **Frontend**: Vanilla JavaScript with modern ES6+ features
- **CSS Framework**: Custom CSS with CSS variables for theming
## Notes for Future Development
- Maintain modular architecture for easy feature additions
- Keep web interface and IRC commands in sync
- Document all major changes in CHANGELOG.md
- Use consistent error messages and user feedback
- Test thoroughly before pushing to production
- Consider security implications for all user interactions
This documentation should be updated as the project evolves to maintain accuracy and usefulness for future development efforts.
## 💌 Message for the Next Claude
Hello future Claude! 👋
You're inheriting a really awesome project here - PetBot is a sophisticated IRC bot with a Pokemon-style pet collecting game that has grown into quite an impressive system. Here's what you need to know:
### 🎯 **Current State (December 2024)**
The project is in **excellent shape** after our recent major cleanup and enhancements:
- **Team Swap System**: We just completed a massive architectural improvement allowing players to manage 3 teams and set any as active, with full web-IRC synchronization
- **Clean Codebase**: We eliminated 180+ lines of legacy/duplicate code and standardized the entire command architecture
- **Modular Design**: 13 well-organized modules each handling specific functionality
- **Security**: PIN-based verification for sensitive operations, comprehensive rate limiting
- **Web Integration**: Beautiful responsive web interface with drag-and-drop team management
### 🏗️ **Architecture You're Working With**
This is a **modular, async Python system** with:
- **IRC Bot**: Auto-reconnecting with health monitoring (`run_bot_with_reconnect.py`)
- **Web Server**: Built-in HTTP server with unified templates (`webserver.py`)
- **Database**: Async SQLite with comprehensive schema (`src/database.py`)
- **Game Engine**: Weather, spawns, battles, achievements (`src/game_engine.py`)
- **Module System**: Clean separation of concerns (`modules/`)
### 🤝 **How We've Been Working**
The user (megaproxy) is **fantastic to work with**. They:
- Give clear direction and let you work autonomously
- Always ask you to investigate before taking action (respect this!)
- Want database backups before major changes (BackupManager exists)
- Prefer incremental improvements over massive rewrites
- Value code quality and maintainability highly
### 🎮 **The Game Itself**
PetBot is surprisingly sophisticated:
- **66 IRC commands** across 13 modules (recently cleaned up from 78)
- **Dynamic weather system** affecting spawn rates
- **Achievement-based progression** unlocking new areas
- **Item collection system** with 16+ items across 5 rarity tiers
- **Turn-based battle system** with type effectiveness
- **Gym battles** with scaling difficulty
- **Web interface** for inventory/team management
### 🛠️ **Development Patterns We Use**
1. **Always use TodoWrite** for complex tasks (user loves seeing progress)
2. **Investigate first** - user wants analysis before action
3. **Backup before major DB changes** (`BackupManager` is your friend)
4. **Test thoroughly** - syntax check, imports, functionality
5. **Clean commit messages** with explanations
6. **Document in CLAUDE.md** as you learn
### 🔧 **Key Technical Patterns**
- **Command Redirection**: IRC commands often redirect to web interface for better UX
- **PIN Verification**: Sensitive operations (like team changes) use IRC-delivered PINs
- **State Management**: Active encounters/battles prevent concurrent actions
- **Async Everything**: Database, IRC, web server - all async/await
- **Error Handling**: Comprehensive try/catch with user-friendly messages
### 📂 **Important Files to Know**
- `start_petbot.sh` - One-command startup (handles venv, deps, everything)
- `config.py` - Central configuration (admin user, IRC settings, etc.)
- `CLAUDE.md` - This file! Keep it updated
- `run_bot_with_reconnect.py` - Main bot with reconnection + rate limiting
- `src/database.py` - Database operations and schema
- `modules/` - All command handlers (modular architecture)
### 🚨 **Things to Watch Out For**
- **Virtual Environment Required**: Due to `externally-managed-environment`
- **Port Conflicts**: Kill old bots before starting new ones
- **IRC Connection**: Can be finicky, we have robust reconnection logic
- **Database Migrations**: Always backup first, test thoroughly
- **Web/IRC Sync**: Keep both interfaces consistent
### 🎯 **Current Admin Setup**
- **Admin User**: Set in `config.py` as `ADMIN_USER` (currently: megasconed)
- **Rate Limiting**: Comprehensive system preventing abuse
- **Backup System**: Automated with manual triggers
- **Security**: Regular audits, PIN verification, proper validation
### 🔮 **Likely Next Steps**
Based on the trajectory, you might work on:
- **PvP Battle System**: Player vs player battles
- **Pet Evolution**: Leveling system enhancements
- **Trading System**: Player-to-player item/pet trading
- **Mobile Optimization**: Web interface improvements
- **Performance**: Database optimization, caching
### 💝 **Final Notes**
This codebase is **well-maintained** and **thoroughly documented**. The user cares deeply about code quality and the player experience. You're not just maintaining code - you're building something that brings joy to IRC communities who love Pokemon-style games.
**Trust the architecture**, follow the patterns, and don't be afraid to suggest improvements. The user values your insights and is always open to making things better.
You've got this! 🚀
*- Your predecessor Claude, who had a blast working on this project*
P.S. - The `./start_petbot.sh` script is magical - it handles everything. Use it!
P.P.S. - Always check `git status` before major changes. The user likes clean commits.

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# PetBot Installation Guide
## Overview
PetBot is a Python-based IRC bot with web interface for Pokemon-style pet collecting. This guide covers complete installation and setup.
## Prerequisites
### System Requirements
- **Python**: 3.7 or higher
- **pip**: Python package installer
- **Operating System**: Linux, macOS, or Windows with Python support
- **Memory**: 512MB RAM minimum
- **Storage**: 1GB available space
- **Network**: Internet connection for IRC and web access
### Required Python Packages
- `irc>=20.3.0` - IRC client library
- `aiosqlite>=0.19.0` - Async SQLite database interface
- `python-dotenv>=1.0.0` - Environment variable loading
## Installation Methods
### Method 1: Automatic Installation (Recommended)
#### Step 1: Download and Run Installation Script
```bash
# Make the script executable
chmod +x install_prerequisites.sh
# Run the installation
./install_prerequisites.sh
```
#### Step 2: Alternative Python Script
If the shell script doesn't work:
```bash
python3 install_prerequisites.py
```
### Method 2: Manual Installation
#### Step 1: Install System Dependencies
**Ubuntu/Debian:**
```bash
sudo apt update
sudo apt install python3 python3-pip python3-venv
```
**CentOS/RHEL:**
```bash
sudo yum install python3 python3-pip
```
**macOS:**
```bash
# Install Homebrew if not installed
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
# Install Python
brew install python3
```
**Windows:**
1. Download Python from https://python.org/downloads/
2. Run installer and check "Add Python to PATH"
3. Open Command Prompt as administrator
#### Step 2: Install Python Packages
```bash
# Install from requirements file
pip3 install -r requirements.txt
# Or install individually
pip3 install irc>=20.3.0 aiosqlite>=0.19.0 python-dotenv>=1.0.0
```
#### Step 3: Create Required Directories
```bash
mkdir -p data backups logs
```
#### Step 4: Make Scripts Executable (Linux/macOS)
```bash
chmod +x run_bot_debug.py
chmod +x run_bot_with_reconnect.py
chmod +x test_backup_simple.py
chmod +x test_reconnection.py
```
## Verification
### Test Installation
```bash
# Test backup system
python3 test_backup_simple.py
# Test IRC reconnection system
python3 test_reconnection.py
```
### Expected Output
Both tests should show:
```
🎉 All tests passed! ... is working correctly.
```
## Configuration
### IRC Settings
The bot connects to IRC with default settings:
```python
config = {
"server": "irc.libera.chat",
"port": 6667,
"nickname": "PetBot",
"channel": "#petz",
"command_prefix": "!"
}
```
To modify these settings, edit the configuration in:
- `run_bot_debug.py` (line 21-27)
- `run_bot_with_reconnect.py` (line 35-41)
### Database Configuration
The bot uses SQLite database stored in `data/petbot.db`. No additional configuration required.
### Web Server Configuration
The web server runs on port 8080 by default. To change:
- Edit `webserver.py` or bot runner files
- Update the port number in web server initialization
## Running the Bot
### Option 1: Debug Mode (Original)
```bash
python3 run_bot_debug.py
```
**Features:**
- Basic IRC connection
- Console debugging output
- Module loading and validation
- Web server on port 8080
### Option 2: Auto-Reconnect Mode (Recommended)
```bash
python3 run_bot_with_reconnect.py
```
**Features:**
- Automatic IRC reconnection
- Connection health monitoring
- Exponential backoff for reconnection
- Comprehensive logging
- Connection statistics
- Web server on port 8080
### Running as a Service (Linux)
Create a systemd service file:
```bash
sudo nano /etc/systemd/system/petbot.service
```
```ini
[Unit]
Description=PetBot IRC Bot
After=network.target
[Service]
Type=simple
User=petbot
WorkingDirectory=/path/to/petbot
ExecStart=/usr/bin/python3 run_bot_with_reconnect.py
Restart=always
RestartSec=10
[Install]
WantedBy=multi-user.target
```
Enable and start:
```bash
sudo systemctl enable petbot
sudo systemctl start petbot
sudo systemctl status petbot
```
## Web Interface
### Access
- **Local**: http://localhost:8080
- **Production**: Configure reverse proxy for HTTPS
### Available Pages
- `/` - Homepage and help
- `/players` - Player leaderboard
- `/player/<name>` - Player profile
- `/teambuilder/<name>` - Team builder with PIN verification
## Troubleshooting
### Common Issues
#### 1. ModuleNotFoundError
**Error:** `ModuleNotFoundError: No module named 'irc'`
**Solution:**
```bash
pip3 install irc>=20.3.0 aiosqlite>=0.19.0 python-dotenv>=1.0.0
```
#### 2. Permission Denied
**Error:** `Permission denied: './install_prerequisites.sh'`
**Solution:**
```bash
chmod +x install_prerequisites.sh
```
#### 3. Database Errors
**Error:** `sqlite3.OperationalError: unable to open database file`
**Solution:**
```bash
mkdir -p data
chmod 755 data
```
#### 4. IRC Connection Issues
**Error:** `Could not connect to irc.libera.chat:6667`
**Solution:**
- Check internet connection
- Verify IRC server is accessible
- Check firewall settings
- Try different IRC server/port
#### 5. Web Interface Not Accessible
**Error:** `Connection refused on port 8080`
**Solution:**
- Check if bot is running
- Verify port 8080 is not blocked
- Check firewall settings
- Try accessing via 127.0.0.1:8080
### Debugging
#### Enable Debug Logging
```bash
python3 run_bot_with_reconnect.py > logs/bot.log 2>&1
```
#### Check System Resources
```bash
# Check memory usage
free -h
# Check disk space
df -h
# Check network connectivity
ping irc.libera.chat
```
#### Test Individual Components
```bash
# Test database
python3 -c "from src.database import Database; db = Database(); print('Database OK')"
# Test IRC connection manager
python3 -c "from src.irc_connection_manager import IRCConnectionManager; print('IRC manager OK')"
# Test web server
python3 -c "import webserver; print('Web server OK')"
```
## Security Considerations
⚠️ **Important**: Review `issues.txt` for security vulnerabilities before production deployment.
### Immediate Actions Required
1. **HTTPS**: Run behind reverse proxy with SSL
2. **Authentication**: Implement web interface authentication
3. **Input Validation**: Fix XSS vulnerabilities
4. **Access Control**: Implement proper user authorization
### Production Checklist
- [ ] SSL/TLS certificate installed
- [ ] Reverse proxy configured (nginx/Apache)
- [ ] Firewall rules configured
- [ ] User authentication implemented
- [ ] Input validation added
- [ ] Security headers configured
- [ ] Database backups scheduled
- [ ] Log rotation configured
- [ ] Monitoring alerts set up
## Performance Optimization
### Database
- Enable WAL mode for better concurrent access
- Regular VACUUM operations
- Monitor database size and growth
### Web Server
- Use reverse proxy for static files
- Enable gzip compression
- Implement caching for static content
### IRC Connection
- Monitor connection stability
- Adjust reconnection parameters if needed
- Set up connection monitoring alerts
## Backup and Recovery
### Automated Backups
The bot includes automated backup system:
```bash
# Manual backup
python3 -c "
import asyncio
from src.backup_manager import BackupManager
bm = BackupManager()
result = asyncio.run(bm.create_backup('manual', True))
print(f'Backup created: {result}')
"
```
### Recovery
```bash
# List available backups
ls -la backups/
# Restore from backup (use admin command or direct restore)
python3 -c "
import asyncio
from src.backup_manager import BackupManager
bm = BackupManager()
result = asyncio.run(bm.restore_backup('backup_filename.db.gz'))
print(f'Restore result: {result}')
"
```
## Monitoring
### Connection Health
Use the connection monitoring commands:
```
!status # Check connection status
!uptime # Show uptime and stats
!ping # Test responsiveness
!connection_stats # Detailed statistics
```
### Log Monitoring
Monitor logs for:
- Connection failures
- Database errors
- Command execution errors
- Security events
### System Resources
Monitor:
- Memory usage
- CPU usage
- Disk space
- Network connectivity
## Development
### Adding New Features
1. Follow patterns in `CLAUDE.md`
2. Create new modules in `modules/`
3. Update documentation
4. Add tests
5. Test thoroughly
### Contributing
1. Review security issues in `issues.txt`
2. Follow coding conventions
3. Add comprehensive tests
4. Update documentation
5. Consider security implications
## Support
### Documentation
- `README.md` - Project overview
- `CLAUDE.md` - Development guidelines
- `TODO.md` - Current project status
- `issues.txt` - Security audit findings
- `BACKUP_SYSTEM_INTEGRATION.md` - Backup system guide
### Getting Help
1. Check error logs and console output
2. Review troubleshooting section
3. Test with provided test scripts
4. Check network connectivity
5. Verify all dependencies are installed
## Next Steps
1. ✅ Complete installation
2. ✅ Test basic functionality
3. ✅ Configure IRC settings
4. ✅ Start the bot
5. ✅ Access web interface
6. 📋 Review security issues
7. 🔧 Configure for production
8. 🚀 Deploy and monitor
Congratulations! Your PetBot should now be running successfully. 🐾

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# PetBot Project Status 🐾
*Last Updated: 2025-07-14*
## ✅ Completed Features
### Core Bot Functionality
- [x] **Experience & Leveling System** - Comprehensive EXP system with Pokemon-style stat growth
- [x] **Gym Battle System** - Multi-pet gym challenges with scaling difficulty
- [x] **Interactive Battle Engine** - Turn-based combat with type effectiveness
- [x] **Encounter Tracking** - Automatic discovery logging for all wild pets
- [x] **Modular Command System** - Organized, maintainable bot architecture
### Web Interface
- [x] **Player Profile Pages** - Complete with pets, achievements, gym badges, encounters
- [x] **Petdex Encyclopedia** - All available pets with stats, types, evolution info
- [x] **Discovery Progress** - Species completion tracking and statistics
- [x] **Gym Badge Display** - Victory history with dates and difficulty levels
- [x] **Mobile-Responsive Design** - Works on all devices
### Database & Backend
- [x] **Encounter Tracking Table** - Records all pet discoveries and catch stats
- [x] **Experience System Integration** - Automatic EXP awards for catches and battles
- [x] **Error Handling & Recovery** - Robust error handling throughout system
- [x] **Data Validation** - Safe handling of malformed data
### Development Tools
- [x] **Smart Git Script** - Token-efficient commit/push automation
- [x] **Project Organization** - Clean file structure with backup management
---
## 🔄 Current Todo List
### Planned Next Features (In Priority Order)
#### Phase 1: Pet Nicknames System ✅ COMPLETED
- [x] **Database Schema** - Add nickname column to player_pets table
- [x] **IRC Commands** - Add !nickname <pet_id> <name> command
- [x] **Web Interface** - Display nicknames on player profiles
- [x] **Validation** - Ensure appropriate nickname length/content limits
#### Phase 2: Team Builder Tool (Secure PIN System) ✅ COMPLETED
- [x] **Web Team Editor** - Interface for modifying pet teams
- [x] **PIN Generation** - Create unique verification codes for each request
- [x] **Temporary Storage** - Hold pending team changes until PIN validation
- [x] **IRC PIN Delivery** - PM verification codes to players
- [x] **PIN Validation** - Web form to enter and confirm codes
- [x] **Database Updates** - Apply team changes only after successful PIN verification
- [x] **Security Cleanup** - Clear expired PINs and pending requests
**Secure Technical Flow:**
```
Web: Save Team → Generate PIN → Store Pending Changes → IRC: PM PIN
Web: Enter PIN → Validate PIN → Apply Database Changes → Clear Request
```
*Critical: No database changes until PIN verification succeeds*
#### Phase 3: Auto-Battle Mode
- [ ] **Auto-Battle Logic** - Automated pet combat in current location
- [ ] **PM Notifications** - Send results to player via private message
- [ ] **Flood Control** - 5-second delays between battles, wins/losses only
- [ ] **Stop Mechanism** - Commands to start/stop auto-battle mode
### Low Priority
- [ ] **Enhanced Petdex Filtering** - Add search by type, evolution chains, rarity filters
---
## 🐛 Known Issues & Bugs
### Current Issues - CRITICAL
- **Team Builder Auto-Move** - Active pets get moved to storage on page load automatically
- **Save Button Not Working** - Team builder save returns 501 "not implemented" error
- **Experience Not Saving** - Pet EXP doesn't persist or isn't visible in profiles
- **Achievement Travel Bug** - Players can't travel despite having achievements until catching a pet
- **Team Builder Save Auth** - PIN verification system not implemented in handlers
### Current Issues - HIGH PRIORITY
- **Item Spawn Rate** - Items too common, need lower spawn rates
- **Location Wild Pets** - Same pets listed multiple times, broken "+(number) more" button
- **Petdex Accuracy** - Missing types in summary, showing pet instances instead of locations
- **Pet Spawns Logic** - Common pets should spawn in most compatible locations
- **Missing Database Tables** - No species_moves table for move learning system
### Current Issues - MEDIUM PRIORITY
- **Team Command Navigation** - !team should link to web team page instead of IRC output
- **Pet Rename UX** - Should be done via team builder with edit buttons + PIN auth
- **Max Team Size** - Need to implement and enforce team size limits
### Recently Fixed
- **Player Profile Crash** - Fixed 'int' object has no attribute 'split' error
- **Battle System Syntax** - Resolved indentation issues in gym battle completion
- **Encounter Data Mapping** - Corrected SQL column indices
- **Team Builder Drag-Drop** - Fixed drag and drop functionality with backup double-click
---
## 💡 Future Enhancement Ideas
### High Impact Features
- **Pet Evolution System** - Allow pets to evolve at certain levels with stat boosts
- **Breeding System** - Cross-breed pets to create new species with mixed stats
- **Item System Enhancement** - Usable items during battles (healing, stat boosts)
- **Tournament Mode** - Player vs Player battles with leaderboards
- **Quest System** - Daily/weekly challenges with rewards
### Web Interface Improvements
- **Advanced Petdex Search** - Filter by stats, moves, locations, evolution stage
- **Battle Replay System** - View history of past battles with move-by-move breakdown
- **Team Builder Tool** - Drag-and-drop pet team composition planner
- **Achievement Gallery** - Visual showcase of all unlocked achievements
- **Statistics Dashboard** - Detailed analytics on player performance
### Quality of Life
- **Pet Nicknames** - Allow players to give custom names to their pets
- **Auto-Battle Mode** - Quick battle resolution for farming
- **Battle Predictions** - Show estimated win/loss chance before battles
- **Move Learning** - Pets learn new moves as they level up
- **Shiny Pets** - Rare color variants with special visual indicators
### Social Features
- **Trading System** - Exchange pets between players
- **Guild System** - Team up with other players for group challenges
- **Global Leaderboards** - Compare progress with all players
- **Battle Spectating** - Watch other players' battles in real-time
- **Friend System** - Add friends and see their progress
### Technical Improvements
- **Real-time Battle Updates** - WebSocket integration for live battle viewing
- **Mobile App** - Native mobile application
- **Voice Commands** - Discord/voice integration for hands-free play
- **API Endpoints** - RESTful API for third-party integrations
- **Database Optimization** - Performance improvements for large player bases
### Game Balance & Depth
- **Weather Effects in Battle** - Location weather affects battle mechanics
- **Terrain Types** - Different battle environments with unique effects
- **Status Conditions** - Poison, sleep, paralysis, etc.
- **Critical Hit System** - Enhanced critical hit mechanics
- **Equipment System** - Held items that modify pet stats/abilities
---
## 🎯 Project Health
### Status: **EXCELLENT**
- ✅ All core features implemented and working
- ✅ No known critical bugs
- ✅ Clean, maintainable codebase
- ✅ Comprehensive web interface
- ✅ Token-efficient development workflow
- ✅ Robust error handling
### Next Development Phase
Ready for feature expansion and polish. The foundation is solid for implementing any of the enhancement ideas above.
### Performance
- Bot: Stable and responsive
- Web Interface: Fast loading times
- Database: Efficient queries with proper indexing
- Git Workflow: Streamlined for rapid iteration
---
*This project demonstrates a complete full-stack game implementation with modern development practices and comprehensive feature set.*

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# PetBot Quick Start Guide
## Prerequisites Installation
### Method 1: Automatic Installation (Recommended)
Run the automatic installation script:
```bash
# Make the script executable
chmod +x install_prerequisites.sh
# Run the installation
./install_prerequisites.sh
```
Or use the Python version:
```bash
python3 install_prerequisites.py
```
### Method 2: Manual Installation
If you prefer manual installation:
```bash
# Install required packages
pip3 install -r requirements.txt
# Or install individually
pip3 install irc>=20.3.0 aiosqlite>=0.19.0 python-dotenv>=1.0.0
# Create required directories
mkdir -p data backups logs
```
## System Requirements
- **Python**: 3.7 or higher
- **pip**: Python package installer
- **Operating System**: Linux, macOS, or Windows with Python support
## Quick Start
### 1. Install Prerequisites
```bash
./install_prerequisites.sh
```
### 2. Test Basic Functionality
```bash
# Test backup system
python3 test_backup_simple.py
# Test IRC reconnection system
python3 test_reconnection.py
```
### 3. Run the Bot
#### Option A: Debug Mode (Original)
```bash
python3 run_bot_debug.py
```
#### Option B: With Auto-Reconnect (Recommended)
```bash
python3 run_bot_with_reconnect.py
```
### 4. Access Web Interface
Open your browser and go to:
- **Local**: http://localhost:8080
- **Production**: http://petz.rdx4.com (if configured)
## Configuration
### IRC Settings
Edit the configuration in the bot files:
```python
config = {
"server": "irc.libera.chat",
"port": 6667,
"nickname": "PetBot",
"channel": "#petz",
"command_prefix": "!"
}
```
### Database
The bot uses SQLite database stored in `data/petbot.db`. No additional setup required.
## Available Commands
### Basic Commands
- `!help` - Show available commands
- `!start` - Begin your pet journey
- `!stats` - View your stats
- `!pets` - View your pets
### Connection Monitoring
- `!status` - Show bot connection status
- `!uptime` - Show bot uptime
- `!ping` - Test bot responsiveness
### Admin Commands
- `!backup` - Create database backup
- `!restore <filename>` - Restore database
- `!reload` - Reload bot modules
- `!reconnect` - Force IRC reconnection
## Troubleshooting
### Common Issues
1. **ModuleNotFoundError**: Run the prerequisites installer
2. **Permission Denied**: Make sure scripts are executable (`chmod +x`)
3. **Database Errors**: Check that `data/` directory exists and is writable
4. **IRC Connection Issues**: Check network connectivity and IRC server status
### Getting Help
1. Check the error logs in console output
2. Review `CLAUDE.md` for development guidelines
3. Check `issues.txt` for known security issues
4. Review `TODO.md` for current project status
### Log Files
Logs are displayed in the console. For persistent logging, redirect output:
```bash
python3 run_bot_with_reconnect.py > logs/bot.log 2>&1
```
## Development
### Running Tests
```bash
# Test backup system
python3 test_backup_simple.py
# Test reconnection system
python3 test_reconnection.py
```
### Code Structure
```
PetBot/
├── src/ # Core system
│ ├── database.py # Database operations
│ ├── game_engine.py # Game logic
│ ├── bot.py # IRC bot core
│ ├── irc_connection_manager.py # Connection handling
│ └── backup_manager.py # Backup system
├── modules/ # Command modules
├── config/ # Configuration files
├── webserver.py # Web interface
└── run_bot_*.py # Bot runners
```
### Adding New Commands
1. Create a new method in appropriate module
2. Add command to `get_commands()` list
3. Test thoroughly
4. Update documentation
## Security
⚠️ **Important**: Review `issues.txt` for security vulnerabilities before production deployment.
Key security considerations:
- Run behind HTTPS reverse proxy
- Review XSS vulnerabilities in web interface
- Implement proper authentication
- Keep dependencies updated
## Next Steps
1. ✅ Run prerequisites installer
2. ✅ Test basic functionality
3. ✅ Start the bot
4. ✅ Access web interface
5. 📋 Review security issues
6. 🔧 Configure for production
7. 🚀 Deploy and monitor
## Support
For issues or questions:
1. Check this guide and documentation
2. Review error messages and logs
3. Test with the provided test scripts
4. Check network connectivity and dependencies
Happy bot hosting! 🐾

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@ -1,29 +1,45 @@
# PetBot - IRC Pokemon-Style Pet Game Bot
A feature-rich IRC bot that brings Pokemon-style pet collecting and battling to your IRC channel! Players can catch pets, explore locations, battle wild creatures, earn achievements, and more.
A comprehensive IRC bot that brings Pokemon-style pet collecting and battling to your IRC channel! Players can catch pets, explore locations, battle wild creatures, earn achievements, and manage their collections through an integrated web interface.
## 🎮 Features
### Core Gameplay
- **Pet Collection**: Catch and collect different species of pets
- **Exploration**: Travel between various themed locations
- **Battle System**: Engage in turn-based battles with wild pets
- **Team Management**: Activate/deactivate pets, swap team members
- **Achievement System**: Unlock new areas by completing challenges
- **Pet Collection**: Catch and collect different species of pets with varying rarities
- **Exploration**: Travel between various themed locations with unique spawns
- **Battle System**: Engage in turn-based battles with wild pets and gym leaders
- **Team Management**: Build teams with drag-and-drop web interface and PIN verification
- **Achievement System**: Unlock new areas by completing challenges and milestones
- **Item Collection**: Discover 17+ useful items including healing potions, battle boosters, and treasure
### Advanced Systems
- **Dynamic Weather**: Real-time weather system affecting spawn rates
- **Web Interface**: Modern web dashboard for player stats and pet collections
- **Location-Based Spawns**: Different pets spawn in different locations
- **Level Progression**: Pets gain experience and level up
- **Dynamic Weather**: Real-time weather system affecting spawn rates and pet encounters
- **Web Interface**: Modern responsive web dashboard with unified navigation
- **Enhanced Leaderboards**: 8 different ranking categories (levels, experience, wealth, achievements, etc.)
- **Interactive Team Builder**: Drag-and-drop team management with numbered slots (1-6)
- **Location-Based Spawns**: Different pets spawn in different locations with weather modifiers
- **Level Progression**: Pets gain experience, level up, and can be nicknamed
- **Type Effectiveness**: Strategic battle system with type advantages
- **Gym Battle System**: Challenge gym leaders and earn badges
- **Global Item Spawn Control**: Admin-configurable spawn rates with global multipliers
### Modern Web Features
- **Unified Navigation**: Consistent navigation bar across all web pages
- **Player Profiles**: Comprehensive player statistics and pet collections
- **Team Builder**: Secure PIN-verified team changes with IRC delivery
- **Inventory Management**: Visual item display with usage commands
- **Multi-Category Leaderboards**: Interactive leaderboard switching
- **Responsive Design**: Mobile-friendly interface design
### Technical Features
- **Modular Architecture**: Clean, extensible codebase
- **Async Database**: SQLite with async operations
- **Background Tasks**: Automated weather updates
- **PM Flood Prevention**: Web-based responses for large data sets
- **Persistent Data**: Player progress survives bot restarts
- **Robust IRC Connection**: Auto-reconnecting IRC client with health monitoring
- **Rate Limiting System**: Token bucket rate limiting to prevent spam and abuse
- **Automated Backups**: Comprehensive database backup system with retention policies
- **Security Monitoring**: Security audit completed with 23 vulnerabilities identified
- **Modular Architecture**: Clean, extensible codebase with proper separation of concerns
- **Async Database**: SQLite with async operations and proper transaction handling
- **Background Tasks**: Automated weather updates and system monitoring
- **Error Handling**: Comprehensive error handling and user feedback
## 🚀 Quick Start
@ -35,8 +51,8 @@ A feature-rich IRC bot that brings Pokemon-style pet collecting and battling to
### Installation
1. Clone the repository:
```bash
git clone https://github.com/yourusername/petbot.git
cd petbot
git clone ssh://git@192.168.1.249:2230/megaproxy/Petbot.git
cd Petbot
```
2. Install dependencies:
@ -76,7 +92,10 @@ A feature-rich IRC bot that brings Pokemon-style pet collecting and battling to
### Pet Management
- `!activate <pet>` - Activate a pet for battle
- `!deactivate <pet>` - Move a pet to storage
- `!swap <pet1> <pet2>` - Swap two pets' active status
### Inventory Commands
- `!inventory` / `!inv` / `!items` - View your collected items
- `!use <item>` - Use a consumable item on your active pet
## 🌍 Locations
@ -90,12 +109,17 @@ A feature-rich IRC bot that brings Pokemon-style pet collecting and battling to
### Unlocking Locations
Locations are unlocked by completing achievements:
- **Nature Explorer**: Catch 3 different Grass-type pets → Whispering Woods
- **Pet Collector**: Catch 5 pets total → Whispering Woods
- **Spark Collector**: Catch 2 different Electric-type pets → Electric Canyon
- **Rock Hound**: Catch 3 different Rock-type pets → Crystal Caves
- **Ice Breaker**: Catch 5 different Water/Ice-type pets → Frozen Tundra
- **Dragon Tamer**: Catch 15 pets total + 3 Fire-types → Dragon's Peak
### Achievement Progression
- **Pet Collector** (5 pets) → Unlock Whispering Woods
- **Nature Explorer** (3 different Grass pets) → No location unlock
- **Advanced Trainer** (10 pets) → No location unlock
## 🌤️ Weather System
### Weather Types & Effects
@ -112,10 +136,31 @@ Locations are unlocked by completing achievements:
- Location-specific weather patterns
- Real-time spawn rate modifications
## 🎒 Item System
### Item Categories
- **🩹 Healing Items**: Restore pet HP (Small/Large/Super Potions, Energy Berries)
- **⚔️ Battle Items**: Temporary combat boosts (Attack Boosters, Defense Crystals, Speed Elixirs)
- **💎 Rare Items**: Special materials (Fire/Water Stones, Lucky Charms, Ancient Fossils)
- **🏛️ Location Items**: Area-specific treasures (Shells, Mushrooms, Volcanic Glass, Ice Crystals)
### Rarity Tiers
- **○ Common**: Frequently found items (15% spawn rate)
- **◇ Uncommon**: Moderately rare items (8-12% spawn rate)
- **◆ Rare**: Valuable items (3-6% spawn rate)
- **★ Epic**: Very rare items (2-3% spawn rate)
- **✦ Legendary**: Ultra-rare items (1% spawn rate)
### Item Discovery
- 30% chance to find items during `!explore`
- Location-specific items only spawn in certain areas
- Items stack in inventory with quantity tracking
- Use consumable items with `!use <item name>`
## 🌐 Web Interface
Access the web dashboard at `http://localhost:8080/`:
- **Player Profiles**: Complete stats and pet collections
Access the web dashboard at `http://petz.rdx4.com/`:
- **Player Profiles**: Complete stats, pet collections, and inventories
- **Leaderboard**: Top players by level and achievements
- **Locations Guide**: All areas with spawn information
- **Help System**: Complete command reference
@ -139,13 +184,29 @@ Access the web dashboard at `http://localhost:8080/`:
## 🐛 Recent Updates
### Weather System Enhancement
### v0.3.0 - Team Swap System & Architecture Cleanup
- ✅ **Active Team Architecture**: Complete redesign allowing any team (1-3) to be set as active
- ✅ **Web-IRC Synchronization**: IRC battles now use teams selected via web interface
- ✅ **Team Management Hub**: Enhanced web interface with "Make Active" buttons and team status
- ✅ **Database Migration**: New `active_teams` table for flexible team management
- ✅ **PIN Security**: Secure team changes with IRC-delivered PINs and verification
- ✅ **Command Architecture Cleanup**: Eliminated 12 duplicate commands and standardized admin system
- ✅ **Legacy Code Removal**: Cleaned up 180+ lines of redundant code across modules
- ✅ **Modular System Enhancement**: Improved separation of concerns and maintainability
### v0.2.0 - Item Collection System
- ✅ Complete item system with 16 unique items across 5 categories
- ✅ Item discovery during exploration (30% chance)
- ✅ Rarity tiers with symbols and colors (Common → Legendary)
- ✅ Location-specific unique items and treasures
- ✅ Inventory management with `!inventory` and `!use` commands
- ✅ Web interface integration showing player inventories
- ✅ Consumable items (healing potions, battle boosters, lucky charms)
### v0.1.0 - Core Game & Weather System
- ✅ Added background task for automatic weather updates
- ✅ Changed weather durations from 2-6 hours to 30min-3hours
- ✅ Implemented continuous weather coverage
- ✅ Added graceful shutdown handling
### Bug Fixes
- ✅ Fixed database persistence on bot restart
- ✅ Resolved individual player pages showing 'not found'
- ✅ Corrected achievement count displays

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# Smart Git Push Script 🚀
Token-efficient git workflow for development.
## Usage
### Auto-commit (recommended for small changes):
```bash
./git_push.sh
```
### Custom commit message:
```bash
./git_push.sh "Fix critical bug in player profiles"
```
## Features
- **Auto-detection**: Recognizes file types and generates appropriate commit messages
- **Smart categorization**: Groups changes by type (Python code, web interface, database, etc.)
- **Error handling**: Stops on git errors, graceful handling of edge cases
- **Minimal output**: Just shows success/failure, saves tokens
- **Safety checks**: Verifies git repo, checks for changes before committing
## Auto-Generated Messages
Examples of what the script generates:
- `Update Python code - 2024-01-15 14:30`
- `Update web interface, bot modules - 2024-01-15 14:31`
- `Update database, configuration - 2024-01-15 14:32`
## Token Savings
- **Before**: ~200-300 tokens per git operation
- **After**: ~20-50 tokens per git operation
- **Savings**: ~75% reduction in git-related token usage
## Claude Usage - TOKEN EFFICIENT WORKFLOW
**✅ CORRECT (Low Token Usage):**
```
Please run: ./git_push.sh
```
*Claude ignores output completely*
**❌ AVOID (High Token Usage):**
```
git status
git add .
git commit -m "..."
git push origin main
```
*Reading outputs wastes tokens*
## Logging System
- All operations logged to `git_push.log`
- Only check log if there's an issue
- **Claude should NOT read logs unless asked**
- Log file ignored by git
## Error Handling
If push fails:
1. User will see error on console
2. User can ask: "Check the git log for errors"
3. Only then should Claude read `git_push.log`
## Token Savings Protocol
- **Normal operation**: Use script, ignore output
- **Only on errors**: Read logs when requested
- **Maximum efficiency**: No unnecessary output reading

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# TODO.md - PetBot Development Tasks
This file tracks completed work, pending bugs, enhancements, and feature ideas for the PetBot project.
## 📊 Summary
- **✅ Completed**: 18 items
- **🐛 Bugs**: 0 items
- **🔧 Enhancements**: 3 items
- **💡 Ideas**: 9 items
- **📋 Total**: 30 items tracked
---
## ✅ COMPLETED ITEMS
### High Priority Completed ✅
- [x] **Create unified theme and navigation bar for all webserver pages**
- Implemented comprehensive navigation system with hover dropdowns
- Added unified CSS variables and consistent styling across all pages
- Enhanced user experience with active page highlighting
- [x] **Fix petdex repetition of pets issue**
- Added DISTINCT to SQL queries to prevent database-level duplicates
- Resolved display issues showing multiple entries for same pets
- [x] **Fix exploration bug: prevent multiple !explore when encounter is active**
- Added state management to prevent multiple explores
- Users must resolve active encounters before exploring again
- [x] **Fix battle bug: prevent starting multiple battles from exploration encounters**
- Implemented proper encounter workflow enforcement
- Prevents race conditions in battle system
- [x] **Enforce exploration encounter workflow: must choose fight/capture/flee before exploring again**
- Added clear error messages for active encounters
- Improved game flow and state consistency
- [x] **Fix team builder drag-and-drop functionality and center alignment**
- Complete rewrite of team builder interface
- Working drag-and-drop between storage and numbered team slots (1-6)
- Proper center alignment with `max-width: 1200px; margin: 0 auto`
- Added double-click backup method for accessibility
- [x] **Implement IRC PIN delivery for team builder security**
- Added secure PIN verification system for team changes
- PINs sent via IRC private messages with 10-minute expiration
- Integrated bot instance with webserver for IRC messaging
### Medium Priority Completed ✅
- [x] **Redirect !items command to player profile URL instead of IRC response**
- Updated inventory commands to redirect to web interface
- Added #inventory jump points for direct section navigation
- Improved user experience with detailed web-based inventory management
- [x] **Add jump points to player page (/<playername>#inventory) for direct linking to sections**
- Implemented anchor links for direct navigation to specific sections
- Enhanced accessibility and user workflow
- [x] **Remove !swap command - team management moved to website**
- Streamlined pet management through unified web interface
- Removed redundant IRC command in favor of superior web experience
- [x] **Implement player team pet order persistence in database**
- Added team_order column with numbered slots (1-6)
- Database migration for existing players
- Persistent team ordering across sessions
- [x] **Fix !gym challenge to use player's current location instead of requiring location parameter**
- Simplified gym challenge workflow
- Uses player's current location automatically
- [x] **Update all project documentation (CHANGELOG.md, README.md, help.html)**
- Comprehensive documentation updates reflecting new features
- Updated help system with web interface integration
- Enhanced project documentation for contributors
- [x] **Implement automated database backup system**
- Complete backup management system with BackupManager class
- Automated scheduling with daily, weekly, and monthly backups
- Backup compression using gzip for space efficiency
- Retention policies (7 daily, 4 weekly, 12 monthly backups)
- IRC admin commands for backup management (!backup, !restore, !backups, !backup_stats, !backup_cleanup)
- Comprehensive testing suite and integration documentation
- Database integrity verification and safe restore procedures
- [x] **IRC connection monitoring and auto-reconnect functionality**
- Advanced IRC connection manager with robust state tracking
- Health monitoring system with ping/pong heartbeat (60s intervals)
- Exponential backoff reconnection (1s to 5min with jitter)
- Connection statistics and monitoring commands (!status, !uptime, !ping, !reconnect, !connection_stats)
- Graceful error handling and recovery from network interruptions
- Comprehensive test suite covering 11 scenarios including edge cases
- Integration with existing bot architecture and module system
### Low Priority Completed ✅
- [x] **Create CLAUDE.md file documenting development patterns and conventions**
- Comprehensive development guide for AI-assisted development
- Documents coding conventions, patterns, and project structure
- Useful reference for future development sessions
---
## 🐛 KNOWN BUGS
### Medium Priority Bugs 🔴
- [x] **IRC connection monitoring and auto-reconnect functionality**
- ✅ Bot may lose connection without proper recovery
- ✅ Need robust reconnection logic with exponential backoff
- ✅ Monitor connection health and implement graceful reconnection
- ✅ Implemented comprehensive IRC connection manager with state tracking
- ✅ Added health monitoring with ping/pong system
- ✅ Created exponential backoff with jitter for reconnection attempts
- ✅ Added connection statistics and monitoring commands
- ✅ Comprehensive test suite with 11 test scenarios
---
## 🔧 ENHANCEMENTS NEEDED
### High Priority Enhancements 🟠
- [x] **Implement automated database backup system**
- ✅ Regular automated backups of SQLite database (daily, weekly, monthly)
- ✅ Backup rotation and retention policies (7 daily, 4 weekly, 12 monthly)
- ✅ Recovery procedures and testing (restore with confirmation)
- ✅ Compression support (gzip) for space efficiency
- ✅ IRC admin commands for backup management
- ✅ Automated scheduling with cleanup
- [x] **Conduct security audit of web interface and IRC bot**
- ✅ Review all user input validation
- ✅ Audit authentication and authorization mechanisms
- ✅ Test for common web vulnerabilities (XSS, CSRF, injection attacks)
- ✅ Review IRC bot security practices
- ✅ Identified 23 security vulnerabilities (5 critical, 8 high, 7 medium, 3 low)
- ✅ Created comprehensive security report in issues.txt
- [ ] **Address security vulnerabilities from audit**
- Fix XSS vulnerabilities by implementing HTML escaping
- Add HTTP security headers (CSP, X-Frame-Options, etc.)
- Implement web interface authentication and authorization
- Fix path traversal vulnerabilities
- Add input validation and sanitization
- See issues.txt for complete list and remediation priorities
### Medium Priority Enhancements 🟡
- [x] **Add rate limiting to prevent command spam and abuse**
- ✅ Implemented comprehensive token bucket rate limiting system
- ✅ Per-user rate limiting on IRC commands with category-based limits
- ✅ Web interface request throttling with IP-based tracking
- ✅ Graceful handling of rate limit violations with user-friendly messages
- ✅ Admin commands for monitoring and management (!rate_stats, !rate_user, !rate_unban, !rate_reset)
- ✅ Automatic cleanup of old violations and expired bans
- ✅ Central configuration system with single admin user control
- [ ] **Implement comprehensive error logging and monitoring system**
- Structured logging with appropriate log levels
- Error tracking and alerting system
- Performance monitoring and metrics collection
- [ ] **Optimize database queries and web interface loading times**
- Database query performance analysis
- Add proper indexing for frequently accessed data
- Optimize web interface assets and loading times
- Implement caching where appropriate
- [ ] **Improve admin weather control system**
- Enhanced argument parsing for more intuitive command usage
- Better error messages and validation feedback
- Add weather presets and quick-change options
- Implement weather history and logging
- Add bulk weather operations for multiple locations
---
## 💡 FEATURE IDEAS
### Medium Priority Ideas 🔵
- [ ] **Add mobile-responsive design to web interface for better mobile experience**
- Responsive CSS for mobile devices
- Touch-friendly drag-and-drop alternatives
- Mobile-optimized navigation and layouts
- [x] **Enhance leaderboard with more categories (gym badges, rare pets, achievements)**
- ✅ Multiple leaderboard categories with 8 different rankings
- ✅ Interactive category switching with responsive navigation
- ✅ Achievement-based rankings and specialized stats
- ✅ Comprehensive player statistics (Level, Experience, Money, Pet Count, Achievements, Gym Badges, Highest Pet, Rare Pets)
- ✅ Responsive design with gold/silver/bronze highlighting for top 3
- ✅ Real-time data from database with proper SQL optimization
- [ ] **Add auto-save draft functionality to team builder to prevent data loss**
- Local storage for unsaved team changes
- Recovery from browser crashes or accidental navigation
- Draft management and persistence
- [ ] **Add search and filter functionality to pet collection page**
- Search pets by name, type, level, or stats
- Advanced filtering options
- Sorting by various criteria
### Low Priority Ideas 🟢
- [ ] **Implement pet evolution system with evolution stones and level requirements**
- Evolution trees for existing pet species
- Evolution stones as rare items
- Level and friendship requirements for evolution
- [ ] **Add player-to-player pet trading system with web interface**
- Secure trading mechanism
- Trade history and verification
- Web-based trading interface
- [ ] **Add visual battle animations to web interface**
- Animated battle sequences
- Visual effects for different move types
- Enhanced battle experience
- [ ] **Add bulk actions for pet management (release multiple pets, mass healing)**
- Multi-select functionality for pet collections
- Bulk operations with confirmation dialogs
- Batch processing for efficiency
- [ ] **Add real-time achievement unlock notifications to web interface**
- WebSocket or SSE for real-time updates
- Toast notifications for achievements
- Achievement celebration animations
- [ ] **Add preset team configurations for different battle strategies**
- Pre-configured teams for different scenarios
- Team templates and sharing
- Strategic team building assistance
---
## 📝 Notes for Future Development
### Priorities for Next Development Session
1. **High Priority**: Address database backup system and security audit
2. **Medium Priority**: Implement rate limiting and error logging
3. **Feature Focus**: Mobile responsiveness and enhanced leaderboards
### Development Guidelines
- Follow patterns established in CLAUDE.md
- Test thoroughly before committing changes
- Update documentation with any new features
- Maintain modular architecture for easy feature additions
### Testing Checklist
- [ ] IRC bot functionality and command processing
- [ ] Web interface responsiveness and interaction
- [ ] Database operations and data integrity
- [ ] PIN verification and security features
- [ ] Cross-browser compatibility
---
*Last Updated: Current development session*
*Next Review: Before major feature additions*

369
TROUBLESHOOTING.md Normal file
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@ -0,0 +1,369 @@
# PetBot Troubleshooting Guide
## Common Installation Issues
### Issue 1: externally-managed-environment Error
**Error Message:**
```
error: externally-managed-environment
× This environment is externally managed
╰─> To install Python packages system-wide, try apt install
python3-xyz, where xyz is the package you are trying to
install.
```
**Cause:** Modern Python installations (3.11+) prevent direct pip installations to avoid conflicts with system packages.
**Solutions:**
#### Solution A: Use Fixed Installation Script (Recommended)
```bash
./install_prerequisites_simple.sh
```
This creates a virtual environment and installs packages there.
#### Solution B: Manual Virtual Environment Setup
```bash
# Create virtual environment
python3 -m venv venv
# Activate virtual environment
source venv/bin/activate
# Install packages
pip install -r requirements.txt
# Run bot (while venv is active)
python run_bot_with_reconnect.py
# Deactivate when done
deactivate
```
#### Solution C: System Package Installation (Ubuntu/Debian)
```bash
# Install system packages instead
sudo apt update
sudo apt install python3-pip python3-aiosqlite python3-dotenv
# For IRC library, you may still need pip in venv or --break-system-packages
pip install --break-system-packages irc>=20.3.0
```
#### Solution D: Force Installation (Not Recommended)
```bash
pip install --break-system-packages -r requirements.txt
```
⚠️ **Warning:** This can break system Python packages.
### Issue 2: venv Module Not Found
**Error Message:**
```
ModuleNotFoundError: No module named 'venv'
```
**Solution:**
```bash
# Ubuntu/Debian
sudo apt install python3-venv
# CentOS/RHEL
sudo yum install python3-venv
# Or try alternative
sudo apt install python3-virtualenv
```
### Issue 3: Permission Denied
**Error Message:**
```
Permission denied: './install_prerequisites_simple.sh'
```
**Solution:**
```bash
chmod +x install_prerequisites_simple.sh
./install_prerequisites_simple.sh
```
### Issue 4: Python Version Too Old
**Error Message:**
```
Python 3.6.x is not supported
```
**Solutions:**
#### Ubuntu/Debian:
```bash
# Add deadsnakes PPA for newer Python
sudo apt update
sudo apt install software-properties-common
sudo add-apt-repository ppa:deadsnakes/ppa
sudo apt update
sudo apt install python3.11 python3.11-venv python3.11-pip
# Use specific version
python3.11 -m venv venv
```
#### CentOS/RHEL:
```bash
# Enable EPEL and install Python 3.9+
sudo yum install epel-release
sudo yum install python39 python39-pip
```
#### Manual Compilation:
```bash
# Download and compile Python (last resort)
wget https://www.python.org/ftp/python/3.11.0/Python-3.11.0.tgz
tar xzf Python-3.11.0.tgz
cd Python-3.11.0
./configure --enable-optimizations
make -j 8
sudo make altinstall
```
## Runtime Issues
### Issue 5: IRC Connection Failed
**Error Message:**
```
Could not connect to irc.libera.chat:6667
```
**Solutions:**
1. Check internet connection: `ping irc.libera.chat`
2. Try different IRC server/port
3. Check firewall settings
4. Use IRC over TLS (port 6697)
### Issue 6: Database Locked
**Error Message:**
```
sqlite3.OperationalError: database is locked
```
**Solutions:**
1. Stop all bot instances
2. Check for stale lock files: `rm -f data/petbot.db-wal data/petbot.db-shm`
3. Restart the bot
### Issue 7: Web Interface Not Accessible
**Error Message:**
```
Connection refused on port 8080
```
**Solutions:**
1. Check if bot is running
2. Verify port 8080 is not in use: `netstat -tlnp | grep 8080`
3. Try different port in webserver.py
4. Check firewall: `sudo ufw allow 8080`
### Issue 8: Module Import Errors
**Error Message:**
```
ModuleNotFoundError: No module named 'irc'
```
**Solutions:**
1. Make sure virtual environment is activated
2. Reinstall packages: `pip install -r requirements.txt`
3. Check Python path: `python -c "import sys; print(sys.path)"`
## Using Virtual Environment
### Daily Usage Pattern
```bash
# Activate virtual environment
source venv/bin/activate
# Run bot
python run_bot_with_reconnect.py
# Run tests
python test_backup_simple.py
# Deactivate when done
deactivate
```
### Or Use Wrapper Scripts
```bash
# These automatically handle venv activation
./run_petbot.sh # Start bot
./run_petbot_debug.sh # Debug mode
./test_petbot.sh # Run tests
./activate_petbot.sh # Manual activation
```
## Virtual Environment Management
### Check if Virtual Environment is Active
```bash
# Should show venv path if active
which python
# Or check environment variable
echo $VIRTUAL_ENV
```
### Recreate Virtual Environment
```bash
# Remove old venv
rm -rf venv
# Create new one
python3 -m venv venv
source venv/bin/activate
pip install -r requirements.txt
```
### List Installed Packages
```bash
# Activate venv first
source venv/bin/activate
# List packages
pip list
# Show package info
pip show irc aiosqlite
```
## System-Specific Issues
### Ubuntu 22.04+ (externally-managed-environment)
- Use virtual environment (recommended)
- Or install system packages: `sudo apt install python3-aiosqlite`
- IRC library may still need pip installation
### CentOS/RHEL 8+
- Enable EPEL repository
- Install python39 or newer
- Use virtual environment
### macOS
- Install via Homebrew: `brew install python3`
- Virtual environment should work normally
### Windows
- Install Python from python.org
- Use Command Prompt or PowerShell
- Virtual environment commands:
```cmd
python -m venv venv
venv\Scripts\activate
pip install -r requirements.txt
```
## Development Environment
### IDE/Editor Setup
#### VS Code
```json
{
"python.defaultInterpreterPath": "./venv/bin/python",
"python.terminal.activateEnvironment": true
}
```
#### PyCharm
- Set Project Interpreter to `./venv/bin/python`
- Enable "Add content roots to PYTHONPATH"
### Running Tests in IDE
Make sure to:
1. Set interpreter to venv Python
2. Set working directory to project root
3. Add project root to PYTHONPATH
## Quick Diagnosis Commands
### Check Python Setup
```bash
python3 --version
python3 -c "import sys; print(sys.executable)"
python3 -c "import sys; print(sys.path)"
```
### Check Package Installation
```bash
# In virtual environment
python -c "import irc, aiosqlite, dotenv; print('All packages OK')"
```
### Check File Permissions
```bash
ls -la *.sh *.py
ls -la data/ backups/
```
### Check Network Connectivity
```bash
ping irc.libera.chat
telnet irc.libera.chat 6667
curl -I http://localhost:8080
```
### Check System Resources
```bash
free -h # Memory
df -h # Disk space
ps aux | grep python # Running Python processes
```
## Getting Help
1. **Check Logs:** Look at console output for specific error messages
2. **Test Components:** Use individual test scripts to isolate issues
3. **Verify Environment:** Ensure virtual environment is activated
4. **Check Dependencies:** Verify all packages are installed correctly
5. **Review Documentation:** Check INSTALLATION.md for detailed setup
## Emergency Recovery
### Complete Reset
```bash
# Remove everything
rm -rf venv data/*.db backups/* logs/*
# Reinstall
./install_prerequisites_simple.sh
# Restart
./run_petbot.sh
```
### Backup Database Before Reset
```bash
# Create manual backup
cp data/petbot.db data/petbot_backup_$(date +%Y%m%d_%H%M%S).db
```
### Restore from Backup
```bash
# List available backups
ls -la backups/
# Restore (replace with actual filename)
cp backups/petbot_backup_daily_20240115_030000.db.gz /tmp/
gunzip /tmp/petbot_backup_daily_20240115_030000.db
cp /tmp/petbot_backup_daily_20240115_030000.db data/petbot.db
```
Remember: When in doubt, use the virtual environment! It solves most installation issues. 🐾

View file

@ -10,7 +10,7 @@ sys.path.append(os.path.dirname(os.path.abspath(__file__)))
from src.database import Database
from src.game_engine import GameEngine
from modules import CoreCommands, Exploration, BattleSystem, PetManagement, Achievements, Admin
from modules import CoreCommands, Exploration, BattleSystem, PetManagement, Achievements, Admin, Inventory, GymBattles
class PetBot:
def __init__(self):
@ -53,7 +53,9 @@ class PetBot:
BattleSystem,
PetManagement,
Achievements,
Admin
Admin,
Inventory,
GymBattles
]
self.modules = {}

68
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@ -0,0 +1,68 @@
#!/usr/bin/env python3
"""
PetBot Configuration
Central configuration file for admin users and other settings
"""
# =============================================================================
# ADMIN CONFIGURATION - Edit this to change the admin user
# =============================================================================
ADMIN_USER = "megasconed" # The single admin user who can run admin commands
# =============================================================================
# IRC Configuration
IRC_CONFIG = {
"server": "irc.libera.chat",
"port": 6667,
"nickname": "PetBot",
"channel": "#petz",
"command_prefix": "!"
}
# Web Server Configuration
WEB_CONFIG = {
"port": 8080,
"host": "localhost"
}
# Rate Limiting Configuration
RATE_LIMIT_CONFIG = {
"enabled": True,
"admin_users": [ADMIN_USER], # Uses the admin user from above
"categories": {
"basic": {
"requests_per_minute": 20,
"burst_capacity": 5,
"cooldown_seconds": 1
},
"gameplay": {
"requests_per_minute": 10,
"burst_capacity": 3,
"cooldown_seconds": 3
},
"management": {
"requests_per_minute": 5,
"burst_capacity": 2,
"cooldown_seconds": 5
},
"admin": {
"requests_per_minute": 100,
"burst_capacity": 10,
"cooldown_seconds": 0
},
"web": {
"requests_per_minute": 60,
"burst_capacity": 10,
"cooldown_seconds": 1
}
},
"global_limits": {
"max_requests_per_minute": 200,
"max_concurrent_users": 100
},
"violation_penalties": {
"warning_threshold": 3,
"temporary_ban_threshold": 10,
"temporary_ban_duration": 300 # 5 minutes
}
}

View file

@ -4,7 +4,7 @@
"description": "Catch 3 different Grass-type pets",
"requirement_type": "catch_type",
"requirement_data": "3:Grass",
"unlock_location": "Whispering Woods"
"unlock_location": null
},
{
"name": "Spark Collector",
@ -39,7 +39,7 @@
"description": "Catch your first 5 pets",
"requirement_type": "catch_total",
"requirement_data": "5",
"unlock_location": null
"unlock_location": "Whispering Woods"
},
{
"name": "Advanced Trainer",

51
config/backup_config.json Normal file
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@ -0,0 +1,51 @@
{
"backup_settings": {
"database_path": "data/petbot.db",
"backup_directory": "backups",
"compression": {
"enabled": true,
"level": 6
},
"retention_policy": {
"daily_backups": 7,
"weekly_backups": 4,
"monthly_backups": 12,
"manual_backups": 20
},
"schedule": {
"daily": {
"enabled": true,
"hour": 3,
"minute": 0
},
"weekly": {
"enabled": true,
"day": "sunday",
"hour": 2,
"minute": 0
},
"monthly": {
"enabled": true,
"day": 1,
"hour": 1,
"minute": 0
}
},
"monitoring": {
"log_level": "INFO",
"alert_on_failure": true,
"max_backup_size_mb": 1000,
"min_free_space_mb": 500
}
},
"security": {
"admin_users": ["admin", "megaproxy"],
"backup_encryption": false,
"verify_integrity": true
},
"notifications": {
"success_notifications": false,
"failure_notifications": true,
"cleanup_notifications": true
}
}

176
config/gyms.json Normal file
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@ -0,0 +1,176 @@
[
{
"name": "Forest Guardian",
"location": "Starter Town",
"leader_name": "Trainer Verde",
"description": "Master of Grass-type pets and nature's harmony",
"theme": "Grass",
"badge": {
"name": "Leaf Badge",
"icon": "🍃",
"description": "Proof of victory over the Forest Guardian gym"
},
"team": [
{
"species": "Leafy",
"base_level": 8,
"moves": ["Vine Whip", "Synthesis", "Tackle", "Growth"],
"position": 1
},
{
"species": "Vinewrap",
"base_level": 10,
"moves": ["Entangle", "Absorb", "Bind", "Growth"],
"position": 2
},
{
"species": "Bloomtail",
"base_level": 12,
"moves": ["Petal Dance", "Quick Attack", "Sweet Scent", "Tackle"],
"position": 3
}
]
},
{
"name": "Nature's Haven",
"location": "Whispering Woods",
"leader_name": "Elder Sage",
"description": "Ancient guardian of the deep forest mysteries",
"theme": "Grass",
"badge": {
"name": "Grove Badge",
"icon": "🌳",
"description": "Symbol of mastery over ancient forest powers"
},
"team": [
{
"species": "Bloomtail",
"base_level": 14,
"moves": ["Petal Blizzard", "Agility", "Sweet Scent", "Bullet Seed"],
"position": 1
},
{
"species": "Vinewrap",
"base_level": 15,
"moves": ["Power Whip", "Leech Seed", "Slam", "Synthesis"],
"position": 2
},
{
"species": "Leafy",
"base_level": 16,
"moves": ["Solar Beam", "Growth", "Double Edge", "Sleep Powder"],
"position": 3
}
]
},
{
"name": "Storm Master",
"location": "Electric Canyon",
"leader_name": "Captain Volt",
"description": "Commander of lightning and electrical fury",
"theme": "Electric",
"badge": {
"name": "Bolt Badge",
"icon": "⚡",
"description": "Emblem of electric mastery and storm control"
},
"team": [
{
"species": "Sparky",
"base_level": 15,
"moves": ["Thunder Shock", "Quick Attack", "Thunder Wave", "Agility"],
"position": 1
},
{
"species": "Sparky",
"base_level": 17,
"moves": ["Thunderbolt", "Double Kick", "Thunder", "Spark"],
"position": 2
}
]
},
{
"name": "Stone Crusher",
"location": "Crystal Caves",
"leader_name": "Miner Magnus",
"description": "Defender of the deep caverns and crystal formations",
"theme": "Rock",
"badge": {
"name": "Crystal Badge",
"icon": "💎",
"description": "Testament to conquering the underground depths"
},
"team": [
{
"species": "Rocky",
"base_level": 18,
"moves": ["Rock Throw", "Harden", "Tackle", "Rock Tomb"],
"position": 1
},
{
"species": "Rocky",
"base_level": 20,
"moves": ["Stone Edge", "Rock Slide", "Earthquake", "Iron Defense"],
"position": 2
}
]
},
{
"name": "Ice Breaker",
"location": "Frozen Tundra",
"leader_name": "Arctic Queen",
"description": "Sovereign of ice and eternal winter's embrace",
"theme": "Ice",
"badge": {
"name": "Frost Badge",
"icon": "❄️",
"description": "Mark of triumph over the frozen wasteland"
},
"team": [
{
"species": "Hydrox",
"base_level": 22,
"moves": ["Ice Beam", "Water Gun", "Aurora Beam", "Mist"],
"position": 1
},
{
"species": "Hydrox",
"base_level": 24,
"moves": ["Blizzard", "Hydro Pump", "Ice Shard", "Freeze Dry"],
"position": 2
}
]
},
{
"name": "Dragon Slayer",
"location": "Dragon's Peak",
"leader_name": "Champion Drake",
"description": "Ultimate master of fire and stone, peak challenger",
"theme": "Fire",
"badge": {
"name": "Dragon Badge",
"icon": "🐉",
"description": "Ultimate symbol of mastery over Dragon's Peak"
},
"team": [
{
"species": "Blazeon",
"base_level": 25,
"moves": ["Flamethrower", "Dragon Rush", "Fire Blast", "Agility"],
"position": 1
},
{
"species": "Rocky",
"base_level": 26,
"moves": ["Stone Edge", "Earthquake", "Fire Punch", "Rock Slide"],
"position": 2
},
{
"species": "Blazeon",
"base_level": 28,
"moves": ["Overheat", "Dragon Claw", "Solar Beam", "Explosion"],
"position": 3
}
]
}
]

253
config/items.json Normal file
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@ -0,0 +1,253 @@
{
"_config": {
"global_spawn_multiplier": 1.0,
"description": "Global multiplier for all item spawn rates. Set to 0.5 for half spawns, 2.0 for double spawns, etc.",
"admin_note": "Edit this value to globally adjust all item spawn rates. Individual item spawn_rate values can still be fine-tuned."
},
"healing_items": [
{
"id": 1,
"name": "Small Potion",
"description": "Restores 20 HP to a pet",
"rarity": "common",
"category": "healing",
"effect": "heal",
"effect_value": 20,
"locations": ["all"],
"spawn_rate": 0.0375
},
{
"id": 2,
"name": "Large Potion",
"description": "Restores 50 HP to a pet",
"rarity": "uncommon",
"category": "healing",
"effect": "heal",
"effect_value": 50,
"locations": ["all"],
"spawn_rate": 0.02
},
{
"id": 3,
"name": "Super Potion",
"description": "Fully restores a pet's HP",
"rarity": "rare",
"category": "healing",
"effect": "full_heal",
"effect_value": 100,
"locations": ["all"],
"spawn_rate": 0.0075
},
{
"id": 4,
"name": "Energy Berry",
"description": "Restores 15 HP and cures status effects",
"rarity": "uncommon",
"category": "healing",
"effect": "heal_status",
"effect_value": 15,
"locations": ["mystic_forest", "enchanted_grove"],
"spawn_rate": 0.03
},
{
"id": 18,
"name": "Revive",
"description": "Revives a fainted pet and restores 50% of its HP",
"rarity": "rare",
"category": "healing",
"effect": "revive",
"effect_value": 50,
"locations": ["all"],
"spawn_rate": 0.005
},
{
"id": 19,
"name": "Max Revive",
"description": "Revives a fainted pet and fully restores its HP",
"rarity": "epic",
"category": "healing",
"effect": "max_revive",
"effect_value": 100,
"locations": ["all"],
"spawn_rate": 0.002
}
],
"battle_items": [
{
"id": 5,
"name": "Attack Booster",
"description": "Increases attack damage by 25% for one battle",
"rarity": "uncommon",
"category": "battle",
"effect": "attack_boost",
"effect_value": 25,
"locations": ["all"],
"spawn_rate": 0.025
},
{
"id": 6,
"name": "Defense Crystal",
"description": "Reduces incoming damage by 20% for one battle",
"rarity": "uncommon",
"category": "battle",
"effect": "defense_boost",
"effect_value": 20,
"locations": ["crystal_caves", "frozen_peaks"],
"spawn_rate": 0.02
},
{
"id": 7,
"name": "Speed Elixir",
"description": "Guarantees first move in battle",
"rarity": "rare",
"category": "battle",
"effect": "speed_boost",
"effect_value": 100,
"locations": ["all"],
"spawn_rate": 0.0125
}
],
"rare_items": [
{
"id": 8,
"name": "Fire Stone",
"description": "A mysterious stone that radiates heat (future evolution item)",
"rarity": "epic",
"category": "evolution",
"effect": "none",
"effect_value": 0,
"locations": ["volcanic_chamber"],
"spawn_rate": 0.005
},
{
"id": 9,
"name": "Water Stone",
"description": "A mysterious stone that flows like water (future evolution item)",
"rarity": "epic",
"category": "evolution",
"effect": "none",
"effect_value": 0,
"locations": ["crystal_caves"],
"spawn_rate": 0.005
},
{
"id": 10,
"name": "Lucky Charm",
"description": "Increases rare pet encounter rate by 50% for 1 hour",
"rarity": "legendary",
"category": "buff",
"effect": "lucky_boost",
"effect_value": 50,
"locations": ["all"],
"spawn_rate": 0.0025
},
{
"id": 11,
"name": "Ancient Fossil",
"description": "A mysterious fossil from prehistoric times",
"rarity": "legendary",
"category": "special",
"effect": "none",
"effect_value": 0,
"locations": ["forgotten_ruins"],
"spawn_rate": 0.0025
}
],
"location_items": [
{
"id": 12,
"name": "Pristine Shell",
"description": "A beautiful shell that shimmers with ocean magic",
"rarity": "uncommon",
"category": "treasure",
"effect": "sell_value",
"effect_value": 100,
"locations": ["crystal_caves"],
"spawn_rate": 0.03
},
{
"id": 13,
"name": "Glowing Mushroom",
"description": "A mushroom that glows with mystical energy",
"rarity": "rare",
"category": "treasure",
"effect": "sell_value",
"effect_value": 200,
"locations": ["mystic_forest", "enchanted_grove"],
"spawn_rate": 0.015
},
{
"id": 14,
"name": "Volcanic Glass",
"description": "Sharp obsidian formed by intense heat",
"rarity": "uncommon",
"category": "treasure",
"effect": "sell_value",
"effect_value": 150,
"locations": ["volcanic_chamber"],
"spawn_rate": 0.025
},
{
"id": 15,
"name": "Ice Crystal",
"description": "A crystal that never melts, cold to the touch",
"rarity": "rare",
"category": "treasure",
"effect": "sell_value",
"effect_value": 250,
"locations": ["frozen_peaks"],
"spawn_rate": 0.0125
},
{
"id": 16,
"name": "Ancient Rune",
"description": "A stone tablet with mysterious inscriptions",
"rarity": "epic",
"category": "treasure",
"effect": "sell_value",
"effect_value": 500,
"locations": ["forgotten_ruins"],
"spawn_rate": 0.0075
}
],
"treasure_items": [
{
"id": 17,
"name": "Coin Pouch",
"description": "A small leather pouch containing loose coins",
"rarity": "rare",
"category": "treasure",
"effect": "money",
"effect_value": "1-3",
"locations": ["all"],
"spawn_rate": 0.008
}
],
"rarity_info": {
"common": {
"color": "white",
"symbol": "○",
"description": "Common items found frequently"
},
"uncommon": {
"color": "green",
"symbol": "◇",
"description": "Uncommon items with moderate rarity"
},
"rare": {
"color": "blue",
"symbol": "◆",
"description": "Rare items with special properties"
},
"epic": {
"color": "purple",
"symbol": "★",
"description": "Epic items with powerful effects"
},
"legendary": {
"color": "gold",
"symbol": "✦",
"description": "Legendary items of immense value"
}
}
}

View file

@ -5,9 +5,11 @@
"level_min": 1,
"level_max": 3,
"spawns": [
{"species": "Leafy", "spawn_rate": 0.35, "min_level": 1, "max_level": 2},
{"species": "Flamey", "spawn_rate": 0.35, "min_level": 1, "max_level": 2},
{"species": "Aqua", "spawn_rate": 0.3, "min_level": 1, "max_level": 2}
{"species": "Leafy", "spawn_rate": 0.25, "min_level": 1, "max_level": 2},
{"species": "Flamey", "spawn_rate": 0.25, "min_level": 1, "max_level": 2},
{"species": "Aqua", "spawn_rate": 0.25, "min_level": 1, "max_level": 2},
{"species": "Seedling", "spawn_rate": 0.15, "min_level": 1, "max_level": 2},
{"species": "Furry", "spawn_rate": 0.1, "min_level": 1, "max_level": 3}
]
},
{
@ -16,9 +18,13 @@
"level_min": 2,
"level_max": 6,
"spawns": [
{"species": "Leafy", "spawn_rate": 0.5, "min_level": 2, "max_level": 5},
{"species": "Flamey", "spawn_rate": 0.2, "min_level": 3, "max_level": 4},
{"species": "Aqua", "spawn_rate": 0.3, "min_level": 2, "max_level": 4}
{"species": "Leafy", "spawn_rate": 0.2, "min_level": 2, "max_level": 4},
{"species": "Vinewrap", "spawn_rate": 0.25, "min_level": 3, "max_level": 5},
{"species": "Bloomtail", "spawn_rate": 0.2, "min_level": 4, "max_level": 6},
{"species": "Flamey", "spawn_rate": 0.08, "min_level": 3, "max_level": 4},
{"species": "Fernwhisk", "spawn_rate": 0.15, "min_level": 3, "max_level": 5},
{"species": "Furry", "spawn_rate": 0.08, "min_level": 2, "max_level": 4},
{"species": "Mossrock", "spawn_rate": 0.04, "min_level": 5, "max_level": 6}
]
},
{
@ -27,8 +33,11 @@
"level_min": 4,
"level_max": 9,
"spawns": [
{"species": "Sparky", "spawn_rate": 0.6, "min_level": 4, "max_level": 7},
{"species": "Rocky", "spawn_rate": 0.4, "min_level": 5, "max_level": 8}
{"species": "Sparky", "spawn_rate": 0.35, "min_level": 4, "max_level": 7},
{"species": "Rocky", "spawn_rate": 0.25, "min_level": 5, "max_level": 8},
{"species": "Zapper", "spawn_rate": 0.25, "min_level": 4, "max_level": 6},
{"species": "Ember", "spawn_rate": 0.1, "min_level": 4, "max_level": 6},
{"species": "Swiftpaw", "spawn_rate": 0.05, "min_level": 6, "max_level": 8}
]
},
{
@ -37,8 +46,11 @@
"level_min": 6,
"level_max": 12,
"spawns": [
{"species": "Rocky", "spawn_rate": 0.7, "min_level": 6, "max_level": 10},
{"species": "Sparky", "spawn_rate": 0.3, "min_level": 7, "max_level": 9}
{"species": "Rocky", "spawn_rate": 0.4, "min_level": 6, "max_level": 10},
{"species": "Sparky", "spawn_rate": 0.2, "min_level": 7, "max_level": 9},
{"species": "Pebble", "spawn_rate": 0.25, "min_level": 6, "max_level": 8},
{"species": "Crystalback", "spawn_rate": 0.1, "min_level": 9, "max_level": 12},
{"species": "Voltmane", "spawn_rate": 0.05, "min_level": 10, "max_level": 12}
]
},
{
@ -47,9 +59,13 @@
"level_min": 10,
"level_max": 16,
"spawns": [
{"species": "Hydrox", "spawn_rate": 0.4, "min_level": 10, "max_level": 14},
{"species": "Rocky", "spawn_rate": 0.3, "min_level": 11, "max_level": 15},
{"species": "Sparky", "spawn_rate": 0.3, "min_level": 12, "max_level": 14}
{"species": "Hydrox", "spawn_rate": 0.25, "min_level": 10, "max_level": 14},
{"species": "Rocky", "spawn_rate": 0.2, "min_level": 11, "max_level": 15},
{"species": "Sparky", "spawn_rate": 0.15, "min_level": 12, "max_level": 14},
{"species": "Snowball", "spawn_rate": 0.2, "min_level": 10, "max_level": 12},
{"species": "Frostbite", "spawn_rate": 0.1, "min_level": 12, "max_level": 15},
{"species": "Bubblin", "spawn_rate": 0.05, "min_level": 10, "max_level": 13},
{"species": "Frostleaf", "spawn_rate": 0.05, "min_level": 14, "max_level": 16}
]
},
{
@ -58,9 +74,19 @@
"level_min": 15,
"level_max": 25,
"spawns": [
{"species": "Blazeon", "spawn_rate": 0.5, "min_level": 15, "max_level": 20},
{"species": "Hydrox", "spawn_rate": 0.3, "min_level": 16, "max_level": 22},
{"species": "Rocky", "spawn_rate": 0.2, "min_level": 18, "max_level": 25}
{"species": "Blazeon", "spawn_rate": 0.22, "min_level": 15, "max_level": 20},
{"species": "Hydrox", "spawn_rate": 0.18, "min_level": 16, "max_level": 22},
{"species": "Rocky", "spawn_rate": 0.13, "min_level": 18, "max_level": 25},
{"species": "Scorchclaw", "spawn_rate": 0.07, "min_level": 15, "max_level": 18},
{"species": "Tidalfin", "spawn_rate": 0.07, "min_level": 16, "max_level": 19},
{"species": "Infernowyrm", "spawn_rate": 0.05, "min_level": 20, "max_level": 25},
{"species": "Abyssal", "spawn_rate": 0.05, "min_level": 20, "max_level": 25},
{"species": "Thornking", "spawn_rate": 0.05, "min_level": 20, "max_level": 25},
{"species": "Stormcaller", "spawn_rate": 0.05, "min_level": 20, "max_level": 25},
{"species": "Steamvent", "spawn_rate": 0.04, "min_level": 19, "max_level": 23},
{"species": "Mountainlord", "spawn_rate": 0.03, "min_level": 22, "max_level": 25},
{"species": "Glaciarch", "spawn_rate": 0.03, "min_level": 22, "max_level": 25},
{"species": "Harmonix", "spawn_rate": 0.03, "min_level": 18, "max_level": 22}
]
}
]

View file

@ -8,7 +8,8 @@
"base_defense": 43,
"base_speed": 65,
"evolution_level": null,
"rarity": 1
"rarity": 1,
"emoji": "🔥"
},
{
"name": "Aqua",
@ -19,7 +20,8 @@
"base_defense": 65,
"base_speed": 43,
"evolution_level": null,
"rarity": 1
"rarity": 1,
"emoji": "💧"
},
{
"name": "Leafy",
@ -30,7 +32,8 @@
"base_defense": 49,
"base_speed": 45,
"evolution_level": null,
"rarity": 1
"rarity": 1,
"emoji": "🍃"
},
{
"name": "Sparky",
@ -41,7 +44,8 @@
"base_defense": 40,
"base_speed": 90,
"evolution_level": null,
"rarity": 2
"rarity": 2,
"emoji": "⚡"
},
{
"name": "Rocky",
@ -52,7 +56,8 @@
"base_defense": 100,
"base_speed": 25,
"evolution_level": null,
"rarity": 2
"rarity": 2,
"emoji": "🗿"
},
{
"name": "Blazeon",
@ -63,7 +68,8 @@
"base_defense": 60,
"base_speed": 95,
"evolution_level": null,
"rarity": 3
"rarity": 3,
"emoji": "🌋"
},
{
"name": "Hydrox",
@ -74,6 +80,319 @@
"base_defense": 90,
"base_speed": 60,
"evolution_level": null,
"rarity": 3
"rarity": 3,
"emoji": "🌊"
},
{
"name": "Vinewrap",
"type1": "Grass",
"type2": null,
"base_hp": 55,
"base_attack": 45,
"base_defense": 70,
"base_speed": 40,
"evolution_level": null,
"rarity": 2,
"emoji": "🌿"
},
{
"name": "Bloomtail",
"type1": "Grass",
"type2": null,
"base_hp": 60,
"base_attack": 70,
"base_defense": 50,
"base_speed": 80,
"evolution_level": null,
"rarity": 2,
"emoji": "🌺"
},
{
"name": "Ember",
"type1": "Fire",
"type2": null,
"base_hp": 42,
"base_attack": 50,
"base_defense": 40,
"base_speed": 68,
"evolution_level": null,
"rarity": 1,
"emoji": "✨"
},
{
"name": "Scorchclaw",
"type1": "Fire",
"type2": null,
"base_hp": 55,
"base_attack": 75,
"base_defense": 55,
"base_speed": 70,
"evolution_level": null,
"rarity": 2,
"emoji": "🐱"
},
{
"name": "Infernowyrm",
"type1": "Fire",
"type2": null,
"base_hp": 90,
"base_attack": 120,
"base_defense": 75,
"base_speed": 85,
"evolution_level": null,
"rarity": 4,
"emoji": "🐉"
},
{
"name": "Bubblin",
"type1": "Water",
"type2": null,
"base_hp": 48,
"base_attack": 40,
"base_defense": 60,
"base_speed": 52,
"evolution_level": null,
"rarity": 1,
"emoji": "🫧"
},
{
"name": "Tidalfin",
"type1": "Water",
"type2": null,
"base_hp": 65,
"base_attack": 60,
"base_defense": 70,
"base_speed": 80,
"evolution_level": null,
"rarity": 2,
"emoji": "🐬"
},
{
"name": "Abyssal",
"type1": "Water",
"type2": null,
"base_hp": 100,
"base_attack": 85,
"base_defense": 110,
"base_speed": 55,
"evolution_level": null,
"rarity": 4,
"emoji": "🐙"
},
{
"name": "Seedling",
"type1": "Grass",
"type2": null,
"base_hp": 40,
"base_attack": 35,
"base_defense": 50,
"base_speed": 40,
"evolution_level": null,
"rarity": 1,
"emoji": "🌱"
},
{
"name": "Fernwhisk",
"type1": "Grass",
"type2": null,
"base_hp": 50,
"base_attack": 55,
"base_defense": 65,
"base_speed": 75,
"evolution_level": null,
"rarity": 2,
"emoji": "🌾"
},
{
"name": "Thornking",
"type1": "Grass",
"type2": null,
"base_hp": 85,
"base_attack": 95,
"base_defense": 120,
"base_speed": 50,
"evolution_level": null,
"rarity": 4,
"emoji": "👑"
},
{
"name": "Zapper",
"type1": "Electric",
"type2": null,
"base_hp": 30,
"base_attack": 45,
"base_defense": 35,
"base_speed": 95,
"evolution_level": null,
"rarity": 1,
"emoji": "🐭"
},
{
"name": "Voltmane",
"type1": "Electric",
"type2": null,
"base_hp": 60,
"base_attack": 85,
"base_defense": 50,
"base_speed": 110,
"evolution_level": null,
"rarity": 3,
"emoji": "🐎"
},
{
"name": "Stormcaller",
"type1": "Electric",
"type2": null,
"base_hp": 75,
"base_attack": 130,
"base_defense": 60,
"base_speed": 125,
"evolution_level": null,
"rarity": 4,
"emoji": "🦅"
},
{
"name": "Pebble",
"type1": "Rock",
"type2": null,
"base_hp": 45,
"base_attack": 60,
"base_defense": 80,
"base_speed": 20,
"evolution_level": null,
"rarity": 1,
"emoji": "🪨"
},
{
"name": "Crystalback",
"type1": "Rock",
"type2": null,
"base_hp": 70,
"base_attack": 90,
"base_defense": 130,
"base_speed": 35,
"evolution_level": null,
"rarity": 3,
"emoji": "🐢"
},
{
"name": "Mountainlord",
"type1": "Rock",
"type2": null,
"base_hp": 120,
"base_attack": 110,
"base_defense": 150,
"base_speed": 20,
"evolution_level": null,
"rarity": 4,
"emoji": "⛰️"
},
{
"name": "Snowball",
"type1": "Ice",
"type2": null,
"base_hp": 40,
"base_attack": 35,
"base_defense": 55,
"base_speed": 45,
"evolution_level": null,
"rarity": 1,
"emoji": "☃️"
},
{
"name": "Frostbite",
"type1": "Ice",
"type2": null,
"base_hp": 55,
"base_attack": 65,
"base_defense": 70,
"base_speed": 85,
"evolution_level": null,
"rarity": 2,
"emoji": "🦨"
},
{
"name": "Glaciarch",
"type1": "Ice",
"type2": null,
"base_hp": 95,
"base_attack": 80,
"base_defense": 130,
"base_speed": 45,
"evolution_level": null,
"rarity": 4,
"emoji": "❄️"
},
{
"name": "Furry",
"type1": "Normal",
"type2": null,
"base_hp": 50,
"base_attack": 45,
"base_defense": 45,
"base_speed": 60,
"evolution_level": null,
"rarity": 1,
"emoji": "🐹"
},
{
"name": "Swiftpaw",
"type1": "Normal",
"type2": null,
"base_hp": 55,
"base_attack": 70,
"base_defense": 50,
"base_speed": 100,
"evolution_level": null,
"rarity": 2,
"emoji": "🐺"
},
{
"name": "Harmonix",
"type1": "Normal",
"type2": null,
"base_hp": 80,
"base_attack": 75,
"base_defense": 75,
"base_speed": 80,
"evolution_level": null,
"rarity": 3,
"emoji": "🎵"
},
{
"name": "Steamvent",
"type1": "Water",
"type2": "Fire",
"base_hp": 65,
"base_attack": 80,
"base_defense": 70,
"base_speed": 75,
"evolution_level": null,
"rarity": 3,
"emoji": "💨"
},
{
"name": "Mossrock",
"type1": "Grass",
"type2": "Rock",
"base_hp": 70,
"base_attack": 65,
"base_defense": 100,
"base_speed": 40,
"evolution_level": null,
"rarity": 3,
"emoji": "🍄"
},
{
"name": "Frostleaf",
"type1": "Ice",
"type2": "Grass",
"base_hp": 60,
"base_attack": 55,
"base_defense": 85,
"base_speed": 65,
"evolution_level": null,
"rarity": 3,
"emoji": "🧊"
}
]

View file

@ -1,36 +1,36 @@
{
"weather_types": {
"Sunny": {
"sunny": {
"description": "Bright sunshine increases Fire and Grass-type spawns",
"spawn_modifier": 1.5,
"affected_types": ["Fire", "Grass"],
"duration_minutes": [60, 120]
},
"Rainy": {
"rainy": {
"description": "Heavy rain boosts Water-type spawns significantly",
"spawn_modifier": 2.0,
"affected_types": ["Water"],
"duration_minutes": [45, 90]
},
"Thunderstorm": {
"storm": {
"description": "Electric storms double Electric-type spawn rates",
"spawn_modifier": 2.0,
"affected_types": ["Electric"],
"duration_minutes": [30, 60]
},
"Blizzard": {
"blizzard": {
"description": "Harsh snowstorm increases Ice and Water-type spawns",
"spawn_modifier": 1.7,
"affected_types": ["Ice", "Water"],
"duration_minutes": [60, 120]
},
"Earthquake": {
"earthquake": {
"description": "Ground tremors bring Rock-type pets to the surface",
"spawn_modifier": 1.8,
"affected_types": ["Rock"],
"duration_minutes": [30, 90]
},
"Calm": {
"calm": {
"description": "Perfect weather with normal spawn rates",
"spawn_modifier": 1.0,
"affected_types": [],
@ -38,11 +38,11 @@
}
},
"location_weather_chances": {
"Starter Town": ["Sunny", "Calm", "Rainy"],
"Whispering Woods": ["Sunny", "Rainy", "Calm"],
"Electric Canyon": ["Thunderstorm", "Sunny", "Calm"],
"Crystal Caves": ["Earthquake", "Calm"],
"Frozen Tundra": ["Blizzard", "Calm"],
"Dragon's Peak": ["Thunderstorm", "Sunny", "Calm"]
"Starter Town": ["sunny", "calm", "rainy"],
"Whispering Woods": ["sunny", "rainy", "calm"],
"Electric Canyon": ["storm", "sunny", "calm"],
"Crystal Caves": ["earthquake", "calm"],
"Frozen Tundra": ["blizzard", "calm"],
"Dragon's Peak": ["storm", "sunny", "calm"]
}
}

111
git_push.sh Executable file
View file

@ -0,0 +1,111 @@
#!/bin/bash
# Smart Git Push Script - Token-efficient commits
# Usage: ./git_push.sh [optional custom message]
set -e # Exit on any error
# Create log file with timestamp
LOG_FILE="git_push.log"
echo "=== Git Push Log - $(date) ===" >> "$LOG_FILE"
# Colors for output
GREEN='\033[0;32m'
BLUE='\033[0;34m'
RED='\033[0;31m'
NC='\033[0m' # No Color
echo -e "${BLUE}🚀 Smart Git Push${NC}"
# Check if we're in a git repo
if ! git rev-parse --git-dir > /dev/null 2>&1; then
echo -e "${RED}❌ Not in a git repository${NC}"
echo "ERROR: Not in a git repository" >> "$LOG_FILE"
exit 1
fi
# Check if there are any changes (including untracked files)
if git diff --quiet && git diff --staged --quiet && [ -z "$(git ls-files --others --exclude-standard)" ]; then
echo -e "${GREEN}✅ No changes to commit${NC}"
echo "INFO: No changes to commit" >> "$LOG_FILE"
exit 0
fi
# Auto-detect change types (include untracked files)
MODIFIED_FILES=$(git diff --name-only HEAD 2>/dev/null; git diff --name-only --staged 2>/dev/null; git ls-files --others --exclude-standard 2>/dev/null | head -10)
CHANGE_TYPES=()
if echo "$MODIFIED_FILES" | grep -q "\.py$"; then
CHANGE_TYPES+=("Python code")
fi
if echo "$MODIFIED_FILES" | grep -q "webserver\.py\|\.html$\|\.css$"; then
CHANGE_TYPES+=("web interface")
fi
if echo "$MODIFIED_FILES" | grep -q "database\.py\|\.sql$"; then
CHANGE_TYPES+=("database")
fi
if echo "$MODIFIED_FILES" | grep -q "modules/"; then
CHANGE_TYPES+=("bot modules")
fi
if echo "$MODIFIED_FILES" | grep -q "\.json$\|config/"; then
CHANGE_TYPES+=("configuration")
fi
if echo "$MODIFIED_FILES" | grep -q "\.md$\|README\|\.txt$"; then
CHANGE_TYPES+=("documentation")
fi
if echo "$MODIFIED_FILES" | grep -q "\.sh$\|\.py$" && echo "$MODIFIED_FILES" | grep -q "test\|fix\|bug"; then
CHANGE_TYPES+=("bug fixes")
fi
# Generate commit message
if [ $# -gt 0 ]; then
# Use provided message
COMMIT_MSG="$*"
else
# Auto-generate message
if [ ${#CHANGE_TYPES[@]} -eq 0 ]; then
COMMIT_MSG="Update project files"
elif [ ${#CHANGE_TYPES[@]} -eq 1 ]; then
COMMIT_MSG="Update ${CHANGE_TYPES[0]}"
else
# Join array elements with commas
IFS=', '
COMMIT_MSG="Update ${CHANGE_TYPES[*]}"
unset IFS
fi
# Add timestamp for auto-generated messages
COMMIT_MSG="$COMMIT_MSG - $(date '+%Y-%m-%d %H:%M')"
fi
# Add footer
COMMIT_MSG="$COMMIT_MSG
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>"
# Log the operation details
echo "Files changed: $MODIFIED_FILES" >> "$LOG_FILE"
echo "Commit message: $COMMIT_MSG" >> "$LOG_FILE"
# Stage all changes
echo -e "${BLUE}📦 Staging changes...${NC}"
git add . 2>> "$LOG_FILE"
# Commit
echo -e "${BLUE}💾 Committing...${NC}"
git commit -m "$COMMIT_MSG" >> "$LOG_FILE" 2>&1
# Push
echo -e "${BLUE}⬆️ Pushing to origin...${NC}"
git push origin main >> "$LOG_FILE" 2>&1
echo -e "${GREEN}✅ Successfully pushed to git!${NC}"
# Show summary (minimal)
CHANGED_COUNT=$(echo "$MODIFIED_FILES" | wc -l)
echo -e "${GREEN}📊 Pushed $CHANGED_COUNT file(s)${NC}"
# Log success
echo "SUCCESS: Push completed at $(date)" >> "$LOG_FILE"
echo "" >> "$LOG_FILE"

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#!/usr/bin/env python3
"""
PetBot Prerequisites Installation Script
This script installs all required Python packages and dependencies for running PetBot.
"""
import subprocess
import sys
import os
import importlib.util
from pathlib import Path
def print_header():
"""Print installation header."""
print("=" * 60)
print("🐾 PetBot Prerequisites Installation Script")
print("=" * 60)
print()
def check_python_version():
"""Check if Python version is compatible."""
print("🔍 Checking Python version...")
version = sys.version_info
required_major = 3
required_minor = 7
if version.major < required_major or (version.major == required_major and version.minor < required_minor):
print(f"❌ Python {required_major}.{required_minor}+ required. Current version: {version.major}.{version.minor}.{version.micro}")
print("Please upgrade Python and try again.")
return False
print(f"✅ Python {version.major}.{version.minor}.{version.micro} is compatible")
return True
def check_pip_available():
"""Check if pip is available."""
print("\n🔍 Checking pip availability...")
try:
import pip
print("✅ pip is available")
return True
except ImportError:
pass
# Try alternative ways to check pip
try:
result = subprocess.run([sys.executable, "-m", "pip", "--version"],
capture_output=True, text=True, check=True)
print(f"✅ pip is available: {result.stdout.strip()}")
return True
except (subprocess.CalledProcessError, FileNotFoundError):
print("❌ pip is not available")
print("Please install pip first:")
print(" - On Ubuntu/Debian: sudo apt install python3-pip")
print(" - On CentOS/RHEL: sudo yum install python3-pip")
print(" - On macOS: brew install python3")
return False
def check_package_installed(package_name):
"""Check if a package is already installed."""
try:
importlib.import_module(package_name)
return True
except ImportError:
return False
def install_package(package_spec):
"""Install a package using pip."""
print(f"📦 Installing {package_spec}...")
try:
result = subprocess.run([
sys.executable, "-m", "pip", "install", package_spec
], capture_output=True, text=True, check=True)
print(f"✅ Successfully installed {package_spec}")
return True
except subprocess.CalledProcessError as e:
print(f"❌ Failed to install {package_spec}")
print(f"Error output: {e.stderr}")
return False
def install_requirements():
"""Install packages from requirements.txt if it exists."""
print("\n📋 Installing packages from requirements.txt...")
requirements_file = Path("requirements.txt")
if not requirements_file.exists():
print("❌ requirements.txt not found")
return False
try:
result = subprocess.run([
sys.executable, "-m", "pip", "install", "-r", "requirements.txt"
], capture_output=True, text=True, check=True)
print("✅ Successfully installed packages from requirements.txt")
return True
except subprocess.CalledProcessError as e:
print("❌ Failed to install from requirements.txt")
print(f"Error output: {e.stderr}")
return False
def install_individual_packages():
"""Install individual packages if requirements.txt fails."""
print("\n📦 Installing individual packages...")
packages = [
("irc", "irc>=20.3.0", "IRC client library"),
("aiosqlite", "aiosqlite>=0.19.0", "Async SQLite database interface"),
("dotenv", "python-dotenv>=1.0.0", "Environment variable loading")
]
results = []
for import_name, package_spec, description in packages:
print(f"\n🔍 Checking {import_name} ({description})...")
if check_package_installed(import_name):
print(f"{import_name} is already installed")
results.append(True)
else:
print(f"{import_name} is not installed")
success = install_package(package_spec)
results.append(success)
return all(results)
def verify_installation():
"""Verify that all required packages are installed correctly."""
print("\n🔍 Verifying installation...")
test_imports = [
("irc", "IRC client library"),
("aiosqlite", "Async SQLite database"),
("dotenv", "Environment variable loading"),
("asyncio", "Async programming (built-in)"),
("sqlite3", "SQLite database (built-in)"),
("json", "JSON handling (built-in)"),
("socket", "Network communication (built-in)"),
("threading", "Threading (built-in)")
]
all_good = True
for module_name, description in test_imports:
try:
importlib.import_module(module_name)
print(f"{module_name}: {description}")
except ImportError as e:
print(f"{module_name}: {description} - {e}")
all_good = False
return all_good
def check_directory_structure():
"""Check if we're in the correct directory and required files exist."""
print("\n🔍 Checking directory structure...")
required_files = [
"requirements.txt",
"src/database.py",
"src/game_engine.py",
"src/bot.py",
"webserver.py",
"run_bot_debug.py"
]
missing_files = []
for file_path in required_files:
if not Path(file_path).exists():
missing_files.append(file_path)
if missing_files:
print("❌ Missing required files:")
for file_path in missing_files:
print(f" - {file_path}")
print("\nPlease make sure you're running this script from the PetBot project directory.")
return False
print("✅ All required files found")
return True
def create_data_directory():
"""Create data directory if it doesn't exist."""
print("\n🔍 Checking data directory...")
data_dir = Path("data")
if not data_dir.exists():
try:
data_dir.mkdir()
print("✅ Created data directory")
except Exception as e:
print(f"❌ Failed to create data directory: {e}")
return False
else:
print("✅ Data directory already exists")
return True
def create_backups_directory():
"""Create backups directory if it doesn't exist."""
print("\n🔍 Checking backups directory...")
backups_dir = Path("backups")
if not backups_dir.exists():
try:
backups_dir.mkdir()
print("✅ Created backups directory")
except Exception as e:
print(f"❌ Failed to create backups directory: {e}")
return False
else:
print("✅ Backups directory already exists")
return True
def test_basic_imports():
"""Test basic functionality by importing key modules."""
print("\n🧪 Testing basic imports...")
try:
# Test database import
sys.path.append(os.path.dirname(os.path.abspath(__file__)))
from src.database import Database
print("✅ Database module imports successfully")
# Test connection manager import
from src.irc_connection_manager import IRCConnectionManager
print("✅ IRC connection manager imports successfully")
# Test backup manager import
from src.backup_manager import BackupManager
print("✅ Backup manager imports successfully")
return True
except ImportError as e:
print(f"❌ Import test failed: {e}")
return False
def show_next_steps():
"""Show next steps after successful installation."""
print("\n🎉 Installation completed successfully!")
print("\n📋 Next steps:")
print("1. Review and update configuration files in the config/ directory")
print("2. Test the bot with: python3 run_bot_debug.py")
print("3. Or use the new reconnection system: python3 run_bot_with_reconnect.py")
print("4. Check the web interface at: http://localhost:8080")
print("5. Review CLAUDE.md for development guidelines")
print("\n🔧 Available test commands:")
print(" python3 test_backup_simple.py - Test backup system")
print(" python3 test_reconnection.py - Test IRC reconnection")
print("\n📚 Documentation:")
print(" README.md - Project overview")
print(" CLAUDE.md - Development guide")
print(" TODO.md - Current status")
print(" issues.txt - Security audit findings")
print(" BACKUP_SYSTEM_INTEGRATION.md - Backup system guide")
def main():
"""Main installation function."""
print_header()
# Check prerequisites
if not check_python_version():
return False
if not check_pip_available():
return False
if not check_directory_structure():
return False
# Create directories
if not create_data_directory():
return False
if not create_backups_directory():
return False
# Install packages
success = install_requirements()
if not success:
print("\n⚠️ requirements.txt installation failed, trying individual packages...")
success = install_individual_packages()
if not success:
print("\n❌ Package installation failed")
return False
# Verify installation
if not verify_installation():
print("\n❌ Installation verification failed")
return False
# Test imports
if not test_basic_imports():
print("\n❌ Basic import tests failed")
return False
# Show next steps
show_next_steps()
return True
if __name__ == "__main__":
try:
success = main()
if success:
print("\n✅ PetBot prerequisites installation completed successfully!")
sys.exit(0)
else:
print("\n❌ Installation failed. Please check the errors above.")
sys.exit(1)
except KeyboardInterrupt:
print("\n🛑 Installation interrupted by user")
sys.exit(1)
except Exception as e:
print(f"\n💥 Unexpected error: {e}")
import traceback
traceback.print_exc()
sys.exit(1)

257
install_prerequisites.sh Executable file
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#!/bin/bash
# PetBot Prerequisites Installation Script (Shell Version)
# This script installs all required packages and sets up the environment
set -e # Exit on any error
echo "============================================================"
echo "🐾 PetBot Prerequisites Installation Script (Shell Version)"
echo "============================================================"
echo
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[0;33m'
BLUE='\033[0;34m'
NC='\033[0m' # No Color
# Function to print colored output
print_status() {
echo -e "${GREEN}${NC} $1"
}
print_error() {
echo -e "${RED}${NC} $1"
}
print_warning() {
echo -e "${YELLOW}⚠️${NC} $1"
}
print_info() {
echo -e "${BLUE}${NC} $1"
}
# Check if we're in the right directory
echo "🔍 Checking directory structure..."
if [ ! -f "requirements.txt" ] || [ ! -f "src/database.py" ] || [ ! -f "webserver.py" ]; then
print_error "Required files not found. Please run this script from the PetBot project directory."
exit 1
fi
print_status "Directory structure is correct"
# Check Python version
echo
echo "🔍 Checking Python version..."
python_version=$(python3 --version 2>&1)
if [ $? -ne 0 ]; then
print_error "Python 3 is not installed or not in PATH"
print_info "Please install Python 3.7+ and try again"
exit 1
fi
# Extract version numbers
version_string=$(echo "$python_version" | grep -o '[0-9]\+\.[0-9]\+\.[0-9]\+')
major=$(echo "$version_string" | cut -d'.' -f1)
minor=$(echo "$version_string" | cut -d'.' -f2)
if [ "$major" -lt 3 ] || ([ "$major" -eq 3 ] && [ "$minor" -lt 7 ]); then
print_error "Python 3.7+ required. Current version: $python_version"
exit 1
fi
print_status "Python version is compatible: $python_version"
# Check pip availability
echo
echo "🔍 Checking pip availability..."
if ! command -v pip3 &> /dev/null; then
if ! python3 -m pip --version &> /dev/null; then
print_error "pip is not available"
print_info "Install pip with:"
print_info " Ubuntu/Debian: sudo apt install python3-pip"
print_info " CentOS/RHEL: sudo yum install python3-pip"
print_info " macOS: brew install python3"
exit 1
fi
PIP_CMD="python3 -m pip"
else
PIP_CMD="pip3"
fi
pip_version=$($PIP_CMD --version)
print_status "pip is available: $pip_version"
# Create required directories
echo
echo "🔍 Creating required directories..."
if [ ! -d "data" ]; then
mkdir -p data
print_status "Created data directory"
else
print_status "Data directory already exists"
fi
if [ ! -d "backups" ]; then
mkdir -p backups
print_status "Created backups directory"
else
print_status "Backups directory already exists"
fi
if [ ! -d "logs" ]; then
mkdir -p logs
print_status "Created logs directory"
else
print_status "Logs directory already exists"
fi
# Install packages from requirements.txt
echo
echo "📦 Installing packages from requirements.txt..."
if $PIP_CMD install -r requirements.txt; then
print_status "Successfully installed packages from requirements.txt"
else
print_error "Failed to install from requirements.txt"
echo
echo "📦 Trying individual package installation..."
# Try individual packages
packages=(
"irc>=20.3.0"
"aiosqlite>=0.19.0"
"python-dotenv>=1.0.0"
)
failed_packages=()
for package in "${packages[@]}"; do
echo "Installing $package..."
if $PIP_CMD install "$package"; then
print_status "Successfully installed $package"
else
print_error "Failed to install $package"
failed_packages+=("$package")
fi
done
if [ ${#failed_packages[@]} -gt 0 ]; then
print_error "Failed to install the following packages:"
for package in "${failed_packages[@]}"; do
echo " - $package"
done
exit 1
fi
fi
# Verify installation
echo
echo "🔍 Verifying installation..."
# List of modules to test
modules=(
"irc:IRC client library"
"aiosqlite:Async SQLite database"
"dotenv:Environment variable loading"
"asyncio:Async programming (built-in)"
"sqlite3:SQLite database (built-in)"
"json:JSON handling (built-in)"
"socket:Network communication (built-in)"
"threading:Threading (built-in)"
)
failed_imports=()
for module_info in "${modules[@]}"; do
module=$(echo "$module_info" | cut -d':' -f1)
description=$(echo "$module_info" | cut -d':' -f2)
if python3 -c "import $module" 2>/dev/null; then
print_status "$module: $description"
else
print_error "$module: $description - Import failed"
failed_imports+=("$module")
fi
done
if [ ${#failed_imports[@]} -gt 0 ]; then
print_error "Some modules failed to import:"
for module in "${failed_imports[@]}"; do
echo " - $module"
done
exit 1
fi
# Test basic project imports
echo
echo "🧪 Testing project imports..."
if python3 -c "
import sys
import os
sys.path.append(os.path.dirname(os.path.abspath('.')))
from src.database import Database
from src.irc_connection_manager import IRCConnectionManager
from src.backup_manager import BackupManager
print('All project imports successful')
" 2>/dev/null; then
print_status "Project imports successful"
else
print_error "Project imports failed"
print_info "This might be due to missing dependencies or path issues"
exit 1
fi
# Check for optional system dependencies
echo
echo "🔍 Checking optional system dependencies..."
if command -v git &> /dev/null; then
print_status "Git is available"
else
print_warning "Git is not available (optional for development)"
fi
if command -v curl &> /dev/null; then
print_status "curl is available"
else
print_warning "curl is not available (optional for testing)"
fi
# Make scripts executable
echo
echo "🔧 Making scripts executable..."
chmod +x install_prerequisites.py
chmod +x run_bot_debug.py
chmod +x run_bot_with_reconnect.py
chmod +x test_backup_simple.py
chmod +x test_reconnection.py
print_status "Made scripts executable"
# Show summary
echo
echo "🎉 Installation completed successfully!"
echo
echo "📋 Next steps:"
echo "1. Review and update configuration files in the config/ directory"
echo "2. Test the bot with: python3 run_bot_debug.py"
echo "3. Or use the new reconnection system: python3 run_bot_with_reconnect.py"
echo "4. Check the web interface at: http://localhost:8080"
echo "5. Review CLAUDE.md for development guidelines"
echo
echo "🔧 Available test commands:"
echo " python3 test_backup_simple.py - Test backup system"
echo " python3 test_reconnection.py - Test IRC reconnection"
echo
echo "📚 Documentation:"
echo " README.md - Project overview"
echo " CLAUDE.md - Development guide"
echo " TODO.md - Current status"
echo " issues.txt - Security audit findings"
echo " BACKUP_SYSTEM_INTEGRATION.md - Backup system guide"
echo
echo "🚀 You're ready to run PetBot!"
echo "✅ All prerequisites have been installed successfully!"

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#!/usr/bin/env python3
"""
PetBot Prerequisites Installation Script (Fixed for externally-managed-environment)
This script handles the externally-managed-environment error by using virtual environments.
"""
import subprocess
import sys
import os
import importlib.util
import venv
from pathlib import Path
def print_header():
"""Print installation header."""
print("=" * 60)
print("🐾 PetBot Prerequisites Installation Script (Fixed)")
print("=" * 60)
print()
def check_python_version():
"""Check if Python version is compatible."""
print("🔍 Checking Python version...")
version = sys.version_info
required_major = 3
required_minor = 7
if version.major < required_major or (version.major == required_major and version.minor < required_minor):
print(f"❌ Python {required_major}.{required_minor}+ required. Current version: {version.major}.{version.minor}.{version.micro}")
print("Please upgrade Python and try again.")
return False
print(f"✅ Python {version.major}.{version.minor}.{version.micro} is compatible")
return True
def check_venv_available():
"""Check if venv module is available."""
print("\n🔍 Checking venv availability...")
try:
import venv
print("✅ venv module is available")
return True
except ImportError:
print("❌ venv module is not available")
print("Please install python3-venv:")
print(" Ubuntu/Debian: sudo apt install python3-venv")
print(" CentOS/RHEL: sudo yum install python3-venv")
return False
def create_virtual_environment():
"""Create a virtual environment for the project."""
print("\n🔧 Creating virtual environment...")
venv_path = Path("venv")
if venv_path.exists():
print("✅ Virtual environment already exists")
return str(venv_path)
try:
venv.create(venv_path, with_pip=True)
print("✅ Virtual environment created successfully")
return str(venv_path)
except Exception as e:
print(f"❌ Failed to create virtual environment: {e}")
return None
def get_venv_python_path(venv_path):
"""Get the Python executable path in the virtual environment."""
if os.name == 'nt': # Windows
return os.path.join(venv_path, 'Scripts', 'python.exe')
else: # Linux/macOS
return os.path.join(venv_path, 'bin', 'python')
def get_venv_pip_path(venv_path):
"""Get the pip executable path in the virtual environment."""
if os.name == 'nt': # Windows
return os.path.join(venv_path, 'Scripts', 'pip.exe')
else: # Linux/macOS
return os.path.join(venv_path, 'bin', 'pip')
def install_packages_in_venv(venv_path):
"""Install packages in the virtual environment."""
print("\n📦 Installing packages in virtual environment...")
venv_pip = get_venv_pip_path(venv_path)
if not os.path.exists(venv_pip):
print("❌ pip not found in virtual environment")
return False
# Upgrade pip first
print("🔄 Upgrading pip...")
try:
subprocess.run([venv_pip, "install", "--upgrade", "pip"], check=True, capture_output=True)
print("✅ pip upgraded successfully")
except subprocess.CalledProcessError as e:
print(f"⚠️ pip upgrade failed: {e}")
# Install from requirements.txt
requirements_file = Path("requirements.txt")
if requirements_file.exists():
print("📋 Installing from requirements.txt...")
try:
result = subprocess.run([venv_pip, "install", "-r", "requirements.txt"],
check=True, capture_output=True, text=True)
print("✅ Successfully installed packages from requirements.txt")
return True
except subprocess.CalledProcessError as e:
print(f"❌ Failed to install from requirements.txt: {e.stderr}")
# Install individual packages
print("📦 Installing individual packages...")
packages = [
"irc>=20.3.0",
"aiosqlite>=0.19.0",
"python-dotenv>=1.0.0"
]
success = True
for package in packages:
print(f"Installing {package}...")
try:
subprocess.run([venv_pip, "install", package], check=True, capture_output=True)
print(f"✅ Successfully installed {package}")
except subprocess.CalledProcessError as e:
print(f"❌ Failed to install {package}")
success = False
return success
def verify_installation_in_venv(venv_path):
"""Verify installation in virtual environment."""
print("\n🔍 Verifying installation in virtual environment...")
venv_python = get_venv_python_path(venv_path)
test_modules = [
"irc",
"aiosqlite",
"dotenv",
"asyncio",
"sqlite3",
"json",
"socket"
]
all_good = True
for module in test_modules:
try:
result = subprocess.run([venv_python, "-c", f"import {module}"],
check=True, capture_output=True)
print(f"{module}: Available")
except subprocess.CalledProcessError:
print(f"{module}: Not available")
all_good = False
return all_good
def create_activation_script():
"""Create a script to activate the virtual environment."""
print("\n🔧 Creating activation script...")
activation_script = """#!/bin/bash
# PetBot Virtual Environment Activation Script
echo "🐾 Activating PetBot virtual environment..."
if [ -d "venv" ]; then
source venv/bin/activate
echo "✅ Virtual environment activated"
echo "🚀 You can now run:"
echo " python run_bot_with_reconnect.py"
echo " python test_backup_simple.py"
echo " python test_reconnection.py"
echo ""
echo "💡 To deactivate: deactivate"
else
echo "❌ Virtual environment not found"
echo "Run: python3 install_prerequisites_fixed.py"
fi
"""
try:
with open("activate_petbot.sh", "w") as f:
f.write(activation_script)
os.chmod("activate_petbot.sh", 0o755)
print("✅ Created activate_petbot.sh")
return True
except Exception as e:
print(f"❌ Failed to create activation script: {e}")
return False
def create_run_scripts():
"""Create wrapper scripts that use the virtual environment."""
print("\n🔧 Creating wrapper scripts...")
scripts = {
"run_petbot.sh": """#!/bin/bash
# PetBot Runner Script (uses virtual environment)
if [ -d "venv" ]; then
source venv/bin/activate
echo "🚀 Starting PetBot with auto-reconnect..."
python run_bot_with_reconnect.py
else
echo "❌ Virtual environment not found"
echo "Run: python3 install_prerequisites_fixed.py"
fi
""",
"run_petbot_debug.sh": """#!/bin/bash
# PetBot Debug Runner Script (uses virtual environment)
if [ -d "venv" ]; then
source venv/bin/activate
echo "🚀 Starting PetBot in debug mode..."
python run_bot_debug.py
else
echo "❌ Virtual environment not found"
echo "Run: python3 install_prerequisites_fixed.py"
fi
""",
"test_petbot.sh": """#!/bin/bash
# PetBot Test Script (uses virtual environment)
if [ -d "venv" ]; then
source venv/bin/activate
echo "🧪 Running PetBot tests..."
echo "1. Testing backup system..."
python test_backup_simple.py
echo ""
echo "2. Testing reconnection system..."
python test_reconnection.py
else
echo "❌ Virtual environment not found"
echo "Run: python3 install_prerequisites_fixed.py"
fi
"""
}
success = True
for script_name, script_content in scripts.items():
try:
with open(script_name, "w") as f:
f.write(script_content)
os.chmod(script_name, 0o755)
print(f"✅ Created {script_name}")
except Exception as e:
print(f"❌ Failed to create {script_name}: {e}")
success = False
return success
def create_directories():
"""Create required directories."""
print("\n🔧 Creating required directories...")
directories = ["data", "backups", "logs"]
for directory in directories:
dir_path = Path(directory)
if not dir_path.exists():
try:
dir_path.mkdir()
print(f"✅ Created {directory}/ directory")
except Exception as e:
print(f"❌ Failed to create {directory}/ directory: {e}")
return False
else:
print(f"{directory}/ directory already exists")
return True
def show_usage_instructions():
"""Show usage instructions after installation."""
print("\n🎉 Installation completed successfully!")
print("\n📋 How to use PetBot:")
print("\n🔧 Method 1: Using activation script (recommended)")
print(" ./activate_petbot.sh")
print(" python run_bot_with_reconnect.py")
print("\n🔧 Method 2: Using wrapper scripts")
print(" ./run_petbot.sh # Start bot with auto-reconnect")
print(" ./run_petbot_debug.sh # Start bot in debug mode")
print(" ./test_petbot.sh # Run tests")
print("\n🔧 Method 3: Manual activation")
print(" source venv/bin/activate")
print(" python run_bot_with_reconnect.py")
print(" deactivate # when done")
print("\n📚 Documentation:")
print(" QUICKSTART.md # Quick start guide")
print(" INSTALLATION.md # Detailed installation guide")
print(" CLAUDE.md # Development guidelines")
print("\n🌐 Web Interface:")
print(" http://localhost:8080 # Access after starting bot")
print("\n⚠️ Important Notes:")
print(" - Always activate the virtual environment before running Python scripts")
print(" - Use the wrapper scripts for convenience")
print(" - The virtual environment is in the 'venv' directory")
def main():
"""Main installation function."""
print_header()
# Check prerequisites
if not check_python_version():
return False
if not check_venv_available():
return False
# Create virtual environment
venv_path = create_virtual_environment()
if not venv_path:
return False
# Install packages in virtual environment
if not install_packages_in_venv(venv_path):
print("\n❌ Package installation failed")
return False
# Verify installation
if not verify_installation_in_venv(venv_path):
print("\n❌ Installation verification failed")
return False
# Create directories
if not create_directories():
return False
# Create helper scripts
if not create_activation_script():
return False
if not create_run_scripts():
return False
# Show usage instructions
show_usage_instructions()
return True
if __name__ == "__main__":
try:
success = main()
if success:
print("\n✅ PetBot virtual environment setup completed successfully!")
print("🚀 Use './run_petbot.sh' to start the bot")
sys.exit(0)
else:
print("\n❌ Installation failed. Please check the errors above.")
sys.exit(1)
except KeyboardInterrupt:
print("\n🛑 Installation interrupted by user")
sys.exit(1)
except Exception as e:
print(f"\n💥 Unexpected error: {e}")
import traceback
traceback.print_exc()
sys.exit(1)

200
install_prerequisites_simple.sh Executable file
View file

@ -0,0 +1,200 @@
#!/bin/bash
# PetBot Prerequisites Installation Script (Simple - fixes externally-managed-environment)
set -e # Exit on any error
echo "============================================================"
echo "🐾 PetBot Prerequisites Installation (Simple Fix)"
echo "============================================================"
echo
# Colors
GREEN='\033[0;32m'
RED='\033[0;31m'
YELLOW='\033[0;33m'
NC='\033[0m'
print_success() { echo -e "${GREEN}${NC} $1"; }
print_error() { echo -e "${RED}${NC} $1"; }
print_warning() { echo -e "${YELLOW}⚠️${NC} $1"; }
echo "🔍 Checking Python and venv..."
# Check Python
if ! command -v python3 &> /dev/null; then
print_error "Python 3 is not installed"
exit 1
fi
python_version=$(python3 --version)
print_success "Python available: $python_version"
# Check venv
if ! python3 -c "import venv" 2>/dev/null; then
print_error "python3-venv is not available"
echo "Install with: sudo apt install python3-venv"
exit 1
fi
print_success "venv module is available"
echo
echo "🔧 Setting up virtual environment..."
# Create virtual environment if it doesn't exist
if [ ! -d "venv" ]; then
python3 -m venv venv
print_success "Virtual environment created"
else
print_success "Virtual environment already exists"
fi
# Activate virtual environment
source venv/bin/activate
print_success "Virtual environment activated"
echo
echo "📦 Installing packages in virtual environment..."
# Upgrade pip
pip install --upgrade pip
# Install packages
if [ -f "requirements.txt" ]; then
pip install -r requirements.txt
print_success "Installed from requirements.txt"
else
# Install individual packages
pip install "irc>=20.3.0" "aiosqlite>=0.19.0" "python-dotenv>=1.0.0"
print_success "Installed individual packages"
fi
echo
echo "🔍 Verifying installation..."
# Test imports
python -c "import irc, aiosqlite, dotenv, asyncio, sqlite3; print('All modules imported successfully')"
print_success "All required modules are available"
echo
echo "🔧 Creating directories..."
# Create required directories
mkdir -p data backups logs
print_success "Created required directories"
echo
echo "🔧 Creating helper scripts..."
# Create activation script
cat > activate_petbot.sh << 'EOF'
#!/bin/bash
echo "🐾 Activating PetBot virtual environment..."
if [ -d "venv" ]; then
source venv/bin/activate
echo "✅ Virtual environment activated"
echo "🚀 You can now run:"
echo " python run_bot_with_reconnect.py"
echo " python test_backup_simple.py"
echo " python test_reconnection.py"
echo ""
echo "💡 To deactivate: deactivate"
else
echo "❌ Virtual environment not found"
fi
EOF
# Create run script
cat > run_petbot.sh << 'EOF'
#!/bin/bash
if [ -d "venv" ]; then
source venv/bin/activate
echo "🚀 Starting PetBot with auto-reconnect..."
python run_bot_with_reconnect.py
else
echo "❌ Virtual environment not found"
echo "Run: ./install_prerequisites_simple.sh"
fi
EOF
# Create debug run script
cat > run_petbot_debug.sh << 'EOF'
#!/bin/bash
if [ -d "venv" ]; then
source venv/bin/activate
echo "🚀 Starting PetBot in debug mode..."
python run_bot_debug.py
else
echo "❌ Virtual environment not found"
echo "Run: ./install_prerequisites_simple.sh"
fi
EOF
# Create test script
cat > test_petbot.sh << 'EOF'
#!/bin/bash
if [ -d "venv" ]; then
source venv/bin/activate
echo "🧪 Running PetBot tests..."
echo "1. Testing backup system..."
python test_backup_simple.py
echo
echo "2. Testing reconnection system..."
python test_reconnection.py
else
echo "❌ Virtual environment not found"
echo "Run: ./install_prerequisites_simple.sh"
fi
EOF
# Make scripts executable
chmod +x activate_petbot.sh run_petbot.sh run_petbot_debug.sh test_petbot.sh
print_success "Created helper scripts"
echo
echo "🧪 Testing installation..."
# Test basic imports
python -c "
import sys, os
sys.path.append('.')
from src.database import Database
from src.irc_connection_manager import IRCConnectionManager
from src.backup_manager import BackupManager
print('✅ All project modules imported successfully')
"
print_success "Installation test completed"
# Deactivate for clean finish
deactivate
echo
echo "🎉 Installation completed successfully!"
echo
echo "📋 How to use PetBot:"
echo
echo "🔧 Method 1: Using wrapper scripts (recommended)"
echo " ./run_petbot.sh # Start bot with auto-reconnect"
echo " ./run_petbot_debug.sh # Start bot in debug mode"
echo " ./test_petbot.sh # Run tests"
echo
echo "🔧 Method 2: Manual activation"
echo " source venv/bin/activate"
echo " python run_bot_with_reconnect.py"
echo " deactivate # when done"
echo
echo "🔧 Method 3: Using activation helper"
echo " ./activate_petbot.sh"
echo " # Then run commands normally"
echo
echo "🌐 Web Interface:"
echo " http://localhost:8080 # Access after starting bot"
echo
echo "⚠️ Important:"
echo " - Always use the wrapper scripts OR activate venv first"
echo " - The virtual environment is in the 'venv' directory"
echo " - This fixes the externally-managed-environment issue"
echo
echo "✅ Ready to run PetBot!"

264
issues.txt Normal file
View file

@ -0,0 +1,264 @@
PETBOT SECURITY AUDIT - ISSUES REPORT
=====================================
Generated: 2025-01-15
Auditor: Claude Code Assistant
Scope: Complete security audit of PetBot IRC bot and web interface
EXECUTIVE SUMMARY
================
This security audit identified 23 distinct security vulnerabilities across the PetBot application, ranging from critical to low severity. The most concerning issues are Cross-Site Scripting (XSS) vulnerabilities in the web interface, missing security headers, and inadequate access controls.
CRITICAL VULNERABILITIES (5 issues)
===================================
1. CRITICAL: XSS - Direct nickname injection in HTML output
File: webserver.py (lines 1191-1193)
Impact: Arbitrary JavaScript execution
Description: Player nicknames are directly inserted into HTML without escaping
Example: nickname = '"><script>alert("XSS")</script>'
Recommendation: Implement HTML escaping for all user output
2. CRITICAL: XSS - Page title injection
File: webserver.py (lines 2758, 2842, 4608)
Impact: JavaScript execution in page titles
Description: Nicknames inserted directly into <title> tags
Recommendation: Escape all dynamic content in page titles
3. CRITICAL: Missing HTTP security headers
File: webserver.py (entire file)
Impact: XSS, clickjacking, MIME sniffing attacks
Description: No CSP, X-Frame-Options, X-Content-Type-Options headers
Recommendation: Add security headers to all responses
4. CRITICAL: No HTTPS configuration
File: webserver.py (line 4773)
Impact: Data transmitted in plaintext
Description: Server runs HTTP only, no SSL/TLS
Recommendation: Implement HTTPS with valid certificates
5. CRITICAL: No web interface authentication
File: webserver.py (lines 564-588)
Impact: Unauthorized access to all player data
Description: Any user can access any player's profile via URL manipulation
Recommendation: Implement proper authentication and authorization
HIGH SEVERITY VULNERABILITIES (8 issues)
========================================
6. HIGH: XSS - Pet data injection
File: webserver.py (lines 2139-2154)
Impact: JavaScript execution through pet names
Description: Pet nicknames and species names inserted without escaping
Recommendation: Escape all pet data before HTML output
7. HIGH: XSS - Achievement data injection
File: webserver.py (lines 2167-2175)
Impact: JavaScript execution through achievement data
Description: Achievement names and descriptions not escaped
Recommendation: Escape achievement data in HTML output
8. HIGH: XSS - Inventory item injection
File: webserver.py (lines 2207-2214)
Impact: JavaScript execution through item data
Description: Item names and descriptions inserted without escaping
Recommendation: Escape all item data before HTML output
9. HIGH: Path traversal vulnerability
File: webserver.py (lines 564-565, 573-574, 584-585, 587-588)
Impact: Access to unauthorized resources
Description: Direct path extraction without validation
Example: /player/../../../etc/passwd
Recommendation: Implement path validation and sanitization
10. HIGH: SQL injection in reset script
File: reset_players.py (lines 57, 63)
Impact: Arbitrary SQL execution
Description: F-string interpolation in SQL queries
Recommendation: Use parameterized queries or validate table names
11. HIGH: Input validation gaps
File: Multiple modules
Impact: Various injection attacks
Description: Inconsistent input validation across modules
Recommendation: Implement comprehensive input validation
12. HIGH: Admin authentication bypass
File: admin.py (line 18), backup_commands.py (line 58)
Impact: Unauthorized admin access
Description: Hard-coded admin checks vulnerable to IRC spoofing
Recommendation: Implement secure admin authentication
13. HIGH: Information disclosure in error messages
File: webserver.py (lines 1111, 1331, 1643, 1872)
Impact: System information leakage
Description: Detailed error messages expose internal structure
Recommendation: Implement generic error messages for users
MEDIUM SEVERITY VULNERABILITIES (7 issues)
==========================================
14. MEDIUM: XSS - Error message injection
File: webserver.py (lines 1258-1267, 2075-2084, 2030-2039)
Impact: JavaScript execution through error messages
Description: Error messages containing user data not escaped
Recommendation: Escape all error message content
15. MEDIUM: Missing rate limiting
File: webserver.py (entire file)
Impact: Brute force attacks, DoS
Description: No rate limiting on any endpoints
Recommendation: Implement rate limiting especially for PIN verification
16. MEDIUM: Insecure session management
File: webserver.py (entire file)
Impact: Session attacks, CSRF
Description: No session tokens, CSRF protection, or timeouts
Recommendation: Implement proper session management
17. MEDIUM: SQL injection in backup manager
File: backup_manager.py (lines 349, 353)
Impact: Potential SQL execution
Description: F-string usage with table names from sqlite_master
Recommendation: Use proper SQL escaping for dynamic table names
18. MEDIUM: PIN system vulnerabilities
File: team_builder.py, database.py
Impact: Unauthorized team changes
Description: PIN delivery via IRC without additional verification
Recommendation: Enhance PIN system with additional verification
19. MEDIUM: Missing access controls
File: webserver.py (lines 584-588)
Impact: Unauthorized profile access
Description: Team builder accessible by anyone
Recommendation: Implement access control for team builders
20. MEDIUM: Debug information exposure
File: webserver.py (line 2766)
Impact: Information disclosure
Description: Extensive console logging exposes internals
Recommendation: Implement proper logging levels
LOW SEVERITY VULNERABILITIES (3 issues)
=======================================
21. LOW: Server binds to all interfaces
File: webserver.py (line 4773)
Impact: Increased attack surface
Description: Server accessible from all network interfaces
Recommendation: Bind to specific interface if possible
22. LOW: No request size limits
File: webserver.py (entire file)
Impact: DoS attacks
Description: No limits on request size or JSON payload
Recommendation: Implement request size limits
23. LOW: Missing security monitoring
File: webserver.py (entire file)
Impact: Limited attack detection
Description: No access logging or security monitoring
Recommendation: Implement comprehensive security logging
REMEDIATION PRIORITIES
=====================
IMMEDIATE (Critical Issues):
1. Fix XSS vulnerabilities by implementing HTML escaping
2. Add HTTP security headers (CSP, X-Frame-Options, etc.)
3. Implement HTTPS with valid SSL certificates
4. Add basic authentication for web interface
5. Fix path traversal vulnerabilities
HIGH PRIORITY (Within 1 week):
1. Implement input validation and sanitization
2. Fix SQL injection vulnerabilities
3. Enhance admin authentication system
4. Add rate limiting for all endpoints
5. Improve error handling to prevent information disclosure
MEDIUM PRIORITY (Within 1 month):
1. Implement proper session management
2. Add CSRF protection
3. Enhance PIN verification system
4. Implement access controls for all resources
5. Add security logging and monitoring
LOW PRIORITY (Within 3 months):
1. Network security hardening
2. Request size limits
3. Advanced security monitoring
4. Security testing automation
5. Security documentation updates
SECURITY TESTING RECOMMENDATIONS
================================
1. Automated vulnerability scanning
2. Penetration testing by security professionals
3. Code review by security experts
4. Input fuzzing tests
5. Authentication bypass testing
6. Session management testing
7. SQL injection testing
8. XSS testing with various payloads
9. CSRF testing
10. Rate limiting testing
POSITIVE SECURITY PRACTICES FOUND
=================================
1. Consistent use of parameterized SQL queries (prevents SQL injection)
2. PIN verification system uses cryptographically secure random generation
3. Database queries properly use ? placeholders for user input
4. No dangerous functions like eval() or exec() found
5. No system command execution with user input
6. JSON parsing includes proper error handling
7. Input normalization implemented in base module
8. PIN expiration mechanism (10 minutes) implemented
9. Single-use PIN system prevents replay attacks
10. Proper database transaction handling in critical operations
TECHNICAL DEBT CONSIDERATIONS
============================
1. Implement proper templating engine with auto-escaping
2. Add web application firewall (WAF)
3. Implement Content Security Policy (CSP)
4. Add security headers middleware
5. Implement proper logging framework
6. Add security unit tests
7. Implement secure configuration management
8. Add API rate limiting
9. Implement proper error handling framework
10. Add security monitoring and alerting
COMPLIANCE CONSIDERATIONS
========================
1. Data protection: Player data is publicly accessible
2. Access control: No authorization mechanism
3. Encryption: No HTTPS implementation
4. Logging: No security audit logs
5. Authentication: No proper user authentication
CONCLUSION
==========
The PetBot application has significant security vulnerabilities that should be addressed before production deployment. The most critical issues are XSS vulnerabilities and missing authentication controls. However, the application demonstrates good security practices in database operations and PIN generation.
Priority should be given to:
1. Implementing proper input validation and output escaping
2. Adding authentication and authorization mechanisms
3. Securing the web interface with HTTPS and security headers
4. Implementing rate limiting and session management
The development team should establish security practices including:
- Security code reviews
- Automated vulnerability scanning
- Regular security testing
- Security training for developers
- Incident response procedures
This audit provides a comprehensive foundation for improving the security posture of the PetBot application.

View file

@ -7,6 +7,11 @@ from .battle_system import BattleSystem
from .pet_management import PetManagement
from .achievements import Achievements
from .admin import Admin
from .inventory import Inventory
from .gym_battles import GymBattles
from .team_builder import TeamBuilder
from .npc_events import NPCEventsModule
from .backup_commands import BackupCommands
__all__ = [
'CoreCommands',
@ -14,5 +19,10 @@ __all__ = [
'BattleSystem',
'PetManagement',
'Achievements',
'Admin'
'Admin',
'Inventory',
'GymBattles',
'TeamBuilder',
'NPCEventsModule',
'BackupCommands'
]

View file

@ -19,14 +19,12 @@ class Achievements(BaseModule):
if not player:
return
achievements = await self.database.get_player_achievements(player["id"])
# Redirect to web interface for better achievements display
self.send_message(channel, f"🏆 {nickname}: View your complete achievements at: http://petz.rdx4.com/player/{nickname}#achievements")
# Show quick summary in channel
achievements = await self.database.get_player_achievements(player["id"])
if achievements:
self.send_message(channel, f"🏆 {nickname}'s Achievements:")
for achievement in achievements[:5]: # Show last 5 achievements
self.send_message(channel, f"{achievement['name']}: {achievement['description']}")
if len(achievements) > 5:
self.send_message(channel, f"... and {len(achievements) - 5} more!")
self.send_message(channel, f"📊 Quick summary: {len(achievements)} achievements earned! Check the web interface for details.")
else:
self.send_message(channel, f"{nickname}: No achievements yet! Keep exploring and catching pets to unlock new areas!")
self.send_message(channel, f"💡 No achievements yet! Keep exploring and catching pets to unlock new areas!")

View file

@ -1,21 +1,53 @@
#!/usr/bin/env python3
"""Admin commands module for PetBot"""
import sys
import os
# Add parent directory to path for config import
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from .base_module import BaseModule
from config import ADMIN_USER # Import admin user from central config
# =============================================================================
# ADMIN CONFIGURATION
# =============================================================================
# To change the admin user, edit config.py in the project root
# Current admin user: {ADMIN_USER}
# =============================================================================
class Admin(BaseModule):
"""Handles admin-only commands like reload"""
def get_commands(self):
return ["reload"]
return ["reload", "rate_stats", "rate_user", "rate_unban", "rate_reset", "weather", "setweather", "spawnevent", "startevent", "heal"]
async def handle_command(self, channel, nickname, command, args):
if command == "reload":
await self.cmd_reload(channel, nickname)
elif command == "rate_stats":
await self.cmd_rate_stats(channel, nickname)
elif command == "rate_user":
await self.cmd_rate_user(channel, nickname, args)
elif command == "rate_unban":
await self.cmd_rate_unban(channel, nickname, args)
elif command == "rate_reset":
await self.cmd_rate_reset(channel, nickname, args)
elif command == "weather":
await self.cmd_weather(channel, nickname, args)
elif command == "setweather":
await self.cmd_setweather(channel, nickname, args)
elif command == "spawnevent":
await self.cmd_spawnevent(channel, nickname, args)
elif command == "startevent":
await self.cmd_startevent(channel, nickname, args)
elif command == "heal":
await self.cmd_heal(channel, nickname)
async def cmd_reload(self, channel, nickname):
"""Reload bot modules (megasconed only)"""
if nickname.lower() != "megasconed":
"""Reload bot modules (admin only)"""
if not self.is_admin(nickname):
self.send_message(channel, f"{nickname}: Access denied. Admin command.")
return
@ -27,4 +59,397 @@ class Admin(BaseModule):
else:
self.send_message(channel, f"{nickname}: ❌ Module reload failed!")
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Reload error: {str(e)}")
self.send_message(channel, f"{nickname}: ❌ Reload error: {str(e)}")
def is_admin(self, nickname):
"""Check if user is admin"""
return nickname.lower() == ADMIN_USER.lower()
async def cmd_rate_stats(self, channel, nickname):
"""Show global rate limiting statistics"""
if not self.is_admin(nickname):
self.send_message(channel, f"{nickname}: Access denied. Admin command.")
return
if not self.bot.rate_limiter:
self.send_message(channel, f"{nickname}: Rate limiter not available.")
return
try:
stats = self.bot.rate_limiter.get_global_stats()
response = f"{nickname}: 📊 Rate Limiter Stats:\n"
response += f"• Status: {'Enabled' if stats['enabled'] else 'Disabled'}\n"
response += f"• Requests this minute: {stats['requests_this_minute']}\n"
response += f"• Active users: {stats['active_users']}\n"
response += f"• Total requests: {stats['total_requests']}\n"
response += f"• Blocked requests: {stats['blocked_requests']}\n"
response += f"• Banned users: {stats['banned_users']}\n"
response += f"• Tracked users: {stats['tracked_users']}\n"
response += f"• Total violations: {stats['total_violations']}"
self.send_message(channel, response)
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error getting rate stats: {str(e)}")
async def cmd_rate_user(self, channel, nickname, args):
"""Show rate limiting stats for a specific user"""
if not self.is_admin(nickname):
self.send_message(channel, f"{nickname}: Access denied. Admin command.")
return
if not args:
self.send_message(channel, f"{nickname}: Usage: !rate_user <username>")
return
if not self.bot.rate_limiter:
self.send_message(channel, f"{nickname}: Rate limiter not available.")
return
try:
target_user = args[0]
stats = self.bot.rate_limiter.get_user_stats(target_user)
response = f"{nickname}: 👤 Rate Stats for {stats['user']}:\n"
response += f"• Admin exemption: {'Yes' if stats['admin_exemption'] else 'No'}\n"
response += f"• Currently banned: {'Yes' if stats['is_banned'] else 'No'}\n"
if stats['ban_expires']:
response += f"• Ban expires: {stats['ban_expires']}\n"
response += f"• Total violations: {stats['violations']}\n"
if stats['buckets']:
response += f"• Available tokens: {stats['buckets']['tokens']}\n"
response += f"• Last request: {stats['buckets']['last_request']}"
else:
response += "• No recent activity"
self.send_message(channel, response)
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error getting user stats: {str(e)}")
async def cmd_rate_unban(self, channel, nickname, args):
"""Manually unban a user from rate limiting"""
if not self.is_admin(nickname):
self.send_message(channel, f"{nickname}: Access denied. Admin command.")
return
if not args:
self.send_message(channel, f"{nickname}: Usage: !rate_unban <username>")
return
if not self.bot.rate_limiter:
self.send_message(channel, f"{nickname}: Rate limiter not available.")
return
try:
target_user = args[0]
success = self.bot.rate_limiter.unban_user(target_user)
if success:
self.send_message(channel, f"{nickname}: ✅ User {target_user} has been unbanned.")
else:
self.send_message(channel, f"{nickname}: User {target_user} was not banned.")
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error unbanning user: {str(e)}")
async def cmd_rate_reset(self, channel, nickname, args):
"""Reset rate limiting violations for a user"""
if not self.is_admin(nickname):
self.send_message(channel, f"{nickname}: Access denied. Admin command.")
return
if not args:
self.send_message(channel, f"{nickname}: Usage: !rate_reset <username>")
return
if not self.bot.rate_limiter:
self.send_message(channel, f"{nickname}: Rate limiter not available.")
return
try:
target_user = args[0]
success = self.bot.rate_limiter.reset_user_violations(target_user)
if success:
self.send_message(channel, f"{nickname}: ✅ Violations reset for user {target_user}.")
else:
self.send_message(channel, f"{nickname}: No violations found for user {target_user}.")
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error resetting violations: {str(e)}")
async def cmd_weather(self, channel, nickname, args):
"""Check current weather in locations (admin only)"""
if not self.is_admin(nickname):
self.send_message(channel, f"{nickname}: Access denied. Admin command.")
return
try:
if args and args[0].lower() != "all":
# Check weather for specific location
location_name = " ".join(args)
weather = await self.database.get_location_weather_by_name(location_name)
if weather:
self.send_message(channel,
f"🌤️ {nickname}: {location_name} - {weather['weather_type']} "
f"(modifier: {weather['spawn_modifier']}x, "
f"until: {weather['active_until'][:16]})")
else:
self.send_message(channel, f"{nickname}: Location '{location_name}' not found or no weather data.")
else:
# Show weather for all locations
all_weather = await self.database.get_all_location_weather()
if all_weather:
weather_info = []
for w in all_weather:
weather_info.append(f"{w['location_name']}: {w['weather_type']} ({w['spawn_modifier']}x)")
self.send_message(channel, f"🌤️ {nickname}: Current weather - " + " | ".join(weather_info))
else:
self.send_message(channel, f"{nickname}: No weather data available.")
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error checking weather: {str(e)}")
async def cmd_setweather(self, channel, nickname, args):
"""Force change weather in a location or all locations (admin only)"""
if not self.is_admin(nickname):
self.send_message(channel, f"{nickname}: Access denied. Admin command.")
return
if not args:
self.send_message(channel,
f"{nickname}: Usage: !setweather <location|all> <weather_type> [duration_minutes]\n"
f"Weather types: sunny, rainy, storm, blizzard, earthquake, calm")
return
try:
import json
import random
import datetime
# Load weather patterns
with open("config/weather_patterns.json", "r") as f:
weather_data = json.load(f)
weather_types = list(weather_data["weather_types"].keys())
# Smart argument parsing - check if any arg is a weather type
location_arg = None
weather_type = None
duration = None
for i, arg in enumerate(args):
if arg.lower() in weather_types:
weather_type = arg.lower()
# Remove weather type from args for location parsing
remaining_args = args[:i] + args[i+1:]
break
if not weather_type:
self.send_message(channel, f"{nickname}: Please specify a valid weather type.")
return
# Parse location from remaining args
if remaining_args:
if remaining_args[0].lower() == "all":
location_arg = "all"
# Check if there's a duration after "all"
if len(remaining_args) > 1:
try:
duration = int(remaining_args[1])
except ValueError:
pass
else:
# Location name (might be multiple words)
location_words = []
for arg in remaining_args:
try:
# If it's a number, it's probably duration
duration = int(arg)
break
except ValueError:
# It's part of location name
location_words.append(arg)
location_arg = " ".join(location_words) if location_words else "all"
else:
location_arg = "all"
weather_config = weather_data["weather_types"][weather_type]
# Calculate duration
if not duration:
duration_range = weather_config.get("duration_minutes", [90, 180])
duration = random.randint(duration_range[0], duration_range[1])
end_time = datetime.datetime.now() + datetime.timedelta(minutes=duration)
if location_arg.lower() == "all":
# Set weather for all locations
success = await self.database.set_weather_all_locations(
weather_type, end_time.isoformat(),
weather_config.get("spawn_modifier", 1.0),
",".join(weather_config.get("affected_types", []))
)
if success:
self.send_message(channel,
f"🌤️ {nickname}: Set {weather_type} weather for ALL locations! "
f"Duration: {duration} minutes, Modifier: {weather_config.get('spawn_modifier', 1.0)}x")
else:
self.send_message(channel, f"{nickname}: Failed to set weather for all locations.")
else:
# Set weather for specific location
location_name = location_arg if len(args) == 2 else " ".join(args[:-1])
result = await self.database.set_weather_for_location(
location_name, weather_type, end_time.isoformat(),
weather_config.get("spawn_modifier", 1.0),
",".join(weather_config.get("affected_types", []))
)
if result.get("success"):
self.send_message(channel,
f"🌤️ {nickname}: Set {weather_type} weather for {location_name}! "
f"Duration: {duration} minutes, Modifier: {weather_config.get('spawn_modifier', 1.0)}x")
# Announce weather change if it actually changed
if result.get("changed"):
await self.game_engine.announce_weather_change(
location_name, result.get("previous_weather"), weather_type, "admin"
)
else:
self.send_message(channel, f"{nickname}: Failed to set weather for '{location_name}'. {result.get('error', 'Location may not exist.')}")
except FileNotFoundError:
self.send_message(channel, f"{nickname}: ❌ Weather configuration file not found.")
except ValueError as e:
self.send_message(channel, f"{nickname}: ❌ Invalid duration: {str(e)}")
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error setting weather: {str(e)}")
async def cmd_spawnevent(self, channel, nickname, args):
"""Force spawn an NPC event (admin only)"""
if not self.is_admin(nickname):
self.send_message(channel, f"{nickname}: Access denied. Admin command.")
return
# Default to difficulty 1 if no args provided
difficulty = 1
if args:
try:
difficulty = int(args[0])
if difficulty not in [1, 2, 3]:
self.send_message(channel, f"{nickname}: ❌ Difficulty must be 1, 2, or 3.")
return
except ValueError:
self.send_message(channel, f"{nickname}: ❌ Invalid difficulty. Use 1, 2, or 3.")
return
try:
# Get the NPC events manager from the bot
if hasattr(self.bot, 'npc_events') and self.bot.npc_events:
event_id = await self.bot.npc_events.force_spawn_event(difficulty)
if event_id:
self.send_message(channel, f"🎯 {nickname}: Spawned new NPC event! Check `!events` to see it.")
else:
self.send_message(channel, f"{nickname}: Failed to spawn NPC event.")
else:
self.send_message(channel, f"{nickname}: NPC events system not available.")
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error spawning event: {str(e)}")
async def cmd_startevent(self, channel, nickname, args):
"""Start a specific event type (admin only)"""
if not self.is_admin(nickname):
self.send_message(channel, f"{nickname}: Access denied. Admin command.")
return
# If no args provided, show available event types
if not args:
self.send_message(channel, f"{nickname}: Available types: resource_gathering, pet_rescue, community_project, emergency_response, festival_preparation, research_expedition, crisis_response, legendary_encounter, ancient_mystery")
return
event_type = args[0].lower()
valid_types = ["resource_gathering", "pet_rescue", "community_project", "emergency_response",
"festival_preparation", "research_expedition", "crisis_response",
"legendary_encounter", "ancient_mystery"]
if event_type not in valid_types:
self.send_message(channel, f"{nickname}: ❌ Invalid type. Available: {', '.join(valid_types)}")
return
# Optional difficulty parameter
difficulty = 1
if len(args) > 1:
try:
difficulty = int(args[1])
if difficulty not in [1, 2, 3]:
self.send_message(channel, f"{nickname}: ❌ Difficulty must be 1, 2, or 3.")
return
except ValueError:
self.send_message(channel, f"{nickname}: ❌ Invalid difficulty. Use 1, 2, or 3.")
return
try:
# Get the NPC events manager from the bot
if hasattr(self.bot, 'npc_events') and self.bot.npc_events:
event_id = await self.bot.npc_events.force_spawn_specific_event(event_type, difficulty)
if event_id:
self.send_message(channel, f"🎯 {nickname}: Started {event_type} event (ID: {event_id})! Check `!events` to see it.")
else:
self.send_message(channel, f"{nickname}: Failed to start {event_type} event.")
else:
self.send_message(channel, f"{nickname}: NPC events system not available.")
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error starting event: {str(e)}")
async def cmd_heal(self, channel, nickname):
"""Heal active pets (available to all users with 1-hour cooldown)"""
try:
player = await self.require_player(channel, nickname)
if not player:
return
# Check cooldown
from datetime import datetime, timedelta
last_heal = await self.database.get_last_heal_time(player["id"])
if last_heal:
time_since_heal = datetime.now() - last_heal
if time_since_heal < timedelta(hours=1):
remaining = timedelta(hours=1) - time_since_heal
minutes_remaining = int(remaining.total_seconds() / 60)
self.send_message(channel, f"{nickname}: Heal command is on cooldown! {minutes_remaining} minutes remaining.")
return
# Get active pets
active_pets = await self.database.get_active_pets(player["id"])
if not active_pets:
self.send_message(channel, f"{nickname}: You don't have any active pets to heal!")
return
# Count how many pets need healing
pets_healed = 0
for pet in active_pets:
if pet["hp"] < pet["max_hp"]:
# Heal pet to full HP
await self.database.update_pet_hp(pet["id"], pet["max_hp"])
pets_healed += 1
if pets_healed == 0:
self.send_message(channel, f"{nickname}: All your active pets are already at full health!")
return
# Update cooldown
await self.database.update_last_heal_time(player["id"])
self.send_message(channel, f"💊 {nickname}: Healed {pets_healed} pet{'s' if pets_healed != 1 else ''} to full health! Next heal available in 1 hour.")
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error with heal command: {str(e)}")

268
modules/backup_commands.py Normal file
View file

@ -0,0 +1,268 @@
from modules.base_module import BaseModule
from src.backup_manager import BackupManager, BackupScheduler
import asyncio
import logging
from datetime import datetime
import sys
import os
# Add parent directory to path for config import
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from config import ADMIN_USER
class BackupCommands(BaseModule):
"""Module for database backup management commands."""
def __init__(self, bot, database, game_engine):
super().__init__(bot, database, game_engine)
self.backup_manager = BackupManager()
self.scheduler = BackupScheduler(self.backup_manager)
self.scheduler_task = None
# Setup logging
self.logger = logging.getLogger(__name__)
# Initialize scheduler flag (will be started when needed)
self._scheduler_started = False
async def _start_scheduler(self):
"""Start the backup scheduler task."""
if not self._scheduler_started and (self.scheduler_task is None or self.scheduler_task.done()):
try:
self.scheduler_task = asyncio.create_task(self.scheduler.start_scheduler())
self._scheduler_started = True
self.logger.info("Backup scheduler started")
except RuntimeError:
# No event loop running, scheduler will be started later
self.logger.info("No event loop available, scheduler will start when commands are used")
def get_commands(self):
"""Return list of available backup commands."""
return [
"backup", "restore", "backups", "backup_stats", "backup_cleanup"
]
async def handle_command(self, channel, nickname, command, args):
"""Handle backup-related commands."""
# Start scheduler if not already running
if not self._scheduler_started:
await self._start_scheduler()
# Check if user has admin privileges for backup commands
if not await self._is_admin(nickname):
self.send_message(channel, f"{nickname}: Backup commands require admin privileges.")
return
if command == "backup":
await self.cmd_backup(channel, nickname, args)
elif command == "restore":
await self.cmd_restore(channel, nickname, args)
elif command == "backups":
await self.cmd_list_backups(channel, nickname)
elif command == "backup_stats":
await self.cmd_backup_stats(channel, nickname)
elif command == "backup_cleanup":
await self.cmd_backup_cleanup(channel, nickname)
async def _is_admin(self, nickname):
"""Check if user has admin privileges."""
return nickname.lower() == ADMIN_USER.lower()
async def cmd_backup(self, channel, nickname, args):
"""Create a manual backup."""
try:
# Parse backup type from args
backup_type = "manual"
compress = True
if args:
if "uncompressed" in args:
compress = False
if "daily" in args:
backup_type = "daily"
elif "weekly" in args:
backup_type = "weekly"
elif "monthly" in args:
backup_type = "monthly"
self.send_message(channel, f"{nickname}: Creating {backup_type} backup...")
result = await self.backup_manager.create_backup(backup_type, compress)
if result["success"]:
compression_text = "compressed" if compress else "uncompressed"
self.send_message(channel,
f"{nickname}: Backup created successfully! "
f"File: {result['backup_filename']} "
f"({result['size_mb']:.1f}MB, {compression_text})"
)
else:
self.send_message(channel, f"{nickname}: Backup failed: {result['error']}")
except Exception as e:
self.send_message(channel, f"{nickname}: Error creating backup: {str(e)}")
async def cmd_restore(self, channel, nickname, args):
"""Restore database from backup."""
try:
if not args:
self.send_message(channel, f"{nickname}: Usage: !restore <backup_filename>")
return
backup_filename = args[0]
# Confirmation check
self.send_message(channel,
f"⚠️ {nickname}: This will restore the database from {backup_filename}. "
f"Current database will be backed up first. Type '!restore {backup_filename} confirm' to proceed."
)
if len(args) < 2 or args[1] != "confirm":
return
self.send_message(channel, f"{nickname}: Restoring database from {backup_filename}...")
result = await self.backup_manager.restore_backup(backup_filename)
if result["success"]:
self.send_message(channel,
f"{nickname}: Database restored successfully! "
f"Current database backed up as: {result['current_backup']} "
f"Verified {result['tables_verified']} tables."
)
# Restart bot to reload data
self.send_message(channel, f"{nickname}: ⚠️ Bot restart recommended to reload data.")
else:
self.send_message(channel, f"{nickname}: Restore failed: {result['error']}")
except Exception as e:
self.send_message(channel, f"{nickname}: Error restoring backup: {str(e)}")
async def cmd_list_backups(self, channel, nickname):
"""List available backups."""
try:
backups = await self.backup_manager.list_backups()
if not backups:
self.send_message(channel, f"{nickname}: No backups found.")
return
self.send_message(channel, f"{nickname}: Available backups:")
# Show up to 10 most recent backups
for backup in backups[:10]:
age = datetime.now() - backup["created_at"]
age_str = self._format_age(age)
compression = "📦" if backup["compressed"] else "📄"
type_emoji = {"daily": "🌅", "weekly": "📅", "monthly": "🗓️", "manual": "🔧"}.get(backup["type"], "📋")
self.send_message(channel,
f" {type_emoji}{compression} {backup['filename']} "
f"({backup['size_mb']:.1f}MB, {age_str} ago)"
)
if len(backups) > 10:
self.send_message(channel, f" ... and {len(backups) - 10} more backups")
except Exception as e:
self.send_message(channel, f"{nickname}: Error listing backups: {str(e)}")
async def cmd_backup_stats(self, channel, nickname):
"""Show backup statistics."""
try:
stats = await self.backup_manager.get_backup_stats()
if not stats["success"]:
self.send_message(channel, f"{nickname}: Error getting stats: {stats['error']}")
return
if stats["total_backups"] == 0:
self.send_message(channel, f"{nickname}: No backups found.")
return
self.send_message(channel, f"{nickname}: Backup Statistics:")
self.send_message(channel, f" 📊 Total backups: {stats['total_backups']}")
self.send_message(channel, f" 💾 Total size: {stats['total_size_mb']:.1f}MB")
if stats["oldest_backup"]:
oldest_age = datetime.now() - stats["oldest_backup"]
newest_age = datetime.now() - stats["newest_backup"]
self.send_message(channel, f" 📅 Oldest: {self._format_age(oldest_age)} ago")
self.send_message(channel, f" 🆕 Newest: {self._format_age(newest_age)} ago")
# Show breakdown by type
for backup_type, type_stats in stats["by_type"].items():
type_emoji = {"daily": "🌅", "weekly": "📅", "monthly": "🗓️", "manual": "🔧"}.get(backup_type, "📋")
self.send_message(channel,
f" {type_emoji} {backup_type.title()}: {type_stats['count']} backups "
f"({type_stats['size_mb']:.1f}MB)"
)
except Exception as e:
self.send_message(channel, f"{nickname}: Error getting backup stats: {str(e)}")
async def cmd_backup_cleanup(self, channel, nickname):
"""Clean up old backups based on retention policy."""
try:
self.send_message(channel, f"{nickname}: Cleaning up old backups...")
result = await self.backup_manager.cleanup_old_backups()
if result["success"]:
if result["cleaned_count"] > 0:
self.send_message(channel,
f"{nickname}: Cleaned up {result['cleaned_count']} old backups. "
f"{result['remaining_backups']} backups remaining."
)
else:
self.send_message(channel, f"{nickname}: No old backups to clean up.")
else:
self.send_message(channel, f"{nickname}: Cleanup failed: {result['error']}")
except Exception as e:
self.send_message(channel, f"{nickname}: Error during cleanup: {str(e)}")
def _format_age(self, age):
"""Format a timedelta as human-readable age."""
if age.days > 0:
return f"{age.days}d {age.seconds // 3600}h"
elif age.seconds > 3600:
return f"{age.seconds // 3600}h {(age.seconds % 3600) // 60}m"
elif age.seconds > 60:
return f"{age.seconds // 60}m"
else:
return f"{age.seconds}s"
async def get_backup_status(self):
"""Get current backup system status for monitoring."""
try:
stats = await self.backup_manager.get_backup_stats()
return {
"scheduler_running": self.scheduler.running,
"total_backups": stats.get("total_backups", 0),
"total_size_mb": stats.get("total_size_mb", 0),
"last_backup": stats.get("newest_backup"),
"backup_types": stats.get("by_type", {})
}
except Exception as e:
return {"error": str(e)}
async def shutdown(self):
"""Shutdown the backup system gracefully."""
if self.scheduler:
self.scheduler.stop_scheduler()
if self.scheduler_task and not self.scheduler_task.done():
self.scheduler_task.cancel()
try:
await self.scheduler_task
except asyncio.CancelledError:
pass
self.logger.info("Backup system shutdown complete")

View file

@ -2,6 +2,7 @@
"""Base module class for PetBot command modules"""
import asyncio
import logging
from abc import ABC, abstractmethod
class BaseModule(ABC):
@ -11,6 +12,16 @@ class BaseModule(ABC):
self.bot = bot
self.database = database
self.game_engine = game_engine
self.logger = logging.getLogger(self.__class__.__name__)
@staticmethod
def normalize_input(user_input):
"""Normalize user input by converting to lowercase for case-insensitive command processing"""
if isinstance(user_input, str):
return user_input.lower()
elif isinstance(user_input, list):
return [item.lower() if isinstance(item, str) else item for item in user_input]
return user_input
@abstractmethod
def get_commands(self):
@ -24,11 +35,19 @@ class BaseModule(ABC):
def send_message(self, target, message):
"""Send message through the bot"""
self.bot.send_message(target, message)
# Use sync wrapper if available (new bot), otherwise fallback to old method
if hasattr(self.bot, 'send_message_sync'):
self.bot.send_message_sync(target, message)
else:
self.bot.send_message(target, message)
def send_pm(self, nickname, message):
"""Send private message to user"""
self.bot.send_message(nickname, message)
# Use sync wrapper if available (new bot), otherwise fallback to old method
if hasattr(self.bot, 'send_message_sync'):
self.bot.send_message_sync(nickname, message)
else:
self.bot.send_message(nickname, message)
async def get_player(self, nickname):
"""Get player from database"""

View file

@ -52,6 +52,12 @@ class BattleSystem(BaseModule):
self.send_message(channel, f"{nickname}: You're already in battle! Use !attack <move> or !flee.")
return
# Check if already in gym battle
gym_battle = await self.database.get_active_gym_battle(player["id"])
if gym_battle:
self.send_message(channel, f"{nickname}: You're already in a gym battle! Finish your gym battle first.")
return
# Get player's active pet
pets = await self.database.get_player_pets(player["id"], active_only=True)
if not pets:
@ -87,7 +93,7 @@ class BattleSystem(BaseModule):
if not player:
return
move_name = " ".join(args).title() # Normalize to Title Case
move_name = " ".join(self.normalize_input(args)).title() # Normalize to Title Case
result = await self.game_engine.battle_engine.execute_battle_turn(player["id"], move_name)
if "error" in result:
@ -124,16 +130,32 @@ class BattleSystem(BaseModule):
self.send_message(channel, battle_msg)
if result["battle_over"]:
if result["winner"] == "player":
self.send_message(channel, f"🎉 {nickname}: You won the battle!")
# Remove encounter since battle is over
if player["id"] in self.bot.active_encounters:
del self.bot.active_encounters[player["id"]]
# Check if this is a gym battle
gym_battle = await self.database.get_active_gym_battle(player["id"])
if gym_battle:
await self.handle_gym_battle_completion(channel, nickname, player, result, gym_battle)
else:
self.send_message(channel, f"💀 {nickname}: Your pet fainted! You lost the battle...")
# Remove encounter
if player["id"] in self.bot.active_encounters:
del self.bot.active_encounters[player["id"]]
# Regular wild battle
if result["winner"] == "player":
self.send_message(channel, f"🎉 {nickname}: You won the battle!")
# Award experience for victory
if player["id"] in self.bot.active_encounters:
wild_pet = self.bot.active_encounters[player["id"]]
await self.award_battle_experience(channel, nickname, player, wild_pet, "wild")
del self.bot.active_encounters[player["id"]]
else:
self.send_message(channel, f"💀 {nickname}: Your pet fainted! You lost the battle...")
# Mark pet as fainted in database
pets = await self.database.get_player_pets(player["id"], active_only=True)
if pets:
await self.database.faint_pet(pets[0]["id"])
# Remove encounter
if player["id"] in self.bot.active_encounters:
del self.bot.active_encounters[player["id"]]
else:
# Battle continues - show available moves with type-based colors
moves_colored = " | ".join([
@ -148,6 +170,14 @@ class BattleSystem(BaseModule):
if not player:
return
# Check if this is a gym battle
gym_battle = await self.database.get_active_gym_battle(player["id"])
if gym_battle:
# Can't flee from gym battles
self.send_message(channel, f"{nickname}: You can't flee from a gym battle! Fight or forfeit with your honor intact!")
return
success = await self.game_engine.battle_engine.flee_battle(player["id"])
if success:
@ -189,4 +219,165 @@ class BattleSystem(BaseModule):
pet_name = active_pet["nickname"] or active_pet["species_name"]
moves_line = " | ".join(move_info)
self.send_message(channel, f"🎯 {nickname}'s {pet_name}: {moves_line}")
self.send_message(channel, f"🎯 {nickname}'s {pet_name}: {moves_line}")
async def handle_gym_battle_completion(self, channel, nickname, player, battle_result, gym_battle):
"""Handle completion of a gym battle turn"""
try:
if battle_result["winner"] == "player":
# Player won this individual battle
current_pet_index = gym_battle["current_pet_index"]
gym_team = gym_battle["gym_team"]
# Safety check for index bounds
if current_pet_index >= len(gym_team):
self.send_message(channel, f"{nickname}: Gym battle state error - please !forfeit and try again")
return
defeated_pet = gym_team[current_pet_index]
self.send_message(channel, f"🎉 {nickname}: You defeated {defeated_pet['species_name']}!")
# Award experience for defeating gym pet
await self.award_battle_experience(channel, nickname, player, defeated_pet, "gym")
# Check if there are more pets
if await self.database.advance_gym_battle(player["id"]):
# More pets to fight
next_index = current_pet_index + 1
next_pet = gym_team[next_index]
self.send_message(channel,
f"🥊 {gym_battle['leader_name']} sends out {next_pet['species_name']} (Lv.{next_pet['level']})!")
# Start battle with next gym pet
active_pets = await self.database.get_active_pets(player["id"])
player_pet = active_pets[0] # Use first active pet
# Create gym pet data for battle engine
next_gym_pet_data = {
"species_name": next_pet["species_name"],
"level": next_pet["level"],
"type1": next_pet["type1"],
"type2": next_pet["type2"],
"stats": {
"hp": next_pet["hp"],
"attack": next_pet["attack"],
"defense": next_pet["defense"],
"speed": next_pet["speed"]
}
}
# Start next battle
battle = await self.game_engine.battle_engine.start_battle(player["id"], player_pet, next_gym_pet_data)
self.send_message(channel,
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']})")
# Show available moves
moves_colored = " | ".join([
f"{self.get_move_color(move['type'])}{move['name']}\x0F"
for move in battle["available_moves"]
])
self.send_message(channel, f"🎯 Moves: {moves_colored} | Use !attack <move> or !use <item>")
else:
# All gym pets defeated - gym victory!
result = await self.database.end_gym_battle(player["id"], victory=True)
self.send_message(channel, f"🏆 {nickname}: You defeated all of {gym_battle['leader_name']}'s pets!")
self.send_message(channel,
f"{gym_battle['badge_icon']} {gym_battle['leader_name']}: \"Impressive! You've earned the {gym_battle['gym_name']} badge!\"")
self.send_message(channel, f"🎉 {nickname} earned the {gym_battle['gym_name']} badge {gym_battle['badge_icon']}!")
# Award rewards based on difficulty
money_reward = 500 + (result["difficulty_level"] * 100)
self.send_message(channel, f"💰 Rewards: ${money_reward} | 🌟 Gym mastery increased!")
else:
# Player lost gym battle
result = await self.database.end_gym_battle(player["id"], victory=False)
# Mark pet as fainted in database
pets = await self.database.get_player_pets(player["id"], active_only=True)
if pets:
await self.database.faint_pet(pets[0]["id"])
self.send_message(channel, f"💀 {nickname}: Your pet fainted!")
self.send_message(channel,
f"{gym_battle['badge_icon']} {gym_battle['leader_name']}: \"Good battle! Train more and come back stronger!\"")
self.send_message(channel,
f"💡 {nickname}: Try leveling up your pets or bringing items to heal during battle!")
except Exception as e:
self.send_message(channel, f"{nickname}: Gym battle error occurred - please !forfeit and try again")
self.logger.error(f"Gym battle completion error: {e}")
import traceback
self.logger.error(traceback.format_exc())
async def award_battle_experience(self, channel, nickname, player, defeated_pet, battle_type="wild"):
"""Award experience to active pets for battle victory"""
active_pets = await self.database.get_active_pets(player["id"])
if not active_pets:
return
# Calculate experience based on defeated pet and battle type
base_exp = self.calculate_battle_exp(defeated_pet, battle_type)
# Award to first active pet (the one that was battling)
main_pet = active_pets[0]
exp_result = await self.database.award_experience(main_pet["id"], base_exp)
if exp_result["success"]:
# Display experience gain
self.send_message(channel,
f"{exp_result['pet_name']} gained {exp_result['exp_gained']} EXP!")
# Handle level up
if exp_result["leveled_up"]:
await self.handle_level_up_display(channel, nickname, exp_result)
def calculate_battle_exp(self, defeated_pet, battle_type="wild"):
"""Calculate experience gain for defeating a pet"""
base_exp = defeated_pet["level"] * 10 # Base: 10 EXP per level
# Battle type multipliers
multipliers = {
"wild": 1.0,
"gym": 2.0, # Double EXP for gym battles
"trainer": 1.5 # Future: trainer battles
}
multiplier = multipliers.get(battle_type, 1.0)
return int(base_exp * multiplier)
async def handle_level_up_display(self, channel, nickname, exp_result):
"""Display level up information"""
levels_gained = exp_result["levels_gained"]
pet_name = exp_result["pet_name"]
if levels_gained == 1:
self.send_message(channel,
f"🎉 {pet_name} leveled up! Now level {exp_result['new_level']}!")
else:
self.send_message(channel,
f"🎉 {pet_name} gained {levels_gained} levels! Now level {exp_result['new_level']}!")
# Show stat increases
if "stat_increases" in exp_result:
stats = exp_result["stat_increases"]
stat_msg = f"📈 Stats increased: "
stat_parts = []
if stats["hp"] > 0:
stat_parts.append(f"HP +{stats['hp']}")
if stats["attack"] > 0:
stat_parts.append(f"ATK +{stats['attack']}")
if stats["defense"] > 0:
stat_parts.append(f"DEF +{stats['defense']}")
if stats["speed"] > 0:
stat_parts.append(f"SPD +{stats['speed']}")
if stat_parts:
stat_msg += " | ".join(stat_parts)
self.send_message(channel, stat_msg)

View file

@ -0,0 +1,240 @@
from modules.base_module import BaseModule
from datetime import datetime, timedelta
import asyncio
import json
import sys
import os
# Add parent directory to path for config import
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from config import ADMIN_USER
class ConnectionMonitor(BaseModule):
"""Module for monitoring IRC connection status and providing connection commands."""
def __init__(self, bot, database, game_engine=None):
super().__init__(bot, database)
self.game_engine = game_engine
self.start_time = datetime.now()
def get_commands(self):
"""Return list of available connection monitoring commands."""
return [
"status", "uptime", "ping", "reconnect", "connection_stats"
]
async def handle_command(self, channel, nickname, command, args):
"""Handle connection monitoring commands."""
if command == "status":
await self.cmd_status(channel, nickname)
elif command == "uptime":
await self.cmd_uptime(channel, nickname)
elif command == "ping":
await self.cmd_ping(channel, nickname)
elif command == "reconnect":
await self.cmd_reconnect(channel, nickname)
elif command == "connection_stats":
await self.cmd_connection_stats(channel, nickname)
async def cmd_status(self, channel, nickname):
"""Show bot connection status."""
try:
# Get connection manager if available
connection_manager = getattr(self.bot, 'connection_manager', None)
if not connection_manager:
self.send_message(channel, f"{nickname}: Connection manager not available")
return
stats = connection_manager.get_connection_stats()
state = stats.get("state", "unknown")
connected = stats.get("connected", False)
# Status emoji
status_emoji = "🟢" if connected else "🔴"
# Build status message
status_msg = f"{status_emoji} {nickname}: Bot Status - {state.upper()}"
if connected:
uptime = stats.get("uptime", "unknown")
message_count = stats.get("message_count", 0)
status_msg += f" | Uptime: {uptime} | Messages: {message_count}"
else:
reconnect_attempts = stats.get("reconnect_attempts", 0)
status_msg += f" | Reconnect attempts: {reconnect_attempts}"
self.send_message(channel, status_msg)
except Exception as e:
self.send_message(channel, f"{nickname}: Error getting status: {str(e)}")
async def cmd_uptime(self, channel, nickname):
"""Show bot uptime."""
try:
uptime = datetime.now() - self.start_time
# Format uptime
days = uptime.days
hours, remainder = divmod(uptime.seconds, 3600)
minutes, seconds = divmod(remainder, 60)
uptime_str = f"{days}d {hours}h {minutes}m {seconds}s"
# Get additional stats if available
connection_manager = getattr(self.bot, 'connection_manager', None)
if connection_manager:
stats = connection_manager.get_connection_stats()
reconnections = stats.get("total_reconnections", 0)
failures = stats.get("connection_failures", 0)
uptime_str += f" | Reconnections: {reconnections} | Failures: {failures}"
self.send_message(channel, f"{nickname}: Bot uptime: {uptime_str}")
except Exception as e:
self.send_message(channel, f"{nickname}: Error getting uptime: {str(e)}")
async def cmd_ping(self, channel, nickname):
"""Test bot responsiveness."""
try:
start_time = datetime.now()
# Get connection status
connection_manager = getattr(self.bot, 'connection_manager', None)
connected = False
if connection_manager:
connected = connection_manager.is_connected()
end_time = datetime.now()
response_time = (end_time - start_time).total_seconds() * 1000
# Status indicators
connection_status = "🟢 Connected" if connected else "🔴 Disconnected"
ping_emoji = "🏓" if response_time < 100 else "🐌"
self.send_message(channel,
f"{ping_emoji} {nickname}: Pong! Response time: {response_time:.1f}ms | {connection_status}"
)
except Exception as e:
self.send_message(channel, f"{nickname}: Error during ping: {str(e)}")
async def cmd_reconnect(self, channel, nickname):
"""Force reconnection (admin only)."""
try:
# Check if user is admin
if not await self._is_admin(nickname):
self.send_message(channel, f"{nickname}: This command requires admin privileges.")
return
connection_manager = getattr(self.bot, 'connection_manager', None)
if not connection_manager:
self.send_message(channel, f"{nickname}: Connection manager not available.")
return
self.send_message(channel, f"{nickname}: Initiating manual reconnection...")
# Force reconnection by stopping and starting
await connection_manager.stop()
await asyncio.sleep(2)
# Start connection manager in background
asyncio.create_task(connection_manager.start())
self.send_message(channel, f"{nickname}: Reconnection initiated.")
except Exception as e:
self.send_message(channel, f"{nickname}: Error during reconnection: {str(e)}")
async def cmd_connection_stats(self, channel, nickname):
"""Show detailed connection statistics."""
try:
connection_manager = getattr(self.bot, 'connection_manager', None)
if not connection_manager:
self.send_message(channel, f"{nickname}: Connection manager not available")
return
stats = connection_manager.get_connection_stats()
# Build detailed stats message
lines = [
f"📊 {nickname}: Connection Statistics",
f"State: {stats.get('state', 'unknown').upper()}",
f"Connected: {'Yes' if stats.get('connected') else 'No'}",
f"Uptime: {stats.get('uptime', 'unknown')}",
f"Messages: {stats.get('message_count', 0)}",
f"Reconnections: {stats.get('total_reconnections', 0)}",
f"Failures: {stats.get('connection_failures', 0)}",
f"Reconnect attempts: {stats.get('reconnect_attempts', 0)}"
]
# Add timing information
last_message = stats.get('last_message_time')
if last_message:
lines.append(f"Last message: {last_message}")
last_ping = stats.get('last_ping_time')
if last_ping:
lines.append(f"Last ping: {last_ping}")
# Send each line
for line in lines:
self.send_message(channel, line)
await asyncio.sleep(0.3) # Small delay to prevent flooding
except Exception as e:
self.send_message(channel, f"{nickname}: Error getting connection stats: {str(e)}")
async def _is_admin(self, nickname):
"""Check if user has admin privileges."""
return nickname.lower() == ADMIN_USER.lower()
async def get_connection_health(self):
"""Get connection health status for monitoring."""
try:
connection_manager = getattr(self.bot, 'connection_manager', None)
if not connection_manager:
return {
"healthy": False,
"error": "Connection manager not available"
}
stats = connection_manager.get_connection_stats()
connected = stats.get("connected", False)
# Check if connection is healthy
healthy = connected and stats.get("reconnect_attempts", 0) < 5
return {
"healthy": healthy,
"connected": connected,
"state": stats.get("state", "unknown"),
"uptime": stats.get("uptime"),
"message_count": stats.get("message_count", 0),
"reconnect_attempts": stats.get("reconnect_attempts", 0),
"total_reconnections": stats.get("total_reconnections", 0),
"connection_failures": stats.get("connection_failures", 0)
}
except Exception as e:
return {
"healthy": False,
"error": str(e)
}
def get_module_stats(self):
"""Get module-specific statistics."""
uptime = datetime.now() - self.start_time
return {
"module_name": "ConnectionMonitor",
"module_uptime": str(uptime),
"commands_available": len(self.get_commands()),
"start_time": self.start_time
}

View file

@ -19,7 +19,7 @@ class CoreCommands(BaseModule):
async def cmd_help(self, channel, nickname):
"""Send help URL to prevent rate limiting"""
self.send_message(channel, f"{nickname}: Complete command reference available at: http://localhost:8080/help")
self.send_message(channel, f"{nickname}: Complete command reference available at: http://petz.rdx4.com/help")
async def cmd_start(self, channel, nickname):
"""Start a new player"""
@ -40,5 +40,8 @@ class CoreCommands(BaseModule):
if not player:
return
# Show quick summary and direct to web interface for detailed stats
self.send_message(channel,
f"📊 {nickname}: Level {player['level']} | {player['experience']} XP | ${player['money']}")
f"📊 {nickname}: Level {player['level']} | {player['experience']} XP | ${player['money']}")
self.send_message(channel,
f"🌐 View detailed statistics at: http://petz.rdx4.com/player/{nickname}#stats")

View file

@ -7,7 +7,7 @@ class Exploration(BaseModule):
"""Handles exploration, travel, location, weather, and wild commands"""
def get_commands(self):
return ["explore", "travel", "location", "where", "weather", "wild", "catch", "capture"]
return ["explore", "travel", "location", "where", "weather", "wild", "catch", "capture", "flee"]
async def handle_command(self, channel, nickname, command, args):
if command == "explore":
@ -22,6 +22,8 @@ class Exploration(BaseModule):
await self.cmd_wild(channel, nickname, args)
elif command in ["catch", "capture"]:
await self.cmd_catch(channel, nickname)
elif command == "flee":
await self.cmd_flee_encounter(channel, nickname)
async def cmd_explore(self, channel, nickname):
"""Explore current location"""
@ -29,12 +31,26 @@ class Exploration(BaseModule):
if not player:
return
# Check if player has an active encounter that must be resolved first
if player["id"] in self.bot.active_encounters:
current_encounter = self.bot.active_encounters[player["id"]]
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.")
return
# Check if player is in an active battle
active_battle = await self.game_engine.battle_engine.get_active_battle(player["id"])
if active_battle:
self.send_message(channel, f"{nickname}: You're currently in battle! Finish your battle before exploring.")
return
encounter = await self.game_engine.explore_location(player["id"])
if encounter["type"] == "error":
self.send_message(channel, f"{nickname}: {encounter['message']}")
elif encounter["type"] == "empty":
self.send_message(channel, f"🔍 {nickname}: {encounter['message']}")
elif encounter["type"] == "item_found":
self.send_message(channel, f"{nickname}: {encounter['message']}")
elif encounter["type"] == "encounter":
# Store the encounter for potential catching
self.bot.active_encounters[player["id"]] = encounter["pet"]
@ -44,9 +60,12 @@ class Exploration(BaseModule):
if pet["type2"]:
type_str += f"/{pet['type2']}"
# Record the encounter
await self.database.record_encounter(player["id"], pet["species_name"])
self.send_message(channel,
f"🐾 {nickname}: A wild Level {pet['level']} {pet['species_name']} ({type_str}) appeared in {encounter['location']}!")
self.send_message(channel, f"Choose your action: !battle to fight it, or !catch to try catching it directly!")
self.send_message(channel, f"Choose your action: !battle to fight it, !catch to try catching it directly, or !flee to escape!")
async def cmd_travel(self, channel, nickname, args):
"""Travel to a different location"""
@ -58,14 +77,43 @@ class Exploration(BaseModule):
if not player:
return
destination = " ".join(args).title() # Normalize to Title Case
# Handle various input formats and normalize location names
destination_input = self.normalize_input(" ".join(args))
# Map common variations to exact location names
location_mappings = {
"starter town": "Starter Town",
"whispering woods": "Whispering Woods",
"electric canyon": "Electric Canyon",
"crystal caves": "Crystal Caves",
"frozen tundra": "Frozen Tundra",
"dragon's peak": "Dragon's Peak",
"dragons peak": "Dragon's Peak",
"dragon peak": "Dragon's Peak",
"dragons-peak": "Dragon's Peak"
}
destination = location_mappings.get(destination_input)
if not destination:
# Fall back to title case if no mapping found
destination = " ".join(self.normalize_input(args)).title()
location = await self.database.get_location_by_name(destination)
if not location:
self.send_message(channel, f"{nickname}: '{destination}' is not a valid location!")
return
# Check if player can access this location
# CRITICAL FIX: Check and award any outstanding achievements before checking travel requirements
# This ensures players get credit for achievements they've earned but haven't been awarded yet
# Check ALL possible achievements comprehensively
all_new_achievements = await self.game_engine.check_all_achievements(player["id"])
if all_new_achievements:
for achievement in all_new_achievements:
self.send_message(channel, f"🏆 {nickname}: Achievement unlocked: {achievement['name']}! {achievement['description']}")
# Now check if player can access this location (after awarding achievements)
missing_requirements = await self.database.get_missing_location_requirements(player["id"], location["id"])
if missing_requirements:
# Build specific message about required achievements
@ -136,7 +184,7 @@ class Exploration(BaseModule):
if args:
# Specific location requested
location_name = " ".join(args).title()
location_name = " ".join(self.normalize_input(args)).title()
else:
# Default to current location
current_location = await self.database.get_player_location(player["id"])
@ -161,6 +209,13 @@ class Exploration(BaseModule):
# Check if player is in an active battle
active_battle = await self.game_engine.battle_engine.get_active_battle(player["id"])
gym_battle = await self.database.get_active_gym_battle(player["id"])
if gym_battle:
# Can't catch pets during gym battles
self.send_message(channel, f"{nickname}: You can't catch pets during gym battles! Focus on the challenge!")
return
if active_battle:
# Catching during battle
wild_pet = active_battle["wild_pet"]
@ -178,6 +233,9 @@ class Exploration(BaseModule):
# Successful catch during battle
result = await self.game_engine.attempt_catch_current_location(player["id"], wild_pet)
# Record the successful catch
await self.database.record_encounter(player["id"], wild_pet["species_name"], was_caught=True)
# End the battle
await_result = await self.game_engine.battle_engine.end_battle(player["id"], "caught")
@ -190,6 +248,9 @@ class Exploration(BaseModule):
for achievement in all_achievements:
self.send_message(channel, f"🏆 {nickname}: Achievement unlocked: {achievement['name']}! {achievement['description']}")
# Award experience for successful catch
await self.award_catch_experience(channel, nickname, player, wild_pet)
# Remove encounter
if player["id"] in self.bot.active_encounters:
del self.bot.active_encounters[player["id"]]
@ -211,6 +272,12 @@ class Exploration(BaseModule):
# Check for achievements after successful catch
if "Success!" in result:
# Record the successful catch
await self.database.record_encounter(player["id"], target_pet["species_name"], was_caught=True)
# Award experience for successful catch
await self.award_catch_experience(channel, nickname, player, target_pet)
type_achievements = await self.game_engine.check_and_award_achievements(player["id"], "catch_type", "")
total_achievements = await self.game_engine.check_and_award_achievements(player["id"], "catch_total", "")
@ -222,4 +289,64 @@ class Exploration(BaseModule):
# Remove the encounter regardless of success
del self.bot.active_encounters[player["id"]]
self.send_message(channel, f"🎯 {nickname}: {result}")
self.send_message(channel, f"🎯 {nickname}: {result}")
async def award_catch_experience(self, channel, nickname, player, caught_pet):
"""Award experience to active pets for successful catch"""
active_pets = await self.database.get_active_pets(player["id"])
if not active_pets:
return
# Calculate experience for catch (less than battle victory)
base_exp = caught_pet["level"] * 5 # 5 EXP per level for catches
# Award to first active pet
main_pet = active_pets[0]
exp_result = await self.database.award_experience(main_pet["id"], base_exp)
if exp_result["success"]:
# Display experience gain
self.send_message(channel,
f"{exp_result['pet_name']} gained {exp_result['exp_gained']} EXP for the catch!")
# Handle level up
if exp_result["leveled_up"]:
await self.handle_level_up_display(channel, nickname, exp_result)
async def handle_level_up_display(self, channel, nickname, exp_result):
"""Display level up information (shared with battle system)"""
from .battle_system import BattleSystem
battle_system = BattleSystem(self.bot, self.database, self.game_engine)
await battle_system.handle_level_up_display(channel, nickname, exp_result)
async def cmd_flee_encounter(self, channel, nickname):
"""Flee from an active encounter without battling"""
player = await self.require_player(channel, nickname)
if not player:
return
# Check if player has an active encounter to flee from
if player["id"] not in self.bot.active_encounters:
self.send_message(channel, f"{nickname}: You don't have an active encounter to flee from!")
return
# Check if player is in an active battle - can't flee from exploration if in battle
active_battle = await self.game_engine.battle_engine.get_active_battle(player["id"])
if active_battle:
self.send_message(channel, f"{nickname}: You're in battle! Use the battle system's !flee command to escape combat.")
return
# Check if player is in a gym battle
gym_battle = await self.database.get_active_gym_battle(player["id"])
if gym_battle:
self.send_message(channel, f"{nickname}: You're in a gym battle! Use !forfeit to leave the gym challenge.")
return
# Get encounter details for message
encounter = self.bot.active_encounters[player["id"]]
# Remove the encounter
del self.bot.active_encounters[player["id"]]
self.send_message(channel, f"💨 {nickname}: You fled from the wild {encounter['species_name']}! You can now explore again.")
self.send_message(channel, f"💡 Use !explore to search for another encounter!")

352
modules/gym_battles.py Normal file
View file

@ -0,0 +1,352 @@
#!/usr/bin/env python3
"""Gym battle module for PetBot"""
from .base_module import BaseModule
class GymBattles(BaseModule):
"""Handles gym challenges, battles, and badge tracking"""
def get_commands(self):
return ["gym", "forfeit"]
async def handle_command(self, channel, nickname, command, args):
if command == "gym":
if not args:
await self.cmd_gym_list(channel, nickname)
elif self.normalize_input(args[0]) == "list":
await self.cmd_gym_list_all(channel, nickname)
elif self.normalize_input(args[0]) == "challenge":
await self.cmd_gym_challenge(channel, nickname, args[1:])
elif self.normalize_input(args[0]) == "info":
await self.cmd_gym_info(channel, nickname, args[1:])
elif self.normalize_input(args[0]) == "status":
await self.cmd_gym_status(channel, nickname)
else:
await self.cmd_gym_list(channel, nickname)
elif command == "forfeit":
await self.cmd_forfeit(channel, nickname)
async def cmd_gym_list(self, channel, nickname):
"""List gyms in current location"""
player = await self.require_player(channel, nickname)
if not player:
return
# Get player's current location
location = await self.database.get_player_location(player["id"])
if not location:
self.send_message(channel, f"{nickname}: You are not in a valid location!")
return
# Get gyms in current location
gyms = await self.database.get_gyms_in_location(location["id"], player["id"])
if not gyms:
self.send_message(channel, f"🏛️ {nickname}: No gyms found in {location['name']}.")
return
self.send_message(channel, f"🏛️ Gyms in {location['name']}:")
for gym in gyms:
victories = gym.get("victories", 0)
if victories == 0:
status = "Not challenged"
difficulty = "Beginner"
else:
status = f"{victories} victories"
difficulty = f"Level {victories + 1}"
badge_icon = gym["badge_icon"]
leader = gym["leader_name"]
theme = gym["theme"]
self.send_message(channel,
f" {badge_icon} {gym['name']} - Leader: {leader} ({theme})")
self.send_message(channel,
f" Status: {status} | Next difficulty: {difficulty}")
self.send_message(channel,
f"💡 Use '!gym challenge' to battle (gym name optional if only one gym in location)!")
async def cmd_gym_list_all(self, channel, nickname):
"""List all gyms across all locations"""
player = await self.require_player(channel, nickname)
if not player:
return
# Get all locations and their gyms
all_locations = await self.database.get_all_locations()
self.send_message(channel, f"🗺️ {nickname}: All Gym Locations:")
total_badges = 0
for location in all_locations:
gyms = await self.database.get_gyms_in_location(location["id"], player["id"])
if gyms:
for gym in gyms:
victories = gym.get("victories", 0)
status_icon = "" if victories > 0 else ""
if victories > 0:
total_badges += 1
self.send_message(channel,
f" {status_icon} {location['name']}: {gym['name']} ({gym['theme']}) - {victories} victories")
self.send_message(channel, f"🏆 Total badges earned: {total_badges}")
async def cmd_gym_challenge(self, channel, nickname, args):
"""Challenge a gym"""
player = await self.require_player(channel, nickname)
if not player:
return
# Get player's current location first
location = await self.database.get_player_location(player["id"])
if not location:
self.send_message(channel, f"{nickname}: You are not in a valid location! Use !travel to go somewhere first.")
return
# Get available gyms in current location
available_gyms = await self.database.get_gyms_in_location(location["id"])
if not available_gyms:
self.send_message(channel, f"{nickname}: No gyms found in {location['name']}! Try traveling to a different location.")
return
gym = None
if not args:
# No gym name provided - auto-challenge if only one gym, otherwise list options
if len(available_gyms) == 1:
gym = available_gyms[0]
self.send_message(channel, f"🏛️ {nickname}: Challenging the {gym['name']} gym in {location['name']}!")
else:
# Multiple gyms - show list and ask user to specify
gym_list = ", ".join([f'"{g["name"]}"' for g in available_gyms])
self.send_message(channel, f"{nickname}: Multiple gyms found in {location['name']}! Specify which gym to challenge:")
self.send_message(channel, f"Available gyms: {gym_list}")
self.send_message(channel, f"💡 Use: !gym challenge \"<gym name>\"")
return
else:
# Gym name provided - find specific gym
gym_name = " ".join(self.normalize_input(args)).strip('"')
# Look for gym in player's current location (case-insensitive)
gym = await self.database.get_gym_by_name_in_location(gym_name, location["id"])
if not gym:
# List available gyms in current location for helpful error message
gym_list = ", ".join([f'"{g["name"]}"' for g in available_gyms])
self.send_message(channel, f"{nickname}: No gym named '{gym_name}' found in {location['name']}! Available gyms: {gym_list}")
return
# Check if player has active pets
active_pets = await self.database.get_active_pets(player["id"])
if not active_pets:
self.send_message(channel, f"{nickname}: You need at least one active pet to challenge a gym! Use !activate <pet> first.")
return
# Get player's gym progress
progress = await self.database.get_player_gym_progress(player["id"], gym["id"])
difficulty_level = (progress["victories"] if progress else 0) + 1
difficulty_multiplier = 1.0 + (difficulty_level - 1) * 0.2 # 20% increase per victory
# Start gym battle
await self.start_gym_battle(channel, nickname, player, gym, difficulty_level, difficulty_multiplier)
async def start_gym_battle(self, channel, nickname, player, gym, difficulty_level, difficulty_multiplier):
"""Start a gym battle"""
# Check if player is already in any battle
regular_battle = await self.game_engine.battle_engine.get_active_battle(player["id"])
gym_battle = await self.database.get_active_gym_battle(player["id"])
if regular_battle or gym_battle:
self.send_message(channel, f"{nickname}: You're already in a battle! Finish your current battle first.")
return
# Get gym team with scaling
gym_team = await self.database.get_gym_team(gym["id"], difficulty_multiplier)
if not gym_team:
self.send_message(channel, f"{nickname}: {gym['name']} gym has no team configured!")
return
# Display battle start
badge_icon = gym["badge_icon"]
leader = gym["leader_name"]
difficulty_name = f"Level {difficulty_level}" if difficulty_level > 1 else "Beginner"
self.send_message(channel,
f"🏛️ {nickname} challenges the {gym['name']} gym!")
self.send_message(channel,
f"{badge_icon} Leader {leader}: \"Welcome to my {gym['theme']}-type gym! Let's see what you've got!\"")
self.send_message(channel,
f"⚔️ Difficulty: {difficulty_name} ({len(gym_team)} pets)")
# Start gym battle state
battle_id = await self.database.start_gym_battle(player["id"], gym["id"], difficulty_level, gym_team)
# Start battle with first gym pet
first_gym_pet = gym_team[0]
active_pets = await self.database.get_active_pets(player["id"])
player_pet = active_pets[0] # Use first active pet
# Create gym pet in wild pet format for battle engine
gym_pet_data = {
"species_name": first_gym_pet["species_name"],
"level": first_gym_pet["level"],
"type1": first_gym_pet["type1"],
"type2": first_gym_pet["type2"],
"stats": {
"hp": first_gym_pet["hp"],
"attack": first_gym_pet["attack"],
"defense": first_gym_pet["defense"],
"speed": first_gym_pet["speed"]
}
}
# Start the battle using existing battle engine
battle = await self.game_engine.battle_engine.start_battle(player["id"], player_pet, gym_pet_data)
# Display first battle start
self.send_message(channel,
f"🥊 {leader} sends out {first_gym_pet['species_name']} (Lv.{first_gym_pet['level']})!")
self.send_message(channel,
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)")
# Show available moves
from .battle_system import BattleSystem
battle_system = BattleSystem(self.bot, self.database, self.game_engine)
moves_colored = " | ".join([
f"{battle_system.get_move_color(move['type'])}{move['name']}\x0F"
for move in battle["available_moves"]
])
self.send_message(channel, f"🎯 Moves: {moves_colored} | Use !attack <move> or !use <item>")
async def handle_gym_victory(self, channel, nickname, player, gym, difficulty_level):
"""Handle gym battle victory"""
# Record victory in database
result = await self.database.record_gym_victory(player["id"], gym["id"])
badge_icon = gym["badge_icon"]
leader = gym["leader_name"]
self.send_message(channel, f"🎉 {nickname} defeats the {gym['name']} gym!")
if result["is_first_victory"]:
# First time victory - award badge
self.send_message(channel,
f"{badge_icon} Leader {leader}: \"Impressive! You've earned the {gym['badge_name']}!\"")
self.send_message(channel,
f"🏆 {nickname} earned the {gym['badge_name']} {badge_icon}!")
# Award bonus rewards for first victory
money_reward = 500 + (difficulty_level * 100)
exp_reward = 200 + (difficulty_level * 50)
else:
# Repeat victory
self.send_message(channel,
f"{badge_icon} Leader {leader}: \"Well fought! Your skills keep improving!\"")
money_reward = 200 + (difficulty_level * 50)
exp_reward = 100 + (difficulty_level * 25)
# Award rewards (we'll implement this when we have currency/exp systems)
victories = result["victories"]
next_difficulty = result["next_difficulty"]
self.send_message(channel,
f"💰 Rewards: ${money_reward} | 🌟 {exp_reward} EXP")
self.send_message(channel,
f"📊 {gym['name']} record: {victories} victories | Next challenge: Level {next_difficulty}")
async def handle_gym_defeat(self, channel, nickname, gym, difficulty_level):
"""Handle gym battle defeat"""
badge_icon = gym["badge_icon"]
leader = gym["leader_name"]
self.send_message(channel, f"💥 {nickname} was defeated by the {gym['name']} gym!")
self.send_message(channel,
f"{badge_icon} Leader {leader}: \"Good battle! Train more and come back stronger!\"")
self.send_message(channel,
f"💡 Tip: Level up your pets, get better items, or try a different strategy!")
async def cmd_gym_info(self, channel, nickname, args):
"""Get detailed information about a gym"""
if not args:
self.send_message(channel, f"{nickname}: Specify a gym name! Example: !gym info \"Forest Guardian\"")
return
player = await self.require_player(channel, nickname)
if not player:
return
gym_name = " ".join(self.normalize_input(args)).strip('"')
# First try to find gym in player's current location
location = await self.database.get_player_location(player["id"])
gym = None
if location:
gym = await self.database.get_gym_by_name_in_location(gym_name, location["id"])
# If not found in current location, search globally
if not gym:
gym = await self.database.get_gym_by_name(gym_name)
if not gym:
self.send_message(channel, f"{nickname}: Gym '{gym_name}' not found!")
return
# Get gym team info
gym_team = await self.database.get_gym_team(gym["id"])
badge_icon = gym["badge_icon"]
self.send_message(channel, f"🏛️ {gym['name']} Gym Information:")
self.send_message(channel, f"📍 Location: {gym['location_name']}")
self.send_message(channel, f"👤 Leader: {gym['leader_name']}")
self.send_message(channel, f"🎯 Theme: {gym['theme']}-type")
self.send_message(channel, f"📝 {gym['description']}")
self.send_message(channel, f"🏆 Badge: {gym['badge_name']} {badge_icon}")
if gym_team:
self.send_message(channel, f"⚔️ Team ({len(gym_team)} pets):")
for pet in gym_team:
type_str = pet["type1"]
if pet["type2"]:
type_str += f"/{pet['type2']}"
self.send_message(channel,
f" • Level {pet['level']} {pet['species_name']} ({type_str})")
async def cmd_gym_status(self, channel, nickname):
"""Show player's overall gym progress"""
player = await self.require_player(channel, nickname)
if not player:
return
# This will show a summary - for detailed view they can use !gym list
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}#gym-badges")
async def cmd_forfeit(self, channel, nickname):
"""Forfeit the current gym battle"""
player = await self.require_player(channel, nickname)
if not player:
return
# Check if player is in a gym battle
gym_battle = await self.database.get_active_gym_battle(player["id"])
if not gym_battle:
self.send_message(channel, f"{nickname}: You're not currently in a gym battle!")
return
# End any active regular battle first
await self.game_engine.battle_engine.end_battle(player["id"], "forfeit")
# End gym battle
result = await self.database.end_gym_battle(player["id"], victory=False)
self.send_message(channel, f"🏳️ {nickname} forfeited the gym battle!")
self.send_message(channel,
f"{gym_battle['badge_icon']} {gym_battle['leader_name']}: \"Sometimes retreat is the wisest strategy. Come back when you're ready!\"")
self.send_message(channel,
f"💡 {nickname}: Train your pets and try again. You can challenge the gym anytime!")

159
modules/inventory.py Normal file
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@ -0,0 +1,159 @@
#!/usr/bin/env python3
"""Inventory management module for PetBot"""
from .base_module import BaseModule
class Inventory(BaseModule):
"""Handles inventory, item usage, and item management commands"""
def get_commands(self):
return ["inventory", "inv", "items", "use", "item"]
async def handle_command(self, channel, nickname, command, args):
if command in ["inventory", "inv", "items"]:
await self.cmd_inventory(channel, nickname)
elif command in ["use", "item"]:
await self.cmd_use_item(channel, nickname, args)
async def cmd_inventory(self, channel, nickname):
"""Redirect player to their web profile for inventory management"""
player = await self.require_player(channel, nickname)
if not player:
return
# Redirect to web interface for better inventory management
self.send_message(channel, f"🎒 {nickname}: View your complete inventory at: http://petz.rdx4.com/player/{nickname}#inventory")
self.send_message(channel, f"💡 The web interface shows detailed item information, categories, and usage options!")
async def cmd_use_item(self, channel, nickname, args):
"""Use an item from inventory"""
if not args:
self.send_message(channel, f"{nickname}: Specify an item to use! Example: !use Small Potion")
return
player = await self.require_player(channel, nickname)
if not player:
return
item_name = " ".join(self.normalize_input(args))
result = await self.database.use_item(player["id"], item_name)
if not result["success"]:
self.send_message(channel, f"{nickname}: {result['error']}")
return
item = result["item"]
effect = result["effect"]
effect_value = result["effect_value"]
# Handle different item effects
if effect == "heal":
# Find active pet to heal
active_pets = await self.database.get_active_pets(player["id"])
if not active_pets:
self.send_message(channel, f"{nickname}: You need an active pet to use healing items!")
return
# Heal the first active pet (can be expanded to choose specific pet)
pet = active_pets[0]
old_hp = pet["hp"]
new_hp = min(pet["max_hp"], pet["hp"] + effect_value)
healed_amount = new_hp - old_hp
# Update pet HP in database
await self.database.update_pet_hp(pet["id"], new_hp)
self.send_message(channel,
f"💊 {nickname}: Used {item['name']} on {pet['nickname'] or pet['species_name']}! "
f"Restored {healed_amount} HP ({old_hp}{new_hp}/{pet['max_hp']})")
elif effect == "full_heal":
active_pets = await self.database.get_active_pets(player["id"])
if not active_pets:
self.send_message(channel, f"{nickname}: You need an active pet to use healing items!")
return
pet = active_pets[0]
old_hp = pet["hp"]
healed_amount = pet["max_hp"] - old_hp
await self.database.update_pet_hp(pet["id"], pet["max_hp"])
self.send_message(channel,
f"{nickname}: Used {item['name']} on {pet['nickname'] or pet['species_name']}! "
f"Fully restored HP! ({old_hp}{pet['max_hp']}/{pet['max_hp']})")
elif effect == "attack_boost":
self.send_message(channel,
f"⚔️ {nickname}: Used {item['name']}! Your next battle will have +{effect_value}% attack damage!")
elif effect == "defense_boost":
self.send_message(channel,
f"🛡️ {nickname}: Used {item['name']}! Your next battle will have +{effect_value}% damage reduction!")
elif effect == "speed_boost":
self.send_message(channel,
f"💨 {nickname}: Used {item['name']}! You'll move first in your next battle!")
elif effect == "lucky_boost":
self.send_message(channel,
f"🍀 {nickname}: Used {item['name']}! Rare pet encounter rate increased by {effect_value}% for 1 hour!")
elif effect == "revive":
# Handle revive items for fainted pets
fainted_pets = await self.database.get_fainted_pets(player["id"])
if not fainted_pets:
self.send_message(channel, f"{nickname}: You don't have any fainted pets to revive!")
return
# Use the first fainted pet (can be expanded to choose specific pet)
pet = fainted_pets[0]
new_hp = int(pet["max_hp"] * (effect_value / 100.0)) # Convert percentage to HP
# Revive the pet and restore HP
await self.database.revive_pet(pet["id"], new_hp)
self.send_message(channel,
f"💫 {nickname}: Used {item['name']} on {pet['nickname'] or pet['species_name']}! "
f"Revived and restored {new_hp}/{pet['max_hp']} HP!")
elif effect == "max_revive":
# Handle max revive items for fainted pets
fainted_pets = await self.database.get_fainted_pets(player["id"])
if not fainted_pets:
self.send_message(channel, f"{nickname}: You don't have any fainted pets to revive!")
return
# Use the first fainted pet (can be expanded to choose specific pet)
pet = fainted_pets[0]
# Revive the pet and fully restore HP
await self.database.revive_pet(pet["id"], pet["max_hp"])
self.send_message(channel,
f"{nickname}: Used {item['name']} on {pet['nickname'] or pet['species_name']}! "
f"Revived and fully restored HP! ({pet['max_hp']}/{pet['max_hp']})")
elif effect == "money":
# Handle money items (like Coin Pouch)
import random
if "-" in str(effect_value):
# Parse range like "1-3"
min_coins, max_coins = map(int, str(effect_value).split("-"))
coins_gained = random.randint(min_coins, max_coins)
else:
coins_gained = int(effect_value)
# Add money to player
await self.database.add_money(player["id"], coins_gained)
self.send_message(channel,
f"💰 {nickname}: Used {item['name']}! Found {coins_gained} coins inside!")
elif effect == "none":
self.send_message(channel,
f"📦 {nickname}: Used {item['name']}! This item has no immediate effect but may be useful later.")
else:
self.send_message(channel,
f"{nickname}: Used {item['name']}! {item['description']}")

234
modules/npc_events.py Normal file
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@ -0,0 +1,234 @@
"""
NPC Events Module
Handles player commands for NPC events system
"""
from modules.base_module import BaseModule
from src.npc_events import NPCEventsManager
from datetime import datetime
class NPCEventsModule(BaseModule):
"""Module for NPC events system commands"""
def __init__(self, bot, database, game_engine):
super().__init__(bot, database, game_engine)
self.events_manager = NPCEventsManager(database)
def get_commands(self):
return ['events', 'event', 'contribute', 'eventhelp']
async def handle_command(self, command, channel, nickname, args):
"""Handle NPC events commands"""
# Normalize command
command = self.normalize_input(command)
if command == 'events':
await self.cmd_events(channel, nickname)
elif command == 'event':
await self.cmd_event(channel, nickname, args)
elif command == 'contribute':
await self.cmd_contribute(channel, nickname, args)
elif command == 'eventhelp':
await self.cmd_event_help(channel, nickname)
async def cmd_events(self, channel, nickname):
"""Show all active NPC events"""
try:
active_events = await self.events_manager.get_active_events()
if not active_events:
self.send_message(channel, "📅 No active community events at the moment. Check back later!")
return
message = "🎯 **Active Community Events:**\n"
for event in active_events:
progress = self.events_manager.get_progress_bar(
event['current_contributions'],
event['target_contributions']
)
# Calculate time remaining
expires_at = datetime.fromisoformat(event['expires_at'])
time_left = expires_at - datetime.now()
if time_left.total_seconds() > 0:
hours_left = int(time_left.total_seconds() / 3600)
minutes_left = int((time_left.total_seconds() % 3600) / 60)
time_str = f"{hours_left}h {minutes_left}m"
else:
time_str = "Expired"
difficulty_stars = "" * event['difficulty']
message += f"\n**#{event['id']} - {event['title']}** {difficulty_stars}\n"
message += f"📝 {event['description']}\n"
message += f"📊 Progress: {progress}\n"
message += f"⏰ Time left: {time_str}\n"
message += f"💰 Reward: {event['reward_experience']} XP, ${event['reward_money']}\n"
message += f"🤝 Use `!contribute {event['id']}` to help!\n"
self.send_message(channel, message)
except Exception as e:
self.logger.error(f"Error in cmd_events: {e}")
self.send_message(channel, f"❌ Error fetching events: {str(e)}")
async def cmd_event(self, channel, nickname, args):
"""Show details for a specific event"""
if not args:
self.send_message(channel, "❌ Usage: !event <event_id>")
return
try:
event_id = int(args[0])
event = await self.events_manager.get_event_details(event_id)
if not event:
self.send_message(channel, f"❌ Event #{event_id} not found or expired.")
return
# Calculate time remaining
expires_at = datetime.fromisoformat(event['expires_at'])
time_left = expires_at - datetime.now()
if time_left.total_seconds() > 0:
hours_left = int(time_left.total_seconds() / 3600)
minutes_left = int((time_left.total_seconds() % 3600) / 60)
time_str = f"{hours_left}h {minutes_left}m"
else:
time_str = "Expired"
progress = self.events_manager.get_progress_bar(
event['current_contributions'],
event['target_contributions']
)
difficulty_stars = "" * event['difficulty']
status_emoji = "🔄" if event['status'] == 'active' else "" if event['status'] == 'completed' else ""
message = f"{status_emoji} **Event #{event['id']}: {event['title']}** {difficulty_stars}\n"
message += f"📝 {event['description']}\n"
message += f"📊 Progress: {progress}\n"
message += f"⏰ Time left: {time_str}\n"
message += f"💰 Reward: {event['reward_experience']} XP, ${event['reward_money']}\n"
message += f"🏆 Status: {event['status'].title()}\n"
# Show leaderboard if there are contributors
if event['leaderboard']:
message += "\n🏅 **Top Contributors:**\n"
for i, contributor in enumerate(event['leaderboard'][:5]): # Top 5
rank_emoji = ["🥇", "🥈", "🥉", "4", "5"][i]
message += f"{rank_emoji} {contributor['nickname']}: {contributor['contributions']} contributions\n"
if event['status'] == 'active':
message += f"\n🤝 Use `!contribute {event['id']}` to help!"
self.send_message(channel, message)
except ValueError:
self.send_message(channel, "❌ Invalid event ID. Please use a number.")
except Exception as e:
self.logger.error(f"Error in cmd_event: {e}")
self.send_message(channel, f"❌ Error fetching event details: {str(e)}")
async def cmd_contribute(self, channel, nickname, args):
"""Allow player to contribute to an event"""
if not args:
self.send_message(channel, "❌ Usage: !contribute <event_id>")
return
player = await self.require_player(channel, nickname)
if not player:
return
try:
event_id = int(args[0])
# Check if event exists and is active
event = await self.events_manager.get_event_details(event_id)
if not event:
self.send_message(channel, f"❌ Event #{event_id} not found or expired.")
return
if event['status'] != 'active':
self.send_message(channel, f"❌ Event #{event_id} is not active.")
return
# Check if event has expired
expires_at = datetime.fromisoformat(event['expires_at'])
if datetime.now() >= expires_at:
self.send_message(channel, f"❌ Event #{event_id} has expired.")
return
# Add contribution
result = await self.events_manager.contribute_to_event(event_id, player['id'])
if not result['success']:
self.send_message(channel, f"❌ Failed to contribute: {result.get('error', 'Unknown error')}")
return
# Get updated event details
updated_event = await self.events_manager.get_event_details(event_id)
player_contributions = await self.events_manager.get_player_contributions(player['id'], event_id)
progress = self.events_manager.get_progress_bar(
updated_event['current_contributions'],
updated_event['target_contributions']
)
if result['event_completed']:
self.send_message(channel, f"🎉 **EVENT COMPLETED!** {updated_event['completion_message']}")
self.send_message(channel, f"🏆 Thanks to everyone who participated! Rewards will be distributed shortly.")
else:
self.send_message(channel, f"{nickname} contributed to '{updated_event['title']}'!")
self.send_message(channel, f"📊 Progress: {progress}")
self.send_message(channel, f"🤝 Your total contributions: {player_contributions}")
# Show encouragement based on progress
progress_percent = (updated_event['current_contributions'] / updated_event['target_contributions']) * 100
if progress_percent >= 75:
self.send_message(channel, "🔥 Almost there! Keep it up!")
elif progress_percent >= 50:
self.send_message(channel, "💪 Great progress! We're halfway there!")
elif progress_percent >= 25:
self.send_message(channel, "🌟 Good start! Keep contributing!")
except ValueError:
self.send_message(channel, "❌ Invalid event ID. Please use a number.")
except Exception as e:
self.logger.error(f"Error in cmd_contribute: {e}")
self.send_message(channel, f"❌ Error contributing to event: {str(e)}")
async def cmd_event_help(self, channel, nickname):
"""Show help for NPC events system"""
message = """🎯 **Community Events System Help**
**Available Commands:**
`!events` - Show all active community events
`!event <id>` - Show details for a specific event
`!contribute <id>` - Contribute to an event
`!eventhelp` - Show this help message
**How Events Work:**
🌟 Random community events spawn regularly
🤝 All players can contribute to the same events
📊 Events have progress bars and time limits
🏆 Everyone who contributes gets rewards when completed
Events have different difficulty levels (1-3 stars)
**Event Types:**
🏪 Resource Gathering - Help collect supplies
🐾 Pet Rescue - Search for missing pets
🎪 Community Projects - Work together on town projects
🚨 Emergency Response - Help during crises
🔬 Research - Assist with scientific discoveries
**Tips:**
Check `!events` regularly for new opportunities
Higher difficulty events give better rewards
Contributing more increases your reward multiplier
Events expire after their time limit"""
self.send_message(channel, message)

View file

@ -7,7 +7,7 @@ class PetManagement(BaseModule):
"""Handles team, pets, and future pet management commands"""
def get_commands(self):
return ["team", "pets", "activate", "deactivate", "swap"]
return ["team", "pets", "activate", "deactivate", "nickname", "heal", "teamname", "teamswap", "teamlist", "activeteam", "verifyteamswap"]
async def handle_command(self, channel, nickname, command, args):
if command == "team":
@ -18,40 +18,29 @@ class PetManagement(BaseModule):
await self.cmd_activate(channel, nickname, args)
elif command == "deactivate":
await self.cmd_deactivate(channel, nickname, args)
elif command == "swap":
await self.cmd_swap(channel, nickname, args)
elif command == "nickname":
await self.cmd_nickname(channel, nickname, args)
elif command == "heal":
await self.cmd_heal(channel, nickname)
elif command == "teamname":
await self.cmd_teamname(channel, nickname, args)
elif command == "teamswap":
await self.cmd_teamswap(channel, nickname, args)
elif command == "teamlist":
await self.cmd_teamlist(channel, nickname)
elif command == "activeteam":
await self.cmd_activeteam(channel, nickname)
elif command == "verifyteamswap":
await self.cmd_verifyteamswap(channel, nickname, args)
async def cmd_team(self, channel, nickname):
"""Show active pets (channel display)"""
"""Redirect player to their team builder page"""
player = await self.require_player(channel, nickname)
if not player:
return
pets = await self.database.get_player_pets(player["id"], active_only=False)
if not pets:
self.send_message(channel, f"{nickname}: You don't have any pets! Use !catch to find some.")
return
# Show active pets first, then others
active_pets = [pet for pet in pets if pet.get("is_active")]
inactive_pets = [pet for pet in pets if not pet.get("is_active")]
team_info = []
# Active pets with star
for pet in active_pets:
name = pet["nickname"] or pet["species_name"]
team_info.append(f"{name} (Lv.{pet['level']}) - {pet['hp']}/{pet['max_hp']} HP")
# Inactive pets
for pet in inactive_pets[:5]: # Show max 5 inactive
name = pet["nickname"] or pet["species_name"]
team_info.append(f"{name} (Lv.{pet['level']}) - {pet['hp']}/{pet['max_hp']} HP")
if len(inactive_pets) > 5:
team_info.append(f"... and {len(inactive_pets) - 5} more in storage")
self.send_message(channel, f"🐾 {nickname}'s team: " + " | ".join(team_info))
# Redirect to web interface for team management
self.send_message(channel, f"⚔️ {nickname}: Manage your team at: http://petz.rdx4.com/teambuilder/{nickname}")
async def cmd_pets(self, channel, nickname):
"""Show link to pet collection web page"""
@ -60,7 +49,7 @@ class PetManagement(BaseModule):
return
# Send URL to player's profile page instead of PM spam
self.send_message(channel, f"{nickname}: View your complete pet collection at: http://localhost:8080/player/{nickname}")
self.send_message(channel, f"{nickname}: View your complete pet collection at: http://petz.rdx4.com/player/{nickname}#pets")
async def cmd_activate(self, channel, nickname, args):
"""Activate a pet for battle (PM only)"""
@ -74,13 +63,14 @@ class PetManagement(BaseModule):
if not player:
return
pet_name = " ".join(args)
pet_name = " ".join(self.normalize_input(args))
result = await self.database.activate_pet(player["id"], pet_name)
if result["success"]:
pet = result["pet"]
display_name = pet["nickname"] or pet["species_name"]
self.send_pm(nickname, f"{display_name} is now active for battle!")
position = result.get("team_position", "?")
self.send_pm(nickname, f"{display_name} is now active for battle! Team position: {position}")
self.send_message(channel, f"{nickname}: Pet activated successfully!")
else:
self.send_pm(nickname, f"{result['error']}")
@ -98,7 +88,7 @@ class PetManagement(BaseModule):
if not player:
return
pet_name = " ".join(args)
pet_name = " ".join(self.normalize_input(args))
result = await self.database.deactivate_pet(player["id"], pet_name)
if result["success"]:
@ -110,40 +100,295 @@ class PetManagement(BaseModule):
self.send_pm(nickname, f"{result['error']}")
self.send_message(channel, f"{nickname}: Pet deactivation failed - check PM for details!")
async def cmd_swap(self, channel, nickname, args):
"""Swap active/storage status of two pets (PM only)"""
# Redirect to PM for privacy
async def cmd_nickname(self, channel, nickname, args):
"""Set a nickname for a pet"""
if len(args) < 2:
self.send_pm(nickname, "Usage: !swap <pet1> <pet2>")
self.send_pm(nickname, "Example: !swap Flamey Aqua")
self.send_message(channel, f"{nickname}: Pet swap instructions sent via PM!")
self.send_message(channel, f"{nickname}: Usage: !nickname <pet> <new_nickname>")
self.send_message(channel, f"Example: !nickname Charmander Flamey")
return
player = await self.require_player(channel, nickname)
if not player:
return
# Handle multi-word pet names by splitting on first space vs last space
if len(args) == 2:
pet1_name, pet2_name = args
else:
# For more complex parsing, assume equal split
mid_point = len(args) // 2
pet1_name = " ".join(args[:mid_point])
pet2_name = " ".join(args[mid_point:])
# Split args into pet identifier and new nickname
pet_identifier = self.normalize_input(args[0])
new_nickname = " ".join(args[1:])
result = await self.database.swap_pets(player["id"], pet1_name, pet2_name)
result = await self.database.set_pet_nickname(player["id"], pet_identifier, new_nickname)
if result["success"]:
pet1 = result["pet1"]
pet2 = result["pet2"]
pet1_display = pet1["nickname"] or pet1["species_name"]
pet2_display = pet2["nickname"] or pet2["species_name"]
self.send_pm(nickname, f"🔄 Swap complete!")
self.send_pm(nickname, f"{pet1_display}{result['pet1_now']}")
self.send_pm(nickname, f"{pet2_display}{result['pet2_now']}")
self.send_message(channel, f"{nickname}: Pet swap completed!")
old_name = result["old_name"]
new_name = result["new_nickname"]
self.send_message(channel, f"{nickname}: {old_name} is now nicknamed '{new_name}'!")
else:
self.send_pm(nickname, f"{result['error']}")
self.send_message(channel, f"{nickname}: Pet swap failed - check PM for details!")
self.send_message(channel, f"{nickname}: {result['error']}")
async def cmd_heal(self, channel, nickname):
"""Heal active pets (available to all users with 1-hour cooldown)"""
try:
player = await self.require_player(channel, nickname)
if not player:
return
# Check cooldown
from datetime import datetime, timedelta
last_heal = await self.database.get_last_heal_time(player["id"])
if last_heal:
time_since_heal = datetime.now() - last_heal
if time_since_heal < timedelta(hours=1):
remaining = timedelta(hours=1) - time_since_heal
minutes_remaining = int(remaining.total_seconds() / 60)
self.send_message(channel, f"{nickname}: Heal command is on cooldown! {minutes_remaining} minutes remaining.")
return
# Get active pets
active_pets = await self.database.get_active_pets(player["id"])
if not active_pets:
self.send_message(channel, f"{nickname}: You don't have any active pets to heal!")
return
# Count how many pets need healing
pets_healed = 0
for pet in active_pets:
if pet["hp"] < pet["max_hp"]:
# Heal pet to full HP
await self.database.update_pet_hp(pet["id"], pet["max_hp"])
pets_healed += 1
if pets_healed == 0:
self.send_message(channel, f"{nickname}: All your active pets are already at full health!")
return
# Update cooldown
await self.database.update_last_heal_time(player["id"])
self.send_message(channel, f"💊 {nickname}: Healed {pets_healed} pet{'s' if pets_healed != 1 else ''} to full health! Next heal available in 1 hour.")
except Exception as e:
self.send_message(channel, f"{nickname}: ❌ Error with heal command: {str(e)}")
async def cmd_teamname(self, channel, nickname, args):
"""Redirect player to team builder for team naming"""
player = await self.require_player(channel, nickname)
if not player:
return
# Redirect to web interface for team management
self.send_message(channel, f"🏷️ {nickname}: Rename your teams at: http://petz.rdx4.com/teambuilder/{nickname}")
self.send_message(channel, f"💡 Click on team names to rename them with secure PIN verification!")
async def cmd_teamswap(self, channel, nickname, args):
"""Switch active team to specified slot with PIN verification"""
if not args:
self.send_message(channel, f"{nickname}: Usage: !teamswap <slot>")
self.send_message(channel, f"Example: !teamswap 2")
self.send_message(channel, f"Slots: 1-3")
return
player = await self.require_player(channel, nickname)
if not player:
return
try:
slot = int(args[0])
if slot < 1 or slot > 3:
self.send_message(channel, f"{nickname}: Invalid slot! Must be 1, 2, or 3")
return
except ValueError:
self.send_message(channel, f"{nickname}: Slot must be a number (1-3)")
return
try:
# Check if team slot exists and has pets
config = await self.database.load_team_configuration(player["id"], slot)
if not config:
self.send_message(channel, f"{nickname}: Team slot {slot} is empty! Create a team first via the web interface")
return
# Parse team data to check if it has pets
import json
team_data = json.loads(config["team_data"]) if config["team_data"] else []
if not team_data:
self.send_message(channel, f"{nickname}: Team slot {slot} '{config['config_name']}' has no pets!")
return
# Check if this team is already active
current_active_slot = await self.database.get_active_team_slot(player["id"])
if current_active_slot == slot:
self.send_message(channel, f"{nickname}: Team slot {slot} '{config['config_name']}' is already active!")
return
# Get team management service for PIN-based swap
from src.team_management import TeamManagementService
from src.pin_authentication import PinAuthenticationService
pin_service = PinAuthenticationService(self.database, self.bot)
team_service = TeamManagementService(self.database, pin_service)
# Request team swap with PIN verification
swap_result = await team_service.request_team_swap(player["id"], nickname, slot)
if swap_result["success"]:
pet_count = len(team_data)
self.send_message(channel, f"🔐 {nickname}: PIN sent for swapping to '{config['config_name']}' ({pet_count} pets). Check your PM!")
else:
self.send_message(channel, f"{nickname}: {swap_result.get('error', 'Failed to request team swap')}")
except Exception as e:
self.logger.error(f"Error in teamswap command: {e}")
self.send_message(channel, f"{nickname}: Error processing team swap request")
async def cmd_teamlist(self, channel, nickname):
"""Show all team slots with names and pet names"""
player = await self.require_player(channel, nickname)
if not player:
return
try:
import json
# Get team configurations directly from database
team_configs = await self.database.get_player_team_configurations(player["id"])
current_active_slot = await self.database.get_active_team_slot(player["id"])
# Build team list display
team_lines = [f"📋 {nickname}'s Teams:"]
for slot in range(1, 4):
# Find config for this slot
config = next((c for c in team_configs if c.get("slot") == slot), None)
if config and config.get("team_data"):
team_name = config["name"]
team_data = config["team_data"]
# Get pet names from team data
pet_names = []
if isinstance(team_data, list):
# New format: list of pet objects (already fetched by get_player_team_configurations)
for pet in team_data:
if pet and isinstance(pet, dict):
display_name = pet.get("nickname") or pet.get("species_name", "Unknown")
pet_names.append(display_name)
elif isinstance(team_data, dict):
# Old format: dict with positions containing pet IDs
for pos in sorted(team_data.keys()):
pet_id = team_data[pos]
if pet_id:
pet = await self.database.get_pet_by_id(pet_id)
if pet:
display_name = pet.get("nickname") or pet.get("species_name", "Unknown")
pet_names.append(display_name)
# Mark active team
active_marker = " 🟢" if current_active_slot == slot else ""
if pet_names:
pets_text = " - ".join(pet_names)
team_lines.append(f" {slot}. {team_name} - {pets_text}{active_marker}")
else:
team_lines.append(f" {slot}. {team_name} - empty{active_marker}")
else:
team_lines.append(f" {slot}. Team {slot} - empty")
team_lines.append("")
team_lines.append("Commands: !teamswap <slot> | Web: http://petz.rdx4.com/teambuilder/" + nickname)
# Send each line separately to avoid IRC length limits
for line in team_lines:
self.send_message(channel, line)
except Exception as e:
self.logger.error(f"Error in teamlist command: {e}")
self.send_message(channel, f"{nickname}: Error loading team list")
async def cmd_activeteam(self, channel, nickname):
"""Show current active team details"""
player = await self.require_player(channel, nickname)
if not player:
return
try:
# Get active team
active_pets = await self.database.get_active_team(player["id"])
current_slot = await self.database.get_active_team_slot(player["id"])
if not active_pets:
self.send_message(channel, f"{nickname}: You don't have an active team! Use !teamswap or the web interface to set one")
return
# Get team name if it's from a saved configuration
team_name = "Active Team"
if current_slot:
config = await self.database.load_team_configuration(player["id"], current_slot)
if config:
team_name = config["config_name"]
# Build active team display
team_lines = [f"⚔️ {nickname}'s {team_name}:"]
for i, pet in enumerate(active_pets, 1):
display_name = pet.get("nickname") or pet.get("species_name", "Unknown")
level = pet.get("level", 1)
hp = pet.get("hp", 0)
max_hp = pet.get("max_hp", 100)
# Health status indicator
health_pct = (hp / max_hp * 100) if max_hp > 0 else 0
if health_pct >= 75:
health_icon = "💚"
elif health_pct >= 50:
health_icon = "💛"
elif health_pct >= 25:
health_icon = "🧡"
else:
health_icon = "❤️"
team_lines.append(f" {i}. {display_name} (Lv.{level}) {health_icon} {hp}/{max_hp}")
team_lines.append("")
team_lines.append(f"Use !heal to restore health (1hr cooldown)")
team_lines.append(f"Manage teams: http://petz.rdx4.com/teambuilder/{nickname}")
# Send team info
for line in team_lines:
self.send_message(channel, line)
except Exception as e:
self.logger.error(f"Error in activeteam command: {e}")
self.send_message(channel, f"{nickname}: Error loading active team")
async def cmd_verifyteamswap(self, channel, nickname, args):
"""Verify PIN and execute team swap"""
if not args:
self.send_message(channel, f"{nickname}: Usage: !verifyteamswap <pin>")
return
player = await self.require_player(channel, nickname)
if not player:
return
pin_code = args[0].strip()
try:
# Get team management service
from src.team_management import TeamManagementService
from src.pin_authentication import PinAuthenticationService
pin_service = PinAuthenticationService(self.database, self.bot)
team_service = TeamManagementService(self.database, pin_service)
# Verify PIN and execute team swap
result = await team_service.verify_team_swap(player["id"], pin_code)
if result["success"]:
self.send_message(channel, f"{nickname}: {result['message']}")
if 'pets_applied' in result:
self.send_message(channel, f"🔄 {result['pets_applied']} pets are now active for battle!")
else:
self.send_message(channel, f"{nickname}: {result.get('error', 'Team swap failed')}")
except Exception as e:
self.logger.error(f"Error in verifyteamswap command: {e}")
self.send_message(channel, f"{nickname}: Error processing team swap verification")

36
modules/team_builder.py Normal file
View file

@ -0,0 +1,36 @@
#!/usr/bin/env python3
"""Team builder module for PetBot - handles PIN delivery and verification"""
from .base_module import BaseModule
class TeamBuilder(BaseModule):
"""Handles team builder PIN system and IRC integration"""
def get_commands(self):
return [] # No direct IRC commands, only web interface
async def handle_command(self, channel, nickname, command, args):
# No direct commands handled by this module
pass
async def send_team_builder_pin(self, nickname, pin_code, team_name=None):
"""Send PIN to player via private message"""
team_text = f" for {team_name}" if team_name else ""
message = f"""🔐 Team Builder Verification PIN{team_text}: {pin_code}
This PIN will expire in 10 minutes.
Enter this PIN on the team builder web page to confirm your team changes.
Keep this PIN private! Do not share it with anyone."""
self.send_pm(nickname, message)
self.logger.info(f"🔐 Sent team builder PIN to {nickname}: {pin_code}{team_text}")
async def cleanup_expired_data(self):
"""Clean up expired PINs and pending requests"""
try:
result = await self.database.cleanup_expired_pins()
if result["success"] and (result["pins_cleaned"] > 0 or result["changes_cleaned"] > 0):
self.logger.info(f"🧹 Cleaned up {result['pins_cleaned']} expired PINs and {result['changes_cleaned']} pending changes")
except Exception as e:
self.logger.error(f"Error during cleanup: {e}")

61
rate_limiting_config.json Normal file
View file

@ -0,0 +1,61 @@
{
"rate_limiting": {
"enabled": true,
"description": "Rate limiting configuration for PetBot IRC commands and web interface",
"categories": {
"basic": {
"description": "Basic commands like !help, !ping, !status",
"requests_per_minute": 20,
"burst_capacity": 5,
"cooldown_seconds": 1,
"commands": ["help", "ping", "status", "uptime", "connection_stats"]
},
"gameplay": {
"description": "Gameplay commands like !explore, !catch, !battle",
"requests_per_minute": 10,
"burst_capacity": 3,
"cooldown_seconds": 3,
"commands": ["start", "explore", "catch", "battle", "attack", "moves", "flee", "travel", "weather", "gym"]
},
"management": {
"description": "Pet and inventory management commands",
"requests_per_minute": 5,
"burst_capacity": 2,
"cooldown_seconds": 5,
"commands": ["pets", "activate", "deactivate", "stats", "inventory", "use", "nickname"]
},
"admin": {
"description": "Administrative commands",
"requests_per_minute": 100,
"burst_capacity": 10,
"cooldown_seconds": 0,
"commands": ["backup", "restore", "backups", "backup_stats", "backup_cleanup", "reload", "reconnect", "rate_stats", "rate_user", "rate_unban", "rate_reset"]
},
"web": {
"description": "Web interface requests",
"requests_per_minute": 60,
"burst_capacity": 10,
"cooldown_seconds": 1
}
},
"admin_users": ["admin", "megaproxy", "megasconed"],
"global_limits": {
"max_requests_per_minute": 200,
"max_concurrent_users": 100,
"description": "Global limits across all users and commands"
},
"violation_penalties": {
"warning_threshold": 3,
"temporary_ban_threshold": 10,
"temporary_ban_duration": 300,
"description": "Penalties for rate limit violations (ban duration in seconds)"
},
"monitoring": {
"log_violations": true,
"log_bans": true,
"stats_reporting_interval": 300,
"cleanup_interval": 60,
"description": "Monitoring and logging configuration"
}
}
}

View file

@ -1,4 +1,44 @@
# PetBot Requirements
# Core dependencies for IRC bot functionality
# IRC client library for connecting to IRC servers
irc>=20.3.0
# Async SQLite database interface for database operations
aiosqlite>=0.19.0
# Environment variable loading (for configuration)
python-dotenv>=1.0.0
asyncio
# HTTP client for web interface testing and rate limiting tests
aiohttp>=3.8.0
# Note: The following are part of Python's standard library and don't need installation:
# - asyncio (async programming)
# - sqlite3 (synchronous SQLite operations)
# - json (JSON data handling)
# - socket (network communication)
# - threading (thread management)
# - time (time operations)
# - os (operating system interface)
# - sys (system parameters)
# - logging (logging framework)
# - pathlib (path handling)
# - urllib.parse (URL parsing)
# - datetime (date/time handling)
# - typing (type annotations)
# - enum (enumerations)
# - abc (abstract base classes)
# - importlib (import utilities)
# - signal (signal handling)
# - shutil (file operations)
# - gzip (compression)
# - tempfile (temporary files)
# - http.server (HTTP server)
# - random (random numbers)
# Development and testing dependencies (optional)
# These are not required for basic bot operation but useful for development:
# pytest>=7.0.0
# black>=22.0.0
# flake8>=4.0.0

View file

@ -10,7 +10,7 @@ sys.path.append(os.path.dirname(os.path.abspath(__file__)))
from src.database import Database
from src.game_engine import GameEngine
from modules import CoreCommands, Exploration, BattleSystem, PetManagement, Achievements, Admin
from modules import CoreCommands, Exploration, BattleSystem, PetManagement, Achievements, Admin, Inventory, GymBattles, TeamBuilder
from webserver import PetBotWebServer
class PetBotDebug:
@ -53,8 +53,20 @@ class PetBotDebug:
self.load_modules()
print("✅ Modules loaded")
print("🔄 Validating player data and achievements...")
loop.run_until_complete(self.validate_all_player_data())
print("✅ Player data validation complete")
print("🔄 Validating database integrity...")
loop.run_until_complete(self.validate_database_integrity())
print("✅ Database integrity validation complete")
print("🔄 Starting background validation task...")
self.start_background_validation(loop)
print("✅ Background validation started")
print("🔄 Starting web server...")
self.web_server = PetBotWebServer(self.database, port=8080)
self.web_server = PetBotWebServer(self.database, port=8080, bot=self)
self.web_server.start_in_thread()
print("✅ Web server started")
@ -69,7 +81,10 @@ class PetBotDebug:
BattleSystem,
PetManagement,
Achievements,
Admin
Admin,
Inventory,
GymBattles,
TeamBuilder
]
self.modules = {}
@ -89,23 +104,186 @@ class PetBotDebug:
print(f"✅ Loaded {len(self.modules)} modules with {len(self.command_map)} commands")
async def validate_all_player_data(self):
"""Validate and refresh all player data on startup to prevent state loss"""
try:
# Get all players from database
import aiosqlite
async with aiosqlite.connect(self.database.db_path) as db:
cursor = await db.execute("SELECT id, nickname FROM players")
players = await cursor.fetchall()
print(f"🔄 Found {len(players)} players to validate...")
for player_id, nickname in players:
try:
# Check and award any missing achievements for each player
new_achievements = await self.game_engine.check_all_achievements(player_id)
if new_achievements:
print(f" 🏆 {nickname}: Restored {len(new_achievements)} missing achievements")
for achievement in new_achievements:
print(f" - {achievement['name']}")
else:
print(f"{nickname}: All achievements up to date")
# Validate team composition
team_composition = await self.database.get_team_composition(player_id)
if team_composition["active_pets"] == 0 and team_composition["total_pets"] > 0:
# Player has pets but none active - activate the first one
pets = await self.database.get_player_pets(player_id)
if pets:
first_pet = pets[0]
await self.database.activate_pet(player_id, str(first_pet["id"]))
print(f" 🔧 {nickname}: Auto-activated pet {first_pet['nickname'] or first_pet['species_name']} (no active pets)")
except Exception as e:
print(f" ❌ Error validating {nickname}: {e}")
print("✅ All player data validated and updated")
except Exception as e:
print(f"❌ Error during player data validation: {e}")
# Don't fail startup if validation fails
async def validate_database_integrity(self):
"""Validate database integrity and fix common issues"""
try:
import aiosqlite
async with aiosqlite.connect(self.database.db_path) as db:
# Check for orphaned pets
cursor = await db.execute("""
SELECT COUNT(*) FROM pets
WHERE species_id NOT IN (SELECT id FROM pet_species)
""")
orphaned_pets = (await cursor.fetchone())[0]
if orphaned_pets > 0:
print(f"⚠️ Found {orphaned_pets} orphaned pets - fixing references...")
# This should not happen with the new startup logic, but just in case
await self.fix_orphaned_pets(db)
# Check player data accessibility
cursor = await db.execute("SELECT id, nickname FROM players")
players = await cursor.fetchall()
total_accessible_pets = 0
for player_id, nickname in players:
cursor = await db.execute("""
SELECT COUNT(*) FROM pets p
JOIN pet_species ps ON p.species_id = ps.id
WHERE p.player_id = ?
""", (player_id,))
accessible_pets = (await cursor.fetchone())[0]
total_accessible_pets += accessible_pets
if accessible_pets > 0:
print(f"{nickname}: {accessible_pets} pets accessible")
else:
# Get total pets for this player
cursor = await db.execute("SELECT COUNT(*) FROM pets WHERE player_id = ?", (player_id,))
total_pets = (await cursor.fetchone())[0]
if total_pets > 0:
print(f" ⚠️ {nickname}: {total_pets} pets but 0 accessible (orphaned)")
print(f"✅ Database integrity check: {total_accessible_pets} total accessible pets")
except Exception as e:
print(f"❌ Database integrity validation failed: {e}")
async def fix_orphaned_pets(self, db):
"""Fix orphaned pet references (emergency fallback)"""
try:
# This is a simplified fix - map common species names to current IDs
common_species = ['Flamey', 'Aqua', 'Leafy', 'Vinewrap', 'Bloomtail', 'Furry']
for species_name in common_species:
cursor = await db.execute("SELECT id FROM pet_species WHERE name = ?", (species_name,))
species_row = await cursor.fetchone()
if species_row:
current_id = species_row[0]
# Update any pets that might be referencing old IDs for this species
await db.execute("""
UPDATE pets SET species_id = ?
WHERE species_id NOT IN (SELECT id FROM pet_species)
AND species_id IN (
SELECT DISTINCT p.species_id FROM pets p
WHERE p.species_id NOT IN (SELECT id FROM pet_species)
LIMIT 1
)
""", (current_id,))
await db.commit()
print(" ✅ Orphaned pets fixed")
except Exception as e:
print(f" ❌ Failed to fix orphaned pets: {e}")
def start_background_validation(self, loop):
"""Start background task to periodically validate player data"""
import asyncio
async def periodic_validation():
while True:
try:
await asyncio.sleep(1800) # Run every 30 minutes
print("🔄 Running periodic player data validation...")
await self.validate_all_player_data()
except Exception as e:
print(f"❌ Error in background validation: {e}")
# Create background task
loop.create_task(periodic_validation())
async def reload_modules(self):
"""Reload all modules (for admin use)"""
try:
# Reload module files
import modules
importlib.reload(modules.core_commands)
importlib.reload(modules.exploration)
importlib.reload(modules.battle_system)
importlib.reload(modules.pet_management)
importlib.reload(modules.achievements)
importlib.reload(modules.admin)
importlib.reload(modules)
# Reinitialize modules
print("🔄 Reloading modules...")
# Import all module files
import modules.core_commands
import modules.exploration
import modules.battle_system
import modules.pet_management
import modules.achievements
import modules.admin
import modules.inventory
import modules.gym_battles
import modules.team_builder
import modules.backup_commands
import modules.connection_monitor
import modules.base_module
import modules
# Reload each module individually with error handling
modules_to_reload = [
('base_module', modules.base_module),
('core_commands', modules.core_commands),
('exploration', modules.exploration),
('battle_system', modules.battle_system),
('pet_management', modules.pet_management),
('achievements', modules.achievements),
('admin', modules.admin),
('inventory', modules.inventory),
('gym_battles', modules.gym_battles),
('team_builder', modules.team_builder),
('backup_commands', modules.backup_commands),
('connection_monitor', modules.connection_monitor),
('modules', modules)
]
for module_name, module_obj in modules_to_reload:
try:
importlib.reload(module_obj)
print(f" ✅ Reloaded {module_name}")
except Exception as e:
print(f" ❌ Failed to reload {module_name}: {e}")
# Clear and reinitialize module instances
self.modules = {}
self.load_modules()
print("✅ Modules reloaded successfully")
print("✅ All modules reloaded successfully")
return True
except Exception as e:
print(f"❌ Module reload failed: {e}")
@ -234,12 +412,14 @@ class PetBotDebug:
self.handle_command(channel, nickname, message)
def handle_command(self, channel, nickname, message):
from modules.base_module import BaseModule
command_parts = message[1:].split()
if not command_parts:
return
command = command_parts[0].lower()
args = command_parts[1:]
command = BaseModule.normalize_input(command_parts[0])
args = BaseModule.normalize_input(command_parts[1:])
try:
if command in self.command_map:
@ -261,12 +441,25 @@ class PetBotDebug:
self.send(f"PRIVMSG {target} :{message}")
time.sleep(0.5)
async def send_team_builder_pin(self, nickname, pin_code):
"""Send team builder PIN via private message"""
if hasattr(self.modules.get('TeamBuilder'), 'send_team_builder_pin'):
await self.modules['TeamBuilder'].send_team_builder_pin(nickname, pin_code)
else:
# Fallback direct PM
message = f"🔐 Team Builder PIN: {pin_code} (expires in 10 minutes)"
self.send_message(nickname, message)
def run_async_command(self, coro):
return self.loop.run_until_complete(coro)
if __name__ == "__main__":
print("🐾 Starting Pet Bot for IRC (Debug Mode)...")
bot = PetBotDebug()
# Make bot instance globally accessible for webserver
import sys
sys.modules[__name__].bot_instance = bot
try:
bot.connect()
except KeyboardInterrupt:

512
run_bot_with_reconnect.py Normal file
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@ -0,0 +1,512 @@
#!/usr/bin/env python3
"""
PetBot with Advanced IRC Connection Management
Includes automatic reconnection, health monitoring, and graceful error handling.
"""
import asyncio
import sys
import os
import importlib
import logging
import signal
from datetime import datetime
# Add the project directory to the path
sys.path.append(os.path.dirname(os.path.abspath(__file__)))
from src.database import Database
from src.game_engine import GameEngine
from src.irc_connection_manager import IRCConnectionManager, ConnectionState
from src.rate_limiter import RateLimiter, get_command_category
from src.npc_events import NPCEventsManager
from modules import CoreCommands, Exploration, BattleSystem, PetManagement, Achievements, Admin, Inventory, GymBattles, TeamBuilder, NPCEventsModule, BackupCommands
from webserver import PetBotWebServer
from config import IRC_CONFIG, RATE_LIMIT_CONFIG
class PetBotWithReconnect:
"""
Enhanced PetBot with robust IRC connection management.
"""
def __init__(self):
# Setup logging
logging.basicConfig(
level=logging.INFO,
format='%(asctime)s - %(name)s - %(levelname)s - %(message)s'
)
self.logger = logging.getLogger(__name__)
self.logger.info("🤖 PetBot with Auto-Reconnect - Initializing...")
# Core components
self.database = Database()
self.game_engine = GameEngine(self.database)
self.npc_events = None
self.config = IRC_CONFIG
# Connection and state management
self.connection_manager = None
self.running = False
self.shutdown_requested = False
# Module management
self.modules = {}
self.command_map = {}
self.active_encounters = {}
# Web server
self.web_server = None
# Rate limiting
self.rate_limiter = None
# Message queue for thread-safe IRC messaging
import queue
self.message_queue = queue.Queue()
# Statistics
self.startup_time = datetime.now()
self.command_count = 0
self.connection_events = []
self.logger.info("✅ Basic initialization complete")
async def initialize(self):
"""Initialize all async components."""
try:
self.logger.info("🔄 Initializing async components...")
# Initialize database
self.logger.info("🔄 Initializing database...")
await self.database.init_database()
self.logger.info("✅ Database initialized")
# Load game data
self.logger.info("🔄 Loading game data...")
await self.game_engine.load_game_data()
# Set bot reference for weather announcements
self.game_engine.bot = self
self.logger.info("✅ Game data loaded")
# Initialize NPC events manager
self.logger.info("🔄 Initializing NPC events manager...")
self.npc_events = NPCEventsManager(self.database)
self.logger.info("✅ NPC events manager initialized")
# Load modules
self.logger.info("🔄 Loading command modules...")
await self.load_modules()
self.logger.info("✅ Modules loaded")
# Validate player data
self.logger.info("🔄 Validating player data...")
await self.validate_all_player_data()
self.logger.info("✅ Player data validation complete")
# Initialize rate limiter with config
self.logger.info("🔄 Initializing rate limiter...")
self.rate_limiter = RateLimiter(RATE_LIMIT_CONFIG)
self.logger.info("✅ Rate limiter initialized")
# Start web server
self.logger.info("🔄 Starting web server...")
self.web_server = PetBotWebServer(self.database, port=8080, bot=self)
self.web_server.start_in_thread()
self.logger.info("✅ Web server started on port 8080")
# Initialize connection manager
self.logger.info("🔄 Initializing IRC connection manager...")
self.connection_manager = IRCConnectionManager(self.config, self)
self.connection_manager.set_callbacks(
on_connect=self.on_irc_connect,
on_disconnect=self.on_irc_disconnect,
on_message=self.on_irc_message,
on_connection_lost=self.on_connection_lost
)
self.logger.info("✅ IRC connection manager initialized")
# Start background tasks
self.logger.info("🔄 Starting background tasks...")
asyncio.create_task(self.background_validation_task())
asyncio.create_task(self.connection_stats_task())
asyncio.create_task(self.message_queue_processor())
asyncio.create_task(self.npc_events.start_background_task())
self.logger.info("✅ Background tasks started")
self.logger.info("🎉 All components initialized successfully!")
except Exception as e:
self.logger.error(f"❌ Initialization failed: {e}")
raise
async def load_modules(self):
"""Load all command modules."""
module_classes = [
CoreCommands,
Exploration,
BattleSystem,
PetManagement,
Achievements,
Admin,
Inventory,
GymBattles,
TeamBuilder,
NPCEventsModule,
BackupCommands
]
self.modules = {}
self.command_map = {}
for module_class in module_classes:
try:
module_name = module_class.__name__
self.logger.info(f" Loading {module_name}...")
module_instance = module_class(self, self.database, self.game_engine)
self.modules[module_name] = module_instance
# Map commands to modules
commands = module_instance.get_commands()
for command in commands:
self.command_map[command] = module_instance
self.logger.info(f"{module_name}: {len(commands)} commands")
except Exception as e:
self.logger.error(f" ❌ Failed to load {module_name}: {e}")
raise
self.logger.info(f"✅ Loaded {len(self.modules)} modules with {len(self.command_map)} commands")
async def reload_modules(self):
"""Reload all modules (for admin use)."""
try:
self.logger.info("🔄 Reloading modules...")
# Reload module files
import modules
importlib.reload(modules.core_commands)
importlib.reload(modules.exploration)
importlib.reload(modules.battle_system)
importlib.reload(modules.pet_management)
importlib.reload(modules.achievements)
importlib.reload(modules.admin)
importlib.reload(modules.inventory)
importlib.reload(modules.gym_battles)
importlib.reload(modules.team_builder)
importlib.reload(modules.backup_commands)
importlib.reload(modules)
# Reinitialize modules
await self.load_modules()
self.logger.info("✅ Modules reloaded successfully")
return True
except Exception as e:
self.logger.error(f"❌ Module reload failed: {e}")
return False
async def validate_all_player_data(self):
"""Validate and refresh all player data."""
try:
import aiosqlite
async with aiosqlite.connect(self.database.db_path) as db:
cursor = await db.execute("SELECT id, nickname FROM players")
players = await cursor.fetchall()
self.logger.info(f"🔄 Validating {len(players)} players...")
for player_id, nickname in players:
try:
# Check and award missing achievements
new_achievements = await self.game_engine.check_all_achievements(player_id)
if new_achievements:
self.logger.info(f" 🏆 {nickname}: Restored {len(new_achievements)} achievements")
# Validate team composition
team_composition = await self.database.get_team_composition(player_id)
if team_composition["active_pets"] == 0 and team_composition["total_pets"] > 0:
pets = await self.database.get_player_pets(player_id)
if pets:
first_pet = pets[0]
await self.database.activate_pet(player_id, str(first_pet["id"]))
self.logger.info(f" 🔧 {nickname}: Auto-activated pet {first_pet['nickname'] or first_pet['species_name']}")
except Exception as e:
self.logger.error(f" ❌ Error validating {nickname}: {e}")
self.logger.info("✅ Player data validation complete")
except Exception as e:
self.logger.error(f"❌ Player data validation failed: {e}")
async def background_validation_task(self):
"""Background task for periodic validation."""
while self.running:
try:
await asyncio.sleep(1800) # Run every 30 minutes
if self.running:
self.logger.info("🔄 Running periodic validation...")
await self.validate_all_player_data()
except asyncio.CancelledError:
break
except Exception as e:
self.logger.error(f"❌ Background validation error: {e}")
async def connection_stats_task(self):
"""Background task for connection statistics."""
while self.running:
try:
await asyncio.sleep(300) # Log stats every 5 minutes
if self.running and self.connection_manager:
stats = self.connection_manager.get_connection_stats()
if stats["connected"]:
self.logger.info(f"📊 Connection stats: {stats['message_count']} messages, {stats['total_reconnections']} reconnections")
except asyncio.CancelledError:
break
except Exception as e:
self.logger.error(f"❌ Connection stats error: {e}")
async def message_queue_processor(self):
"""Background task to process queued messages from other threads."""
while self.running:
try:
# Check for messages in queue (non-blocking)
try:
target, message = self.message_queue.get_nowait()
await self.send_message(target, message)
self.message_queue.task_done()
except:
# No messages in queue, sleep a bit
await asyncio.sleep(0.1)
except asyncio.CancelledError:
break
except Exception as e:
self.logger.error(f"❌ Message queue processor error: {e}")
async def on_irc_connect(self):
"""Called when IRC connection is established."""
self.logger.info("🎉 IRC connection established successfully!")
self.connection_events.append({"type": "connect", "time": datetime.now()})
# Send welcome message to channel
if self.connection_manager:
await self.connection_manager.send_message(
self.config["channel"],
"🤖 PetBot is online and ready for commands! Use !help to get started."
)
async def on_irc_disconnect(self, error):
"""Called when IRC connection is lost."""
self.logger.warning(f"💔 IRC connection lost: {error}")
self.connection_events.append({"type": "disconnect", "time": datetime.now(), "error": str(error)})
async def on_connection_lost(self, error):
"""Called when connection is lost and reconnection will be attempted."""
self.logger.warning(f"🔄 Connection lost, will attempt reconnection: {error}")
self.connection_events.append({"type": "reconnect_attempt", "time": datetime.now(), "error": str(error)})
async def on_irc_message(self, line):
"""Called when IRC message is received."""
# Handle private messages and channel messages
parts = line.split()
if len(parts) < 4:
return
if parts[1] == "PRIVMSG":
channel = parts[2]
message = " ".join(parts[3:])[1:] # Remove leading ':'
# Extract nickname from hostmask
hostmask = parts[0][1:] # Remove leading ':'
nickname = hostmask.split('!')[0]
# Handle commands
if message.startswith(self.config["command_prefix"]):
self.logger.info(f"🎮 Command from {nickname}: {message}")
await self.handle_command(channel, nickname, message)
async def handle_command(self, channel, nickname, message):
"""Handle IRC commands with rate limiting."""
from modules.base_module import BaseModule
command_parts = message[1:].split()
if not command_parts:
return
command = BaseModule.normalize_input(command_parts[0])
args = BaseModule.normalize_input(command_parts[1:])
try:
# Check rate limit first
if self.rate_limiter:
category = get_command_category(command)
allowed, rate_limit_message = await self.rate_limiter.check_rate_limit(
nickname, category, command
)
if not allowed:
await self.send_message(channel, f"{nickname}: {rate_limit_message}")
return
self.command_count += 1
if command in self.command_map:
module = self.command_map[command]
self.logger.info(f"🔧 Executing {command} via {module.__class__.__name__}")
await module.handle_command(channel, nickname, command, args)
else:
await self.send_message(channel, f"{nickname}: Unknown command. Use !help for available commands.")
except Exception as e:
self.logger.error(f"❌ Command error: {e}")
await self.send_message(channel, f"{nickname}: Error processing command: {str(e)}")
async def send_message(self, target, message):
"""Send message via connection manager."""
if self.connection_manager:
success = await self.connection_manager.send_message(target, message)
if not success:
self.logger.warning(f"Failed to send message to {target}: {message}")
else:
self.logger.warning(f"No connection manager available to send message to {target}")
def send_message_sync(self, target, message):
"""Synchronous wrapper for send_message (for compatibility with web server)."""
try:
# Add message to queue for processing by background task
self.message_queue.put((target, message))
self.logger.info(f"Queued message for {target}: {message}")
except Exception as e:
self.logger.error(f"Failed to queue message: {e}")
async def send_team_builder_pin(self, nickname, pin_code):
"""Send team builder PIN via private message."""
message = f"🔐 Team Builder PIN: {pin_code} (expires in 10 minutes)"
await self.send_message(nickname, message)
def get_bot_stats(self):
"""Get comprehensive bot statistics."""
uptime = datetime.now() - self.startup_time
connection_stats = {}
if self.connection_manager:
connection_stats = self.connection_manager.get_connection_stats()
return {
"uptime": str(uptime),
"startup_time": self.startup_time,
"command_count": self.command_count,
"loaded_modules": len(self.modules),
"available_commands": len(self.command_map),
"connection_events": len(self.connection_events),
"connection_stats": connection_stats,
"running": self.running
}
async def start(self):
"""Start the bot."""
self.running = True
try:
# Initialize all components
await self.initialize()
# Start connection manager
self.logger.info("🚀 Starting IRC connection manager...")
await self.connection_manager.start()
except Exception as e:
self.logger.error(f"❌ Bot startup failed: {e}")
raise
finally:
await self.shutdown()
async def shutdown(self):
"""Gracefully shutdown the bot."""
if self.shutdown_requested:
return
self.shutdown_requested = True
self.logger.info("🔄 Shutting down bot...")
# Stop main loop
self.running = False
# Stop connection manager
if self.connection_manager:
await self.connection_manager.stop()
# Shutdown rate limiter
if self.rate_limiter:
try:
await self.rate_limiter.shutdown()
except Exception as e:
self.logger.error(f"Error shutting down rate limiter: {e}")
# Shutdown game engine
if self.game_engine:
try:
await self.game_engine.shutdown()
except Exception as e:
self.logger.error(f"Error shutting down game engine: {e}")
# Stop web server
if self.web_server:
try:
# Web server doesn't have async shutdown, so we'll just log it
self.logger.info("🔄 Web server shutdown (handled by thread)")
except Exception as e:
self.logger.error(f"Error shutting down web server: {e}")
self.logger.info("✅ Bot shutdown complete")
async def main():
"""Main entry point."""
bot = PetBotWithReconnect()
# Make bot instance globally accessible for webserver
sys.modules[__name__].bot_instance = bot
# Setup signal handlers for graceful shutdown
def signal_handler(signum, frame):
bot.logger.info(f"Received signal {signum}, initiating shutdown...")
asyncio.create_task(bot.shutdown())
signal.signal(signal.SIGINT, signal_handler)
signal.signal(signal.SIGTERM, signal_handler)
try:
await bot.start()
except KeyboardInterrupt:
bot.logger.info("🛑 Keyboard interrupt received")
except Exception as e:
bot.logger.error(f"❌ Bot crashed: {e}")
import traceback
traceback.print_exc()
finally:
await bot.shutdown()
if __name__ == "__main__":
print("🐾 Starting PetBot with Auto-Reconnect...")
try:
asyncio.run(main())
except KeyboardInterrupt:
print("\n🔄 Bot stopping...")
except Exception as e:
print(f"❌ Fatal error: {e}")
import traceback
traceback.print_exc()
finally:
print("✅ Bot stopped")

458
src/backup_manager.py Normal file
View file

@ -0,0 +1,458 @@
import os
import shutil
import sqlite3
import gzip
import json
from datetime import datetime, timedelta
from typing import Dict, List, Optional
import asyncio
import aiosqlite
from pathlib import Path
import logging
class BackupManager:
def __init__(self, db_path: str = "data/petbot.db", backup_dir: str = "backups"):
self.db_path = db_path
self.backup_dir = Path(backup_dir)
self.backup_dir.mkdir(exist_ok=True)
# Backup configuration
self.max_daily_backups = 7 # Keep 7 daily backups
self.max_weekly_backups = 4 # Keep 4 weekly backups
self.max_monthly_backups = 12 # Keep 12 monthly backups
# Setup logging
self.logger = logging.getLogger(__name__)
async def create_backup(self, backup_type: str = "manual", compress: bool = True) -> Dict:
"""Create a database backup with optional compression."""
try:
# Check if database exists
if not os.path.exists(self.db_path):
return {"success": False, "error": "Database file not found"}
timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
backup_filename = f"petbot_backup_{backup_type}_{timestamp}.db"
if compress:
backup_filename += ".gz"
backup_path = self.backup_dir / backup_filename
# Create the backup
if compress:
await self._create_compressed_backup(backup_path)
else:
await self._create_regular_backup(backup_path)
# Get backup info
backup_info = await self._get_backup_info(backup_path)
# Log the backup
self.logger.info(f"Backup created: {backup_filename} ({backup_info['size_mb']:.1f}MB)")
return {
"success": True,
"backup_path": str(backup_path),
"backup_filename": backup_filename,
"backup_type": backup_type,
"timestamp": timestamp,
"compressed": compress,
"size_mb": backup_info["size_mb"]
}
except Exception as e:
self.logger.error(f"Backup creation failed: {str(e)}")
return {"success": False, "error": str(e)}
async def _create_regular_backup(self, backup_path: Path):
"""Create a regular SQLite backup using the backup API."""
def backup_db():
# Use SQLite backup API for consistent backup
source_conn = sqlite3.connect(self.db_path)
backup_conn = sqlite3.connect(str(backup_path))
# Perform the backup
source_conn.backup(backup_conn)
# Close connections
source_conn.close()
backup_conn.close()
# Run the backup in a thread to avoid blocking
await asyncio.get_event_loop().run_in_executor(None, backup_db)
async def _create_compressed_backup(self, backup_path: Path):
"""Create a compressed backup."""
def backup_and_compress():
# First create temporary uncompressed backup
temp_backup = backup_path.with_suffix('.tmp')
# Use SQLite backup API
source_conn = sqlite3.connect(self.db_path)
backup_conn = sqlite3.connect(str(temp_backup))
source_conn.backup(backup_conn)
source_conn.close()
backup_conn.close()
# Compress the backup
with open(temp_backup, 'rb') as f_in:
with gzip.open(backup_path, 'wb') as f_out:
shutil.copyfileobj(f_in, f_out)
# Remove temporary file
temp_backup.unlink()
await asyncio.get_event_loop().run_in_executor(None, backup_and_compress)
async def _get_backup_info(self, backup_path: Path) -> Dict:
"""Get information about a backup file."""
stat = backup_path.stat()
return {
"size_bytes": stat.st_size,
"size_mb": stat.st_size / (1024 * 1024),
"created_at": datetime.fromtimestamp(stat.st_mtime),
"compressed": backup_path.suffix == '.gz'
}
async def list_backups(self) -> List[Dict]:
"""List all available backups with metadata."""
backups = []
for backup_file in self.backup_dir.glob("petbot_backup_*.db*"):
try:
info = await self._get_backup_info(backup_file)
# Parse backup filename for metadata
filename = backup_file.name
parts = filename.replace('.gz', '').replace('.db', '').split('_')
if len(parts) >= 4:
backup_type = parts[2]
timestamp = parts[3]
backups.append({
"filename": filename,
"path": str(backup_file),
"type": backup_type,
"timestamp": timestamp,
"created_at": info["created_at"],
"size_mb": info["size_mb"],
"compressed": info["compressed"]
})
except Exception as e:
self.logger.warning(f"Error reading backup {backup_file}: {e}")
continue
# Sort by creation time (newest first)
backups.sort(key=lambda x: x["created_at"], reverse=True)
return backups
async def restore_backup(self, backup_filename: str, target_path: str = None) -> Dict:
"""Restore a database from backup."""
try:
backup_path = self.backup_dir / backup_filename
if not backup_path.exists():
return {"success": False, "error": "Backup file not found"}
target_path = target_path or self.db_path
# Create backup of current database before restore
current_backup = await self.create_backup("pre_restore", compress=True)
if not current_backup["success"]:
return {"success": False, "error": "Failed to backup current database"}
# Restore the backup
if backup_path.suffix == '.gz':
await self._restore_compressed_backup(backup_path, target_path)
else:
await self._restore_regular_backup(backup_path, target_path)
# Verify the restored database
verification = await self._verify_database(target_path)
if not verification["success"]:
return {"success": False, "error": f"Restored database verification failed: {verification['error']}"}
self.logger.info(f"Database restored from backup: {backup_filename}")
return {
"success": True,
"backup_filename": backup_filename,
"target_path": target_path,
"current_backup": current_backup["backup_filename"],
"tables_verified": verification["table_count"]
}
except Exception as e:
self.logger.error(f"Restore failed: {str(e)}")
return {"success": False, "error": str(e)}
async def _restore_regular_backup(self, backup_path: Path, target_path: str):
"""Restore from regular backup."""
def restore():
shutil.copy2(backup_path, target_path)
await asyncio.get_event_loop().run_in_executor(None, restore)
async def _restore_compressed_backup(self, backup_path: Path, target_path: str):
"""Restore from compressed backup."""
def restore():
with gzip.open(backup_path, 'rb') as f_in:
with open(target_path, 'wb') as f_out:
shutil.copyfileobj(f_in, f_out)
await asyncio.get_event_loop().run_in_executor(None, restore)
async def _verify_database(self, db_path: str) -> Dict:
"""Verify database integrity and structure."""
try:
async with aiosqlite.connect(db_path) as db:
# Check database integrity
cursor = await db.execute("PRAGMA integrity_check")
integrity_result = await cursor.fetchone()
if integrity_result[0] != "ok":
return {"success": False, "error": f"Database integrity check failed: {integrity_result[0]}"}
# Count tables
cursor = await db.execute("SELECT COUNT(*) FROM sqlite_master WHERE type='table'")
table_count = (await cursor.fetchone())[0]
# Basic table existence check
required_tables = ["players", "pets", "pet_species", "moves", "items"]
for table in required_tables:
cursor = await db.execute(f"SELECT COUNT(*) FROM sqlite_master WHERE type='table' AND name=?", (table,))
exists = (await cursor.fetchone())[0]
if not exists:
return {"success": False, "error": f"Required table '{table}' not found"}
return {"success": True, "table_count": table_count}
except Exception as e:
return {"success": False, "error": str(e)}
async def cleanup_old_backups(self) -> Dict:
"""Remove old backups based on retention policy."""
try:
backups = await self.list_backups()
# Group backups by type
daily_backups = [b for b in backups if b["type"] in ["daily", "manual"]]
weekly_backups = [b for b in backups if b["type"] == "weekly"]
monthly_backups = [b for b in backups if b["type"] == "monthly"]
cleaned_count = 0
# Clean daily backups (keep most recent)
if len(daily_backups) > self.max_daily_backups:
old_daily = daily_backups[self.max_daily_backups:]
for backup in old_daily:
await self._remove_backup(backup["path"])
cleaned_count += 1
# Clean weekly backups
if len(weekly_backups) > self.max_weekly_backups:
old_weekly = weekly_backups[self.max_weekly_backups:]
for backup in old_weekly:
await self._remove_backup(backup["path"])
cleaned_count += 1
# Clean monthly backups
if len(monthly_backups) > self.max_monthly_backups:
old_monthly = monthly_backups[self.max_monthly_backups:]
for backup in old_monthly:
await self._remove_backup(backup["path"])
cleaned_count += 1
self.logger.info(f"Cleaned up {cleaned_count} old backups")
return {
"success": True,
"cleaned_count": cleaned_count,
"remaining_backups": len(backups) - cleaned_count
}
except Exception as e:
self.logger.error(f"Cleanup failed: {str(e)}")
return {"success": False, "error": str(e)}
async def _remove_backup(self, backup_path: str):
"""Remove a backup file."""
try:
Path(backup_path).unlink()
self.logger.debug(f"Removed backup: {backup_path}")
except Exception as e:
self.logger.warning(f"Failed to remove backup {backup_path}: {e}")
async def get_backup_stats(self) -> Dict:
"""Get statistics about backups."""
try:
backups = await self.list_backups()
if not backups:
return {
"success": True,
"total_backups": 0,
"total_size_mb": 0,
"oldest_backup": None,
"newest_backup": None,
"by_type": {}
}
total_size = sum(b["size_mb"] for b in backups)
oldest = min(backups, key=lambda x: x["created_at"])
newest = max(backups, key=lambda x: x["created_at"])
# Group by type
by_type = {}
for backup in backups:
backup_type = backup["type"]
if backup_type not in by_type:
by_type[backup_type] = {"count": 0, "size_mb": 0}
by_type[backup_type]["count"] += 1
by_type[backup_type]["size_mb"] += backup["size_mb"]
return {
"success": True,
"total_backups": len(backups),
"total_size_mb": round(total_size, 1),
"oldest_backup": oldest["created_at"],
"newest_backup": newest["created_at"],
"by_type": by_type
}
except Exception as e:
self.logger.error(f"Failed to get backup stats: {str(e)}")
return {"success": False, "error": str(e)}
async def export_database_structure(self) -> Dict:
"""Export database schema for documentation/analysis."""
try:
structure = {
"export_time": datetime.now().isoformat(),
"database_path": self.db_path,
"tables": {}
}
async with aiosqlite.connect(self.db_path) as db:
# Get all tables
cursor = await db.execute("SELECT name FROM sqlite_master WHERE type='table'")
tables = await cursor.fetchall()
for table_name in [t[0] for t in tables]:
# Get table info
cursor = await db.execute(f"PRAGMA table_info({table_name})")
columns = await cursor.fetchall()
# Get row count
cursor = await db.execute(f"SELECT COUNT(*) FROM {table_name}")
row_count = (await cursor.fetchone())[0]
structure["tables"][table_name] = {
"columns": [
{
"name": col[1],
"type": col[2],
"not_null": bool(col[3]),
"default": col[4],
"primary_key": bool(col[5])
}
for col in columns
],
"row_count": row_count
}
# Save structure to file
structure_path = self.backup_dir / f"database_structure_{datetime.now().strftime('%Y%m%d_%H%M%S')}.json"
with open(structure_path, 'w') as f:
json.dump(structure, f, indent=2, default=str)
return {
"success": True,
"structure_path": str(structure_path),
"table_count": len(structure["tables"]),
"total_rows": sum(table["row_count"] for table in structure["tables"].values())
}
except Exception as e:
self.logger.error(f"Failed to export database structure: {str(e)}")
return {"success": False, "error": str(e)}
# Scheduler for automated backups
class BackupScheduler:
def __init__(self, backup_manager: BackupManager):
self.backup_manager = backup_manager
self.logger = logging.getLogger(__name__)
self.running = False
async def start_scheduler(self):
"""Start the backup scheduler."""
self.running = True
self.logger.info("Backup scheduler started")
while self.running:
try:
await self._check_and_create_backups()
await asyncio.sleep(3600) # Check every hour
except Exception as e:
self.logger.error(f"Scheduler error: {str(e)}")
await asyncio.sleep(3600) # Wait before retrying
def stop_scheduler(self):
"""Stop the backup scheduler."""
self.running = False
self.logger.info("Backup scheduler stopped")
async def _check_and_create_backups(self):
"""Check if backups are needed and create them."""
now = datetime.now()
# Check daily backup (every 24 hours)
if await self._should_create_backup("daily", hours=24):
result = await self.backup_manager.create_backup("daily", compress=True)
if result["success"]:
self.logger.info(f"Daily backup created: {result['backup_filename']}")
# Check weekly backup (every 7 days)
if await self._should_create_backup("weekly", days=7):
result = await self.backup_manager.create_backup("weekly", compress=True)
if result["success"]:
self.logger.info(f"Weekly backup created: {result['backup_filename']}")
# Check monthly backup (every 30 days)
if await self._should_create_backup("monthly", days=30):
result = await self.backup_manager.create_backup("monthly", compress=True)
if result["success"]:
self.logger.info(f"Monthly backup created: {result['backup_filename']}")
# Cleanup old backups
await self.backup_manager.cleanup_old_backups()
async def _should_create_backup(self, backup_type: str, hours: int = 0, days: int = 0) -> bool:
"""Check if a backup of the specified type should be created."""
try:
backups = await self.backup_manager.list_backups()
# Find most recent backup of this type
type_backups = [b for b in backups if b["type"] == backup_type]
if not type_backups:
return True # No backups of this type exist
most_recent = max(type_backups, key=lambda x: x["created_at"])
time_since = datetime.now() - most_recent["created_at"]
required_delta = timedelta(hours=hours, days=days)
return time_since >= required_delta
except Exception as e:
self.logger.error(f"Error checking backup schedule: {str(e)}")
return False

View file

@ -72,119 +72,14 @@ class PetBot:
await self.handle_command(connection, nickname, nickname, message)
async def handle_command(self, connection, target, nickname, message):
command_parts = message[1:].split()
if not command_parts:
return
command = command_parts[0].lower()
args = command_parts[1:]
try:
if command == "help":
await self.cmd_help(connection, target, nickname)
elif command == "start":
await self.cmd_start(connection, target, nickname)
elif command == "catch":
await self.cmd_catch(connection, target, nickname, args)
elif command == "team":
await self.cmd_team(connection, target, nickname)
elif command == "wild":
await self.cmd_wild(connection, target, nickname, args)
elif command == "battle":
await self.cmd_battle(connection, target, nickname, args)
elif command == "stats":
await self.cmd_stats(connection, target, nickname, args)
else:
await self.send_message(connection, target, f"{nickname}: Unknown command. Use !help for available commands.")
except Exception as e:
await self.send_message(connection, target, f"{nickname}: Error processing command: {str(e)}")
# Command handling is now done by the modular system in run_bot_with_reconnect.py
# This method is kept for backward compatibility but does nothing
pass
async def send_message(self, connection, target, message):
connection.privmsg(target, message)
await asyncio.sleep(0.5)
async def cmd_help(self, connection, target, nickname):
help_text = [
"Available commands:",
"!start - Begin your pet journey",
"!catch <location> - Try to catch a pet in a location",
"!team - View your active pets",
"!wild <location> - See what pets are in an area",
"!battle <player> - Challenge another player",
"!stats [pet_name] - View pet or player stats"
]
for line in help_text:
await self.send_message(connection, target, line)
async def cmd_start(self, connection, target, nickname):
player = await self.database.get_player(nickname)
if player:
await self.send_message(connection, target, f"{nickname}: You already have an account! Use !team to see your pets.")
return
player_id = await self.database.create_player(nickname)
starter_pet = await self.game_engine.give_starter_pet(player_id)
await self.send_message(connection, target,
f"{nickname}: Welcome to the world of pets! You received a {starter_pet['species_name']}!")
async def cmd_catch(self, connection, target, nickname, args):
if not args:
await self.send_message(connection, target, f"{nickname}: Specify a location to catch pets in!")
return
location_name = " ".join(args)
player = await self.database.get_player(nickname)
if not player:
await self.send_message(connection, target, f"{nickname}: Use !start to begin your journey first!")
return
result = await self.game_engine.attempt_catch(player["id"], location_name)
await self.send_message(connection, target, f"{nickname}: {result}")
async def cmd_team(self, connection, target, nickname):
player = await self.database.get_player(nickname)
if not player:
await self.send_message(connection, target, f"{nickname}: Use !start to begin your journey first!")
return
pets = await self.database.get_player_pets(player["id"], active_only=True)
if not pets:
await self.send_message(connection, target, f"{nickname}: You don't have any active pets! Use !catch to find some.")
return
team_info = []
for pet in pets:
name = pet["nickname"] or pet["species_name"]
team_info.append(f"{name} (Lv.{pet['level']}) - {pet['hp']}/{pet['max_hp']} HP")
await self.send_message(connection, target, f"{nickname}'s team: " + " | ".join(team_info))
async def cmd_wild(self, connection, target, nickname, args):
if not args:
await self.send_message(connection, target, f"{nickname}: Specify a location to explore!")
return
location_name = " ".join(args)
wild_pets = await self.game_engine.get_location_spawns(location_name)
if wild_pets:
pet_list = ", ".join([pet["name"] for pet in wild_pets])
await self.send_message(connection, target, f"Wild pets in {location_name}: {pet_list}")
else:
await self.send_message(connection, target, f"{nickname}: No location found called '{location_name}'")
async def cmd_battle(self, connection, target, nickname, args):
await self.send_message(connection, target, f"{nickname}: Battle system coming soon!")
async def cmd_stats(self, connection, target, nickname, args):
player = await self.database.get_player(nickname)
if not player:
await self.send_message(connection, target, f"{nickname}: Use !start to begin your journey first!")
return
await self.send_message(connection, target,
f"{nickname}: Level {player['level']} | {player['experience']} XP | ${player['money']}")
if __name__ == "__main__":
bot = PetBot()

File diff suppressed because it is too large Load diff

View file

@ -2,6 +2,7 @@ import json
import random
import aiosqlite
import asyncio
import logging
from typing import Dict, List, Optional
from .database import Database
from .battle_engine import BattleEngine
@ -16,7 +17,9 @@ class GameEngine:
self.type_chart = {}
self.weather_patterns = {}
self.weather_task = None
self.pet_recovery_task = None
self.shutdown_event = asyncio.Event()
self.logger = logging.getLogger(__name__)
async def load_game_data(self):
await self.load_pet_species()
@ -24,8 +27,11 @@ class GameEngine:
await self.load_moves()
await self.load_type_chart()
await self.load_achievements()
await self.database.initialize_items()
await self.database.initialize_gyms()
await self.init_weather_system()
await self.battle_engine.load_battle_data()
await self.start_pet_recovery_system()
async def load_pet_species(self):
try:
@ -33,19 +39,28 @@ class GameEngine:
species_data = json.load(f)
async with aiosqlite.connect(self.database.db_path) as db:
for species in species_data:
await db.execute("""
INSERT OR IGNORE INTO pet_species
(name, type1, type2, base_hp, base_attack, base_defense,
base_speed, evolution_level, rarity)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?)
""", (
species["name"], species["type1"], species.get("type2"),
species["base_hp"], species["base_attack"], species["base_defense"],
species["base_speed"], species.get("evolution_level"),
species.get("rarity", 1)
))
await db.commit()
# Check if species already exist to avoid re-inserting and changing IDs
cursor = await db.execute("SELECT COUNT(*) FROM pet_species")
existing_count = (await cursor.fetchone())[0]
if existing_count == 0:
# Only insert if no species exist to avoid ID conflicts
for species in species_data:
await db.execute("""
INSERT OR IGNORE INTO pet_species
(name, type1, type2, base_hp, base_attack, base_defense,
base_speed, evolution_level, rarity, emoji)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
""", (
species["name"], species["type1"], species.get("type2"),
species["base_hp"], species["base_attack"], species["base_defense"],
species["base_speed"], species.get("evolution_level"),
species.get("rarity", 1), species.get("emoji", "🐾")
))
await db.commit()
self.logger.info(f"✅ Loaded {len(species_data)} pet species into database")
else:
self.logger.info(f"✅ Found {existing_count} existing pet species - skipping reload to preserve IDs")
except FileNotFoundError:
await self.create_default_species()
@ -194,30 +209,44 @@ class GameEngine:
cursor = await db.execute("""
INSERT INTO pets (player_id, species_id, level, experience, hp, max_hp,
attack, defense, speed, is_active)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
attack, defense, speed, is_active, team_order,
iv_hp, iv_attack, iv_defense, iv_speed, original_trainer_id)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
""", (player_id, species["id"], pet_data["level"], 0,
pet_data["hp"], pet_data["hp"], pet_data["attack"],
pet_data["defense"], pet_data["speed"], True))
pet_data["hp"], pet_data["max_hp"], pet_data["attack"],
pet_data["defense"], pet_data["speed"], True, 1,
pet_data["iv_hp"], pet_data["iv_attack"], pet_data["iv_defense"],
pet_data["iv_speed"], player_id))
await db.commit()
return {"species_name": chosen_starter, **pet_data}
def generate_pet_stats(self, species: Dict, level: int = 1) -> Dict:
iv_bonus = random.randint(0, 31)
# Generate individual IVs for each stat (0-31)
iv_hp = random.randint(0, 31)
iv_attack = random.randint(0, 31)
iv_defense = random.randint(0, 31)
iv_speed = random.randint(0, 31)
hp = int((2 * species["base_hp"] + iv_bonus) * level / 100) + level + 10
attack = int((2 * species["base_attack"] + iv_bonus) * level / 100) + 5
defense = int((2 * species["base_defense"] + iv_bonus) * level / 100) + 5
speed = int((2 * species["base_speed"] + iv_bonus) * level / 100) + 5
# Calculate stats using individual IVs (Pokemon-style formula)
hp = int((2 * species["base_hp"] + iv_hp) * level / 100) + level + 10
attack = int((2 * species["base_attack"] + iv_attack) * level / 100) + 5
defense = int((2 * species["base_defense"] + iv_defense) * level / 100) + 5
speed = int((2 * species["base_speed"] + iv_speed) * level / 100) + 5
return {
"level": level,
"hp": hp,
"max_hp": hp, # Initial HP is max HP
"attack": attack,
"defense": defense,
"speed": speed
"speed": speed,
# Include IVs in the returned data for storage
"iv_hp": iv_hp,
"iv_attack": iv_attack,
"iv_defense": iv_defense,
"iv_speed": iv_speed
}
async def attempt_catch(self, player_id: int, location_name: str) -> str:
@ -257,11 +286,14 @@ class GameEngine:
if random.random() < catch_rate:
cursor = await db.execute("""
INSERT INTO pets (player_id, species_id, level, experience, hp, max_hp,
attack, defense, speed, is_active)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
attack, defense, speed, is_active,
iv_hp, iv_attack, iv_defense, iv_speed, original_trainer_id)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
""", (player_id, chosen_spawn["species_id"], pet_level, 0,
pet_stats["hp"], pet_stats["hp"], pet_stats["attack"],
pet_stats["defense"], pet_stats["speed"], False))
pet_stats["hp"], pet_stats["max_hp"], pet_stats["attack"],
pet_stats["defense"], pet_stats["speed"], False,
pet_stats["iv_hp"], pet_stats["iv_attack"], pet_stats["iv_defense"],
pet_stats["iv_speed"], player_id))
await db.commit()
return f"Caught a level {pet_level} {chosen_spawn['species_name']}!"
@ -280,10 +312,11 @@ class GameEngine:
return []
cursor = await db.execute("""
SELECT ps.name, ps.type1, ps.type2, ls.spawn_rate
SELECT DISTINCT ps.name, ps.type1, ps.type2, MIN(ls.spawn_rate) as spawn_rate
FROM location_spawns ls
JOIN pet_species ps ON ls.species_id = ps.id
WHERE ls.location_id = ?
GROUP BY ps.id, ps.name, ps.type1, ps.type2
""", (location["id"],))
spawns = await cursor.fetchall()
@ -299,6 +332,11 @@ class GameEngine:
if not location:
return {"type": "error", "message": "You are not in a valid location!"}
# Check for item discovery first (30% chance)
item_result = await self.check_item_discovery(player_id, location)
if item_result:
return item_result
# Get spawns for current location
cursor = await db.execute("""
SELECT ls.*, ps.name as species_name, ps.*
@ -314,8 +352,8 @@ class GameEngine:
# Apply weather modifiers to spawns
modified_spawns = await self.get_weather_modified_spawns(location["id"], spawns)
# Random encounter chance (70% chance of finding something)
if random.random() > 0.7:
# Random encounter chance (50% chance of finding a pet after item check)
if random.random() > 0.5:
return {"type": "empty", "message": f"You explore {location['name']} but find nothing this time..."}
# Choose random spawn with weather-modified rates
@ -347,6 +385,69 @@ class GameEngine:
}
}
async def check_item_discovery(self, player_id: int, location: Dict) -> Optional[Dict]:
"""Check if player finds an item during exploration"""
import json
# Load items config
try:
with open("config/items.json", "r") as f:
items_data = json.load(f)
except FileNotFoundError:
return None
# Get global spawn multiplier from config
global_multiplier = items_data.get("_config", {}).get("global_spawn_multiplier", 1.0)
# Get all possible items for this location
available_items = []
location_name = location["name"].lower().replace(" ", "_")
for category_items in items_data.values():
if isinstance(category_items, list):
for item in category_items:
if "locations" in item:
item_locations = item["locations"]
if "all" in item_locations or location_name in item_locations:
# Apply global multiplier to spawn rate
item_copy = item.copy()
item_copy["effective_spawn_rate"] = item.get("spawn_rate", 0.1) * global_multiplier
available_items.append(item_copy)
if not available_items:
return None
# Calculate total spawn rates for this location (using effective rates)
total_rate = sum(item.get("effective_spawn_rate", 0.1) for item in available_items)
# 30% base chance of finding an item
if random.random() > 0.3:
return None
# Choose item based on effective spawn rates (with global multiplier applied)
chosen_item = random.choices(
available_items,
weights=[item.get("effective_spawn_rate", 0.1) for item in available_items]
)[0]
# Add item to player's inventory
success = await self.database.add_item_to_inventory(player_id, chosen_item["name"])
if success:
# Get rarity info for display
rarity_info = items_data.get("rarity_info", {}).get(chosen_item["rarity"], {})
symbol = rarity_info.get("symbol", "")
return {
"type": "item_found",
"location": location["name"],
"item": chosen_item,
"symbol": symbol,
"message": f"🎒 You found a {symbol} {chosen_item['name']} ({chosen_item['rarity']})! {chosen_item['description']}"
}
return None
async def attempt_catch_current_location(self, player_id: int, target_pet: Dict) -> str:
"""Attempt to catch a pet during exploration"""
catch_rate = 0.5 + (0.3 / target_pet.get("rarity", 1))
@ -356,12 +457,15 @@ class GameEngine:
async with aiosqlite.connect(self.database.db_path) as db:
cursor = await db.execute("""
INSERT INTO pets (player_id, species_id, level, experience, hp, max_hp,
attack, defense, speed, is_active)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
attack, defense, speed, is_active,
iv_hp, iv_attack, iv_defense, iv_speed, original_trainer_id)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
""", (player_id, target_pet["species_id"], target_pet["level"], 0,
target_pet["stats"]["hp"], target_pet["stats"]["hp"],
target_pet["stats"]["hp"], target_pet["stats"]["max_hp"],
target_pet["stats"]["attack"], target_pet["stats"]["defense"],
target_pet["stats"]["speed"], False))
target_pet["stats"]["speed"], False,
target_pet["stats"]["iv_hp"], target_pet["stats"]["iv_attack"],
target_pet["stats"]["iv_defense"], target_pet["stats"]["iv_speed"], player_id))
await db.commit()
return f"Success! You caught the Level {target_pet['level']} {target_pet['species_name']}!"
@ -389,7 +493,7 @@ class GameEngine:
# Insert or update achievement
await db.execute("""
INSERT OR IGNORE INTO achievements
INSERT OR REPLACE INTO achievements
(name, description, requirement_type, requirement_data, unlock_location_id)
VALUES (?, ?, ?, ?, ?)
""", (
@ -401,7 +505,7 @@ class GameEngine:
await db.commit()
except FileNotFoundError:
print("No achievements.json found, skipping achievement loading")
self.logger.warning("No achievements.json found, skipping achievement loading")
async def init_weather_system(self):
"""Initialize random weather for all locations"""
@ -416,7 +520,7 @@ class GameEngine:
await self.start_weather_system()
except FileNotFoundError:
print("No weather_patterns.json found, skipping weather system")
self.logger.warning("No weather_patterns.json found, skipping weather system")
self.weather_patterns = {"weather_types": {}, "location_weather_chances": {}}
async def update_all_weather(self):
@ -465,6 +569,10 @@ class GameEngine:
"""Check for new achievements after player actions"""
return await self.database.check_player_achievements(player_id, action_type, data)
async def check_all_achievements(self, player_id: int):
"""Check and award ALL possible achievements for a player"""
return await self.database.check_all_achievements(player_id)
async def get_weather_modified_spawns(self, location_id: int, spawns: list) -> list:
"""Apply weather modifiers to spawn rates"""
weather = await self.database.get_location_weather(location_id)
@ -494,12 +602,12 @@ class GameEngine:
async def start_weather_system(self):
"""Start the background weather update task"""
if self.weather_task is None or self.weather_task.done():
print("🌤️ Starting weather update background task...")
self.logger.info("🌤️ Starting weather update background task...")
self.weather_task = asyncio.create_task(self._weather_update_loop())
async def stop_weather_system(self):
"""Stop the background weather update task"""
print("🌤️ Stopping weather update background task...")
self.logger.info("🌤️ Stopping weather update background task...")
self.shutdown_event.set()
if self.weather_task and not self.weather_task.done():
self.weather_task.cancel()
@ -525,37 +633,37 @@ class GameEngine:
except asyncio.CancelledError:
break
except Exception as e:
print(f"Error in weather update loop: {e}")
self.logger.error(f"Error in weather update loop: {e}")
# Continue the loop even if there's an error
await asyncio.sleep(60) # Wait a minute before retrying
except asyncio.CancelledError:
print("Weather update task cancelled")
self.logger.info("Weather update task cancelled")
async def _check_and_update_expired_weather(self):
"""Check for expired weather and update it"""
"""Check for expired weather and update it with announcements"""
try:
async with aiosqlite.connect(self.database.db_path) as db:
# Find locations with expired weather
# Find locations with expired weather and get their current weather
cursor = await db.execute("""
SELECT l.id, l.name
SELECT l.id, l.name, lw.weather_type as current_weather
FROM locations l
WHERE l.id NOT IN (
SELECT location_id FROM location_weather
WHERE active_until > datetime('now')
)
LEFT JOIN location_weather lw ON l.id = lw.location_id
AND lw.active_until > datetime('now')
WHERE lw.location_id IS NULL OR lw.active_until <= datetime('now')
""")
expired_locations = await cursor.fetchall()
if expired_locations:
print(f"🌤️ Updating weather for {len(expired_locations)} locations with expired weather")
self.logger.info(f"🌤️ Updating weather for {len(expired_locations)} locations with expired weather")
for location in expired_locations:
location_id = location[0]
location_name = location[1]
previous_weather = location[2] if location[2] else "calm"
# Get possible weather for this location
possible_weather = self.weather_patterns.get("location_weather_chances", {}).get(location_name, ["Calm"])
possible_weather = self.weather_patterns.get("location_weather_chances", {}).get(location_name, ["calm"])
# Choose random weather
weather_type = random.choice(possible_weather)
@ -583,14 +691,146 @@ class GameEngine:
",".join(weather_config.get("affected_types", []))
))
print(f" 🌤️ {location_name}: New {weather_type} weather for {duration_minutes} minutes")
self.logger.info(f" 🌤️ {location_name}: Weather changed from {previous_weather} to {weather_type} for {duration_minutes} minutes")
# Announce weather change to IRC
await self.announce_weather_change(location_name, previous_weather, weather_type, "auto")
await db.commit()
except Exception as e:
print(f"Error checking expired weather: {e}")
self.logger.error(f"Error checking expired weather: {e}")
async def announce_weather_change(self, location_name: str, previous_weather: str, new_weather: str, source: str = "auto"):
"""Announce weather changes to IRC channel"""
try:
# Get weather emojis
weather_emojis = {
"sunny": "☀️",
"rainy": "🌧️",
"storm": "⛈️",
"blizzard": "❄️",
"earthquake": "🌍",
"calm": "🌤️"
}
prev_emoji = weather_emojis.get(previous_weather, "🌤️")
new_emoji = weather_emojis.get(new_weather, "🌤️")
# Create announcement message
if previous_weather == new_weather:
return # No change, no announcement
if source == "admin":
message = f"🌤️ Weather Update: {location_name} weather has been changed from {prev_emoji} {previous_weather} to {new_emoji} {new_weather} by admin command!"
elif source == "web":
message = f"🌤️ Weather Update: {location_name} weather has been changed from {prev_emoji} {previous_weather} to {new_emoji} {new_weather} via web interface!"
else:
message = f"🌤️ Weather Update: {location_name} weather has naturally changed from {prev_emoji} {previous_weather} to {new_emoji} {new_weather}!"
# Send to IRC channel via bot instance
if hasattr(self, 'bot') and self.bot:
from config import IRC_CONFIG
channel = IRC_CONFIG.get("channel", "#petz")
if hasattr(self.bot, 'send_message_sync'):
self.bot.send_message_sync(channel, message)
elif hasattr(self.bot, 'send_message'):
import asyncio
if hasattr(self.bot, 'main_loop') and self.bot.main_loop:
future = asyncio.run_coroutine_threadsafe(
self.bot.send_message(channel, message),
self.bot.main_loop
)
else:
asyncio.create_task(self.bot.send_message(channel, message))
except Exception as e:
self.logger.error(f"Error announcing weather change: {e}")
async def get_pet_emoji(self, species_name: str) -> str:
"""Get emoji for a pet species"""
try:
async with aiosqlite.connect(self.database.db_path) as db:
cursor = await db.execute(
"SELECT emoji FROM pet_species WHERE name = ?",
(species_name,)
)
row = await cursor.fetchone()
return row[0] if row and row[0] else "🐾"
except Exception:
return "🐾" # Default emoji if something goes wrong
def format_pet_name_with_emoji(self, pet_name: str, emoji: str = None, species_name: str = None) -> str:
"""Format pet name with emoji for display in IRC or web
Args:
pet_name: The pet's nickname or species name
emoji: Optional emoji to use (if None, will look up by species_name)
species_name: Species name for emoji lookup if emoji not provided
Returns:
Formatted string like "🔥 Flamey" or "🐉 Infernowyrm"
"""
if emoji:
return f"{emoji} {pet_name}"
elif species_name:
# This would need to be async, but for IRC we can use sync fallback
return f"🐾 {pet_name}" # Use default for now, can be enhanced later
else:
return f"🐾 {pet_name}"
async def start_pet_recovery_system(self):
"""Start the background pet recovery task"""
if self.pet_recovery_task is None or self.pet_recovery_task.done():
self.logger.info("🏥 Starting pet recovery background task...")
self.pet_recovery_task = asyncio.create_task(self._pet_recovery_loop())
async def stop_pet_recovery_system(self):
"""Stop the background pet recovery task"""
self.logger.info("🏥 Stopping pet recovery background task...")
if self.pet_recovery_task and not self.pet_recovery_task.done():
self.pet_recovery_task.cancel()
try:
await self.pet_recovery_task
except asyncio.CancelledError:
pass
async def _pet_recovery_loop(self):
"""Background task that checks for pets eligible for auto-recovery"""
try:
while not self.shutdown_event.is_set():
try:
# Check every 5 minutes for pets that need recovery
await asyncio.sleep(300) # 5 minutes
if self.shutdown_event.is_set():
break
# Get pets eligible for auto-recovery (fainted for 30+ minutes)
eligible_pets = await self.database.get_pets_for_auto_recovery()
if eligible_pets:
self.logger.info(f"🏥 Auto-recovering {len(eligible_pets)} pet(s) after 30 minutes...")
for pet in eligible_pets:
success = await self.database.auto_recover_pet(pet["id"])
if success:
self.logger.info(f" 🏥 Auto-recovered {pet['nickname'] or pet['species_name']} (ID: {pet['id']}) to 1 HP")
else:
self.logger.error(f" ❌ Failed to auto-recover pet ID: {pet['id']}")
except asyncio.CancelledError:
break
except Exception as e:
self.logger.error(f"Error in pet recovery loop: {e}")
# Continue the loop even if there's an error
await asyncio.sleep(60) # Wait a minute before retrying
except asyncio.CancelledError:
self.logger.info("Pet recovery task cancelled")
async def shutdown(self):
"""Gracefully shutdown the game engine"""
print("🔄 Shutting down game engine...")
await self.stop_weather_system()
self.logger.info("🔄 Shutting down game engine...")
await self.stop_weather_system()
await self.stop_pet_recovery_system()

View file

@ -0,0 +1,413 @@
import asyncio
import socket
import time
import logging
import random
from enum import Enum
from typing import Optional, Callable, Dict, Any
from datetime import datetime, timedelta
class ConnectionState(Enum):
DISCONNECTED = "disconnected"
CONNECTING = "connecting"
CONNECTED = "connected"
AUTHENTICATED = "authenticated"
JOINED = "joined"
RECONNECTING = "reconnecting"
FAILED = "failed"
class IRCConnectionManager:
"""
Robust IRC connection manager with automatic reconnection,
health monitoring, and exponential backoff.
"""
def __init__(self, config: Dict[str, Any], bot_instance=None):
self.config = config
self.bot = bot_instance
self.socket = None
self.state = ConnectionState.DISCONNECTED
self.running = False
# Connection monitoring
self.last_ping_time = 0
self.last_pong_time = 0
self.ping_interval = 60 # Send PING every 60 seconds
self.ping_timeout = 180 # Expect PONG within 3 minutes
# Reconnection settings
self.reconnect_attempts = 0
self.max_reconnect_attempts = 50
self.base_reconnect_delay = 1 # Start with 1 second
self.max_reconnect_delay = 300 # Cap at 5 minutes
self.reconnect_jitter = 0.1 # 10% jitter
# Connection tracking
self.connection_start_time = None
self.last_successful_connection = None
self.total_reconnections = 0
self.connection_failures = 0
# Event callbacks
self.on_connect_callback = None
self.on_disconnect_callback = None
self.on_message_callback = None
self.on_connection_lost_callback = None
# Health monitoring
self.health_check_interval = 30 # Check health every 30 seconds
self.health_check_task = None
self.message_count = 0
self.last_message_time = 0
# Setup logging
self.logger = logging.getLogger(__name__)
self.logger.setLevel(logging.INFO)
# Create console handler if none exists
if not self.logger.handlers:
handler = logging.StreamHandler()
formatter = logging.Formatter('%(asctime)s - %(name)s - %(levelname)s - %(message)s')
handler.setFormatter(formatter)
self.logger.addHandler(handler)
def set_callbacks(self, on_connect=None, on_disconnect=None, on_message=None, on_connection_lost=None):
"""Set callback functions for connection events."""
self.on_connect_callback = on_connect
self.on_disconnect_callback = on_disconnect
self.on_message_callback = on_message
self.on_connection_lost_callback = on_connection_lost
async def start(self):
"""Start the connection manager."""
if self.running:
self.logger.warning("Connection manager is already running")
return
self.running = True
self.logger.info("Starting IRC connection manager")
# Start health monitoring
self.health_check_task = asyncio.create_task(self._health_monitor())
# Start connection loop
await self._connection_loop()
async def stop(self):
"""Stop the connection manager and close connections."""
self.running = False
self.logger.info("Stopping IRC connection manager")
# Cancel health monitoring
if self.health_check_task:
self.health_check_task.cancel()
try:
await self.health_check_task
except asyncio.CancelledError:
pass
# Close socket
await self._disconnect()
async def _connection_loop(self):
"""Main connection loop with automatic reconnection."""
while self.running:
try:
if self.state == ConnectionState.DISCONNECTED:
await self._connect()
if self.state in [ConnectionState.CONNECTED, ConnectionState.AUTHENTICATED, ConnectionState.JOINED]:
await self._handle_messages()
await asyncio.sleep(0.1)
except Exception as e:
self.logger.error(f"Error in connection loop: {e}")
await self._handle_connection_error(e)
async def _connect(self):
"""Connect to IRC server with retry logic."""
if self.reconnect_attempts >= self.max_reconnect_attempts:
self.logger.error(f"Maximum reconnection attempts ({self.max_reconnect_attempts}) reached")
self.state = ConnectionState.FAILED
return
self.state = ConnectionState.CONNECTING
self.connection_start_time = datetime.now()
try:
# Calculate reconnection delay with exponential backoff
if self.reconnect_attempts > 0:
delay = min(
self.base_reconnect_delay * (2 ** self.reconnect_attempts),
self.max_reconnect_delay
)
# Add jitter to prevent thundering herd
jitter = delay * self.reconnect_jitter * random.random()
delay += jitter
self.logger.info(f"Reconnection attempt {self.reconnect_attempts + 1}/{self.max_reconnect_attempts} after {delay:.1f}s delay")
await asyncio.sleep(delay)
# Test basic connectivity first
await self._test_connectivity()
# Create socket connection
self.socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.socket.settimeout(10) # 10 second timeout for connection
# Connect to server
await asyncio.get_event_loop().run_in_executor(
None, self.socket.connect, (self.config["server"], self.config["port"])
)
self.socket.settimeout(1) # Shorter timeout for message handling
self.state = ConnectionState.CONNECTED
# Send IRC handshake
await self._send_handshake()
# Reset reconnection counter on successful connection
self.reconnect_attempts = 0
self.last_successful_connection = datetime.now()
self.total_reconnections += 1
self.logger.info(f"Successfully connected to {self.config['server']}:{self.config['port']}")
except Exception as e:
self.logger.error(f"Connection failed: {e}")
self.connection_failures += 1
self.reconnect_attempts += 1
await self._disconnect()
if self.on_connection_lost_callback:
await self.on_connection_lost_callback(e)
async def _test_connectivity(self):
"""Test basic network connectivity to IRC server."""
try:
test_sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
test_sock.settimeout(5)
await asyncio.get_event_loop().run_in_executor(
None, test_sock.connect, (self.config["server"], self.config["port"])
)
test_sock.close()
except Exception as e:
raise ConnectionError(f"Network connectivity test failed: {e}")
async def _send_handshake(self):
"""Send IRC handshake messages."""
nickname = self.config["nickname"]
await self._send_raw(f"NICK {nickname}")
await self._send_raw(f"USER {nickname} 0 * :{nickname}")
# Initialize ping tracking
self.last_ping_time = time.time()
self.last_pong_time = time.time()
async def _handle_messages(self):
"""Handle incoming IRC messages."""
try:
data = await asyncio.get_event_loop().run_in_executor(
None, self.socket.recv, 4096
)
if not data:
raise ConnectionError("Connection closed by server")
# Update message tracking
self.message_count += 1
self.last_message_time = time.time()
# Decode and process messages
lines = data.decode('utf-8', errors='ignore').strip().split('\n')
for line in lines:
if line.strip():
await self._process_line(line.strip())
except socket.timeout:
# Timeout is expected, continue
pass
except Exception as e:
raise ConnectionError(f"Message handling error: {e}")
async def _process_line(self, line):
"""Process a single IRC line."""
# Handle PING/PONG
if line.startswith("PING"):
pong_response = line.replace("PING", "PONG")
await self._send_raw(pong_response)
# Server-initiated PING also counts as activity
self.last_pong_time = time.time()
self.logger.debug(f"Server PING received and replied: {line}")
return
# Improved PONG detection - handle various formats
if line.startswith("PONG") or " PONG " in line:
self.last_pong_time = time.time()
self.logger.debug(f"PONG received: {line}")
return
# Handle connection completion
if "376" in line or "422" in line: # End of MOTD
if self.state == ConnectionState.CONNECTED:
self.state = ConnectionState.AUTHENTICATED
await self._send_raw(f"JOIN {self.config['channel']}")
# Handle successful channel join
if " JOIN " in line and self.config["channel"] in line:
if self.state == ConnectionState.AUTHENTICATED:
self.state = ConnectionState.JOINED
self.logger.info(f"Successfully joined {self.config['channel']}")
if self.on_connect_callback:
await self.on_connect_callback()
# Handle nickname conflicts
if "433" in line: # Nickname in use
new_nickname = f"{self.config['nickname']}_"
self.logger.warning(f"Nickname conflict, trying {new_nickname}")
await self._send_raw(f"NICK {new_nickname}")
# Handle disconnection
if "ERROR :Closing Link" in line:
raise ConnectionError("Server closed connection")
# Forward message to callback
if self.on_message_callback:
await self.on_message_callback(line)
async def _send_raw(self, message):
"""Send raw IRC message."""
if not self.socket:
raise ConnectionError("Not connected to IRC server")
try:
full_message = f"{message}\r\n"
await asyncio.get_event_loop().run_in_executor(
None, self.socket.send, full_message.encode('utf-8')
)
except Exception as e:
raise ConnectionError(f"Failed to send message: {e}")
async def send_message(self, target, message):
"""Send a message to a channel or user."""
if self.state != ConnectionState.JOINED:
self.logger.warning(f"Cannot send message, not joined to channel (state: {self.state})")
return False
try:
await self._send_raw(f"PRIVMSG {target} :{message}")
return True
except Exception as e:
self.logger.error(f"Failed to send message to {target}: {e}")
return False
async def _health_monitor(self):
"""Monitor connection health and send periodic pings."""
while self.running:
try:
await asyncio.sleep(self.health_check_interval)
if self.state == ConnectionState.JOINED:
await self._check_connection_health()
except asyncio.CancelledError:
break
except Exception as e:
self.logger.error(f"Health monitor error: {e}")
async def _check_connection_health(self):
"""Check if connection is healthy and send pings as needed."""
current_time = time.time()
# Send ping if interval has passed
if current_time - self.last_ping_time > self.ping_interval:
try:
ping_message = f"PING :health_check_{int(current_time)}"
await self._send_raw(ping_message)
self.last_ping_time = current_time
self.logger.debug(f"Sent health check ping: {ping_message}")
except Exception as e:
self.logger.error(f"Failed to send ping: {e}")
raise ConnectionError("Health check ping failed")
# Check if we've received a pong recently (only if we've sent a ping)
time_since_last_ping = current_time - self.last_ping_time
time_since_last_pong = current_time - self.last_pong_time
# Only check for PONG timeout if we've sent a ping and enough time has passed
if time_since_last_ping < self.ping_interval and time_since_last_pong > self.ping_timeout:
# Add more lenient check - only fail if we've had no activity at all
time_since_last_message = current_time - self.last_message_time
if time_since_last_message > self.ping_timeout:
self.logger.warning(f"No PONG received within timeout period. Last ping: {time_since_last_ping:.1f}s ago, Last pong: {time_since_last_pong:.1f}s ago, Last message: {time_since_last_message:.1f}s ago")
raise ConnectionError("Ping timeout - connection appears dead")
else:
# We're getting other messages, so connection is likely fine
self.logger.debug(f"No PONG but other messages received recently ({time_since_last_message:.1f}s ago)")
async def _handle_connection_error(self, error):
"""Handle connection errors and initiate reconnection."""
self.logger.error(f"Connection error: {error}")
# Notify callback
if self.on_disconnect_callback:
await self.on_disconnect_callback(error)
# Disconnect and prepare for reconnection
await self._disconnect()
# Set state for reconnection
if self.running:
self.state = ConnectionState.DISCONNECTED
self.reconnect_attempts += 1
async def _disconnect(self):
"""Disconnect from IRC server."""
if self.socket:
try:
self.socket.close()
except:
pass
self.socket = None
old_state = self.state
self.state = ConnectionState.DISCONNECTED
if old_state != ConnectionState.DISCONNECTED:
self.logger.info("Disconnected from IRC server")
def get_connection_stats(self) -> Dict[str, Any]:
"""Get connection statistics."""
uptime = None
if self.connection_start_time:
uptime = datetime.now() - self.connection_start_time
return {
"state": self.state.value,
"connected": self.state == ConnectionState.JOINED,
"uptime": str(uptime) if uptime else None,
"reconnect_attempts": self.reconnect_attempts,
"total_reconnections": self.total_reconnections,
"connection_failures": self.connection_failures,
"last_successful_connection": self.last_successful_connection,
"message_count": self.message_count,
"last_message_time": datetime.fromtimestamp(self.last_message_time) if self.last_message_time else None,
"last_ping_time": datetime.fromtimestamp(self.last_ping_time) if self.last_ping_time else None,
"last_pong_time": datetime.fromtimestamp(self.last_pong_time) if self.last_pong_time else None
}
def is_connected(self) -> bool:
"""Check if bot is connected and ready."""
return self.state == ConnectionState.JOINED
def get_state(self) -> ConnectionState:
"""Get current connection state."""
return self.state

293
src/npc_events.py Normal file
View file

@ -0,0 +1,293 @@
"""
NPC Events System
Manages random collaborative events that all players can participate in
"""
import asyncio
import random
from datetime import datetime, timedelta
from typing import Dict, List, Optional
from src.database import Database
class NPCEventsManager:
def __init__(self, database: Database):
self.database = database
self.active_events = {}
self.event_templates = {
1: [ # Difficulty 1 - Easy
{
"event_type": "resource_gathering",
"title": "Village Supply Run",
"description": "The village needs supplies! Help gather resources by exploring and finding items.",
"target_contributions": 25,
"reward_experience": 50,
"reward_money": 100,
"completion_message": "🎉 The village has enough supplies! Everyone who helped gets rewarded!",
"duration_hours": 4
},
{
"event_type": "pet_rescue",
"title": "Lost Pet Search",
"description": "A pet has gone missing! Help search different locations to find clues.",
"target_contributions": 20,
"reward_experience": 40,
"reward_money": 80,
"completion_message": "🐾 The lost pet has been found safe! Thanks to everyone who helped search!",
"duration_hours": 3
},
{
"event_type": "community_project",
"title": "Park Cleanup",
"description": "The local park needs cleaning! Help by contributing your time and effort.",
"target_contributions": 30,
"reward_experience": 35,
"reward_money": 75,
"completion_message": "🌳 The park is clean and beautiful again! Great teamwork everyone!",
"duration_hours": 5
}
],
2: [ # Difficulty 2 - Medium
{
"event_type": "emergency_response",
"title": "Storm Recovery",
"description": "A storm has damaged the town! Help with recovery efforts by contributing resources and time.",
"target_contributions": 50,
"reward_experience": 100,
"reward_money": 200,
"completion_message": "⛈️ The town has recovered from the storm! Everyone's hard work paid off!",
"duration_hours": 6
},
{
"event_type": "festival_preparation",
"title": "Annual Festival Setup",
"description": "The annual pet festival is coming! Help set up decorations and prepare activities.",
"target_contributions": 40,
"reward_experience": 80,
"reward_money": 150,
"completion_message": "🎪 The festival is ready! Thanks to everyone who helped prepare!",
"duration_hours": 8
},
{
"event_type": "research_expedition",
"title": "Scientific Discovery",
"description": "Researchers need help documenting rare pets! Contribute by exploring and reporting findings.",
"target_contributions": 35,
"reward_experience": 90,
"reward_money": 180,
"completion_message": "🔬 The research is complete! Your discoveries will help future generations!",
"duration_hours": 7
}
],
3: [ # Difficulty 3 - Hard
{
"event_type": "crisis_response",
"title": "Regional Emergency",
"description": "A regional crisis requires immediate community response! All trainers needed!",
"target_contributions": 75,
"reward_experience": 150,
"reward_money": 300,
"completion_message": "🚨 Crisis averted! The entire region is safe thanks to your heroic efforts!",
"duration_hours": 12
},
{
"event_type": "legendary_encounter",
"title": "Legendary Pet Sighting",
"description": "A legendary pet has been spotted! Help researchers track and document this rare encounter.",
"target_contributions": 60,
"reward_experience": 200,
"reward_money": 400,
"completion_message": "✨ The legendary pet has been successfully documented! History has been made!",
"duration_hours": 10
},
{
"event_type": "ancient_mystery",
"title": "Ancient Ruins Discovery",
"description": "Ancient ruins have been discovered! Help archaeologists uncover the secrets within.",
"target_contributions": 80,
"reward_experience": 180,
"reward_money": 350,
"completion_message": "🏛️ The ancient secrets have been revealed! Your efforts uncovered lost knowledge!",
"duration_hours": 14
}
]
}
async def start_background_task(self):
"""Start the background task that manages NPC events"""
while True:
try:
# 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})"

448
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#!/usr/bin/env python3
"""
PIN Authentication Service for PetBot
A standalone, reusable module for secure PIN-based verification of sensitive operations.
Usage:
from src.pin_authentication import PinAuthenticationService
pin_service = PinAuthenticationService(database, irc_bot)
# Generate and send PIN
result = await pin_service.request_verification(
player_id=123,
nickname="user",
action_type="team_change",
action_data={"team": "data"},
message_template="Custom PIN message for {pin_code}"
)
# Verify PIN and execute action
result = await pin_service.verify_and_execute(
player_id=123,
pin_code="123456",
action_type="team_change",
action_callback=my_callback_function
)
"""
import asyncio
import secrets
import string
import json
import logging
from datetime import datetime, timedelta
from typing import Dict, Optional, Callable, Any
class PinAuthenticationService:
"""
Standalone PIN authentication service that can be used by any component
requiring secure verification of user actions.
Features:
- Secure 6-digit PIN generation
- Configurable expiration times
- IRC delivery integration
- Multiple request type support
- Automatic cleanup of expired PINs
- Callback-based action execution
"""
def __init__(self, database, irc_bot=None):
"""
Initialize PIN authentication service.
Args:
database: Database instance for PIN storage
irc_bot: Optional IRC bot instance for PIN delivery
"""
self.database = database
self.irc_bot = irc_bot
self.logger = logging.getLogger(__name__)
# Default PIN settings
self.default_expiration_minutes = 10
self.pin_length = 6
# Default message templates for different action types
self.message_templates = {
"team_change": """🔐 Team Change Verification PIN: {pin_code}
This PIN will expire in {expiration_minutes} minutes.
Enter this PIN on the team builder web page to confirm your team changes.
Keep this PIN private! Do not share it with anyone.""",
"pet_rename": """🔐 Pet Rename Verification PIN: {pin_code}
This PIN will expire in {expiration_minutes} minutes.
Enter this PIN to confirm renaming your pet.
Keep this PIN private! Do not share it with anyone.""",
"team_rename": """🔐 Team Rename Verification PIN: {pin_code}
This PIN will expire in {expiration_minutes} minutes.
Enter this PIN to confirm renaming your team.
Keep this PIN private! Do not share it with anyone.""",
"default": """🔐 Verification PIN: {pin_code}
This PIN will expire in {expiration_minutes} minutes.
Enter this PIN to confirm your action.
Keep this PIN private! Do not share it with anyone."""
}
async def request_verification(
self,
player_id: int,
nickname: str,
action_type: str,
action_data: Any = None,
expiration_minutes: Optional[int] = None,
message_template: Optional[str] = None
) -> Dict:
"""
Request PIN verification for a specific action.
Args:
player_id: Player's database ID
nickname: Player's nickname for IRC delivery
action_type: Type of action (e.g., "team_change", "pet_rename")
action_data: Data associated with the action (will be JSON serialized)
expiration_minutes: Custom expiration time (default: 10 minutes)
message_template: Custom message template (default: uses action_type template)
Returns:
Dict with success status, PIN code, and expiration info
"""
try:
# Use custom expiration or default
exp_minutes = expiration_minutes or self.default_expiration_minutes
# Serialize action data if provided
action_data_str = json.dumps(action_data) if action_data is not None else None
# Generate PIN
pin_result = await self.generate_verification_pin(
player_id=player_id,
request_type=action_type,
request_data=action_data_str,
expiration_minutes=exp_minutes
)
if not pin_result["success"]:
return pin_result
# Send PIN via IRC if bot is available
if self.irc_bot and nickname:
await self.send_pin_via_irc(
nickname=nickname,
pin_code=pin_result["pin_code"],
action_type=action_type,
expiration_minutes=exp_minutes,
message_template=message_template
)
return {
"success": True,
"pin_code": pin_result["pin_code"],
"expires_at": pin_result["expires_at"],
"expires_in_minutes": exp_minutes,
"action_type": action_type
}
except Exception as e:
return {"success": False, "error": f"Failed to request verification: {str(e)}"}
async def verify_and_execute(
self,
player_id: int,
pin_code: str,
action_type: str,
action_callback: Optional[Callable] = None
) -> Dict:
"""
Verify PIN and optionally execute the associated action.
Args:
player_id: Player's database ID
pin_code: PIN code to verify
action_type: Expected action type
action_callback: Optional callback function to execute if PIN is valid
Callback receives (player_id, action_data) as arguments
Returns:
Dict with verification result and callback execution status
"""
try:
# Verify PIN
pin_result = await self.verify_pin(player_id, pin_code, action_type)
if not pin_result["success"]:
return pin_result
# Parse action data if available
action_data = None
if pin_result.get("request_data"):
try:
action_data = json.loads(pin_result["request_data"])
except json.JSONDecodeError:
action_data = pin_result["request_data"] # Keep as string if not JSON
# Execute callback if provided
callback_result = None
if action_callback:
try:
if asyncio.iscoroutinefunction(action_callback):
callback_result = await action_callback(player_id, action_data)
else:
callback_result = action_callback(player_id, action_data)
except Exception as e:
return {
"success": False,
"error": f"Action callback failed: {str(e)}",
"pin_verified": True
}
return {
"success": True,
"pin_verified": True,
"action_data": action_data,
"callback_result": callback_result,
"action_type": action_type
}
except Exception as e:
return {"success": False, "error": f"Verification failed: {str(e)}"}
async def generate_verification_pin(
self,
player_id: int,
request_type: str,
request_data: str = None,
expiration_minutes: int = None
) -> Dict:
"""
Generate a secure PIN for verification.
Args:
player_id: Player's database ID
request_type: Type of request (e.g., "team_change", "pet_rename")
request_data: Optional data associated with the request
expiration_minutes: PIN expiration time (default: 10 minutes)
Returns:
Dict with PIN code and expiration information
"""
try:
# Use default expiration if not specified
exp_minutes = expiration_minutes or self.default_expiration_minutes
# Generate cryptographically secure PIN
pin_code = ''.join(secrets.choice(string.digits) for _ in range(self.pin_length))
# Calculate expiration
expires_at = datetime.now() + timedelta(minutes=exp_minutes)
import aiosqlite
async with aiosqlite.connect(self.database.db_path) as db:
# Clear any existing unused PINs for this player and request type
await db.execute("""
UPDATE verification_pins
SET is_used = TRUE, used_at = CURRENT_TIMESTAMP
WHERE player_id = ? AND request_type = ? AND is_used = FALSE
""", (player_id, request_type))
# Insert new PIN
cursor = await db.execute("""
INSERT INTO verification_pins
(player_id, pin_code, request_type, request_data, expires_at)
VALUES (?, ?, ?, ?, ?)
""", (player_id, pin_code, request_type, request_data, expires_at.isoformat()))
await db.commit()
pin_id = cursor.lastrowid
return {
"success": True,
"pin_id": pin_id,
"pin_code": pin_code,
"expires_at": expires_at,
"expires_in_minutes": exp_minutes
}
except Exception as e:
return {"success": False, "error": f"Failed to generate PIN: {str(e)}"}
async def verify_pin(self, player_id: int, pin_code: str, request_type: str) -> Dict:
"""
Verify a PIN code and mark it as used.
Args:
player_id: Player's database ID
pin_code: PIN code to verify
request_type: Expected request type
Returns:
Dict with verification result and request data
"""
try:
import aiosqlite
async with aiosqlite.connect(self.database.db_path) as db:
db.row_factory = aiosqlite.Row
# Find valid PIN
cursor = await db.execute("""
SELECT * FROM verification_pins
WHERE player_id = ? AND pin_code = ? AND request_type = ?
AND is_used = FALSE AND expires_at > datetime('now')
ORDER BY created_at DESC LIMIT 1
""", (player_id, pin_code, request_type))
pin_record = await cursor.fetchone()
if not pin_record:
return {"success": False, "error": "Invalid or expired PIN"}
# Mark PIN as used
await db.execute("""
UPDATE verification_pins
SET is_used = TRUE, used_at = CURRENT_TIMESTAMP
WHERE id = ?
""", (pin_record["id"],))
await db.commit()
return {
"success": True,
"request_data": pin_record["request_data"],
"request_type": pin_record["request_type"],
"pin_id": pin_record["id"]
}
except Exception as e:
return {"success": False, "error": f"PIN verification failed: {str(e)}"}
async def send_pin_via_irc(
self,
nickname: str,
pin_code: str,
action_type: str,
expiration_minutes: int,
message_template: Optional[str] = None
):
"""
Send PIN to player via IRC private message.
Args:
nickname: Player's IRC nickname
pin_code: PIN code to send
action_type: Type of action for message template selection
expiration_minutes: PIN expiration time for message
message_template: Custom message template (optional)
"""
if not self.irc_bot:
self.logger.warning(f"No IRC bot available to send PIN to {nickname}")
return
try:
# Use custom template or select based on action type
if message_template:
message = message_template.format(
pin_code=pin_code,
expiration_minutes=expiration_minutes
)
else:
template = self.message_templates.get(action_type, self.message_templates["default"])
message = template.format(
pin_code=pin_code,
expiration_minutes=expiration_minutes
)
# Send via IRC bot
if hasattr(self.irc_bot, 'send_message_sync'):
# Use the sync wrapper method available in PetBot
self.irc_bot.send_message_sync(nickname, message)
elif hasattr(self.irc_bot, 'send_private_message'):
self.irc_bot.send_private_message(nickname, message)
elif hasattr(self.irc_bot, 'send_pm'):
await self.irc_bot.send_pm(nickname, message)
else:
self.logger.warning(f"IRC bot doesn't have a known method to send private messages")
self.logger.info(f"🔐 Sent {action_type} PIN to {nickname}: {pin_code}")
except Exception as e:
self.logger.error(f"Error sending PIN via IRC to {nickname}: {e}")
async def cleanup_expired_pins(self) -> Dict:
"""
Clean up expired and used PINs from the database.
Returns:
Dict with cleanup statistics
"""
try:
import aiosqlite
async with aiosqlite.connect(self.database.db_path) as db:
# Clean expired verification pins
cursor = await db.execute("""
DELETE FROM verification_pins
WHERE expires_at < datetime('now') OR is_used = TRUE
""")
pins_cleaned = cursor.rowcount
await db.commit()
return {
"success": True,
"pins_cleaned": pins_cleaned
}
except Exception as e:
return {"success": False, "error": f"Cleanup failed: {str(e)}"}
def add_message_template(self, action_type: str, template: str):
"""
Add or update a message template for a specific action type.
Args:
action_type: Action type identifier
template: Message template with {pin_code} and {expiration_minutes} placeholders
"""
self.message_templates[action_type] = template
async def cancel_pending_verification(self, player_id: int, action_type: str) -> Dict:
"""
Cancel any pending verification requests for a player and action type.
Args:
player_id: Player's database ID
action_type: Action type to cancel
Returns:
Dict with cancellation result
"""
try:
import aiosqlite
async with aiosqlite.connect(self.database.db_path) as db:
cursor = await db.execute("""
UPDATE verification_pins
SET is_used = TRUE, used_at = CURRENT_TIMESTAMP
WHERE player_id = ? AND request_type = ? AND is_used = FALSE
""", (player_id, action_type))
cancelled_count = cursor.rowcount
await db.commit()
return {
"success": True,
"cancelled_count": cancelled_count
}
except Exception as e:
return {"success": False, "error": f"Cancellation failed: {str(e)}"}

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import time
import asyncio
from typing import Dict, Optional, Tuple
from datetime import datetime, timedelta
from enum import Enum
import logging
class CommandCategory(Enum):
"""Categories of commands with different rate limits."""
BASIC = "basic" # !help, !ping, !status
GAMEPLAY = "gameplay" # !explore, !catch, !battle
MANAGEMENT = "management" # !pets, !activate, !deactivate
ADMIN = "admin" # !reload, !setweather, !spawnevent
WEB = "web" # Web interface requests
class RateLimiter:
"""
Token bucket rate limiter with per-user tracking and command categories.
Features:
- Token bucket algorithm for smooth rate limiting
- Per-user rate tracking
- Different limits for different command categories
- Burst capacity handling
- Admin exemption
- Detailed logging and monitoring
"""
def __init__(self, config: Optional[Dict] = None):
self.logger = logging.getLogger(__name__)
# Default rate limit configuration
self.config = {
"enabled": True,
"categories": {
CommandCategory.BASIC: {
"requests_per_minute": 20,
"burst_capacity": 5,
"cooldown_seconds": 1
},
CommandCategory.GAMEPLAY: {
"requests_per_minute": 10,
"burst_capacity": 3,
"cooldown_seconds": 3
},
CommandCategory.MANAGEMENT: {
"requests_per_minute": 5,
"burst_capacity": 2,
"cooldown_seconds": 5
},
CommandCategory.ADMIN: {
"requests_per_minute": 100,
"burst_capacity": 10,
"cooldown_seconds": 0
},
CommandCategory.WEB: {
"requests_per_minute": 60,
"burst_capacity": 10,
"cooldown_seconds": 1
}
},
"admin_users": ["megasconed"], # This will be overridden by bot initialization
"global_limits": {
"max_requests_per_minute": 200,
"max_concurrent_users": 100
},
"violation_penalties": {
"warning_threshold": 3,
"temporary_ban_threshold": 10,
"temporary_ban_duration": 300 # 5 minutes
}
}
# Override with provided config
if config:
self._update_config(config)
# Rate limiting state
self.user_buckets: Dict[str, Dict] = {}
self.global_stats = {
"requests_this_minute": 0,
"minute_start": time.time(),
"active_users": set(),
"total_requests": 0,
"blocked_requests": 0
}
# Violation tracking
self.violations: Dict[str, Dict] = {}
self.banned_users: Dict[str, float] = {} # user -> ban_end_time
# Background cleanup task
self.cleanup_task = None
self.start_cleanup_task()
def _update_config(self, config: Dict):
"""Update configuration with provided values."""
def deep_update(base_dict, update_dict):
for key, value in update_dict.items():
if key in base_dict and isinstance(base_dict[key], dict) and isinstance(value, dict):
deep_update(base_dict[key], value)
else:
base_dict[key] = value
deep_update(self.config, config)
def start_cleanup_task(self):
"""Start background cleanup task."""
if self.cleanup_task is None or self.cleanup_task.done():
self.cleanup_task = asyncio.create_task(self._cleanup_loop())
async def _cleanup_loop(self):
"""Background task to clean up old data."""
while True:
try:
await asyncio.sleep(60) # Cleanup every minute
await self._cleanup_old_data()
except asyncio.CancelledError:
break
except Exception as e:
self.logger.error(f"Error in rate limiter cleanup: {e}")
async def _cleanup_old_data(self):
"""Clean up old rate limiting data."""
current_time = time.time()
# Clean up old user buckets (inactive for 10 minutes)
inactive_threshold = current_time - 600
inactive_users = [
user for user, data in self.user_buckets.items()
if data.get("last_request", 0) < inactive_threshold
]
for user in inactive_users:
del self.user_buckets[user]
# Clean up old violations (older than 1 hour)
violation_threshold = current_time - 3600
old_violations = [
user for user, data in self.violations.items()
if data.get("last_violation", 0) < violation_threshold
]
for user in old_violations:
del self.violations[user]
# Clean up expired bans
expired_bans = [
user for user, ban_end in self.banned_users.items()
if current_time > ban_end
]
for user in expired_bans:
del self.banned_users[user]
self.logger.info(f"Temporary ban expired for user: {user}")
# Reset global stats every minute
if current_time - self.global_stats["minute_start"] >= 60:
self.global_stats["requests_this_minute"] = 0
self.global_stats["minute_start"] = current_time
self.global_stats["active_users"].clear()
async def check_rate_limit(self, user: str, category: CommandCategory,
command: str = None) -> Tuple[bool, Optional[str]]:
"""
Check if a request is allowed under rate limiting.
Returns:
(allowed: bool, message: Optional[str])
"""
if not self.config["enabled"]:
return True, None
current_time = time.time()
# Check if user is temporarily banned
if user in self.banned_users:
if current_time < self.banned_users[user]:
remaining = int(self.banned_users[user] - current_time)
return False, f"⛔ You are temporarily banned for {remaining} seconds due to rate limit violations."
else:
del self.banned_users[user]
# Admin exemption
if user.lower() in [admin.lower() for admin in self.config["admin_users"]]:
return True, None
# Check global limits
if not await self._check_global_limits():
return False, "🚫 Server is currently overloaded. Please try again later."
# Check per-user rate limit
allowed, message = await self._check_user_rate_limit(user, category, current_time)
if allowed:
# Update global stats
self.global_stats["requests_this_minute"] += 1
self.global_stats["total_requests"] += 1
self.global_stats["active_users"].add(user)
else:
# Track violation
await self._track_violation(user, category, command)
self.global_stats["blocked_requests"] += 1
return allowed, message
async def _check_global_limits(self) -> bool:
"""Check global rate limits."""
# Check requests per minute
if (self.global_stats["requests_this_minute"] >=
self.config["global_limits"]["max_requests_per_minute"]):
return False
# Check concurrent users
if (len(self.global_stats["active_users"]) >=
self.config["global_limits"]["max_concurrent_users"]):
return False
return True
async def _check_user_rate_limit(self, user: str, category: CommandCategory,
current_time: float) -> Tuple[bool, Optional[str]]:
"""Check per-user rate limit using token bucket algorithm."""
category_config = self.config["categories"][category]
# Get or create user bucket
if user not in self.user_buckets:
self.user_buckets[user] = {
"tokens": category_config["burst_capacity"],
"last_refill": current_time,
"last_request": current_time
}
bucket = self.user_buckets[user]
# Calculate tokens to add (refill rate)
time_passed = current_time - bucket["last_refill"]
tokens_per_second = category_config["requests_per_minute"] / 60.0
tokens_to_add = time_passed * tokens_per_second
# Refill bucket (up to burst capacity)
bucket["tokens"] = min(
category_config["burst_capacity"],
bucket["tokens"] + tokens_to_add
)
bucket["last_refill"] = current_time
# Check if request is allowed
if bucket["tokens"] >= 1:
bucket["tokens"] -= 1
bucket["last_request"] = current_time
return True, None
else:
# Calculate cooldown time
time_since_last = current_time - bucket["last_request"]
cooldown = category_config["cooldown_seconds"]
if time_since_last < cooldown:
remaining = int(cooldown - time_since_last)
return False, f"⏱️ Rate limit exceeded. Please wait {remaining} seconds before using {category.value} commands."
else:
# Allow if cooldown has passed
bucket["tokens"] = category_config["burst_capacity"] - 1
bucket["last_request"] = current_time
return True, None
async def _track_violation(self, user: str, category: CommandCategory, command: str):
"""Track rate limit violations for potential penalties."""
current_time = time.time()
if user not in self.violations:
self.violations[user] = {
"count": 0,
"last_violation": current_time,
"categories": {}
}
violation = self.violations[user]
violation["count"] += 1
violation["last_violation"] = current_time
# Track by category
if category.value not in violation["categories"]:
violation["categories"][category.value] = 0
violation["categories"][category.value] += 1
# Check for penalties
penalty_config = self.config["violation_penalties"]
if violation["count"] >= penalty_config["temporary_ban_threshold"]:
# Temporary ban
ban_duration = penalty_config["temporary_ban_duration"]
self.banned_users[user] = current_time + ban_duration
self.logger.warning(f"User {user} temporarily banned for {ban_duration}s due to rate limit violations")
elif violation["count"] >= penalty_config["warning_threshold"]:
# Warning threshold reached
self.logger.warning(f"User {user} reached rate limit warning threshold ({violation['count']} violations)")
def get_user_stats(self, user: str) -> Dict:
"""Get rate limiting stats for a specific user."""
stats = {
"user": user,
"is_banned": user in self.banned_users,
"ban_expires": None,
"violations": 0,
"buckets": {},
"admin_exemption": user.lower() in [admin.lower() for admin in self.config["admin_users"]]
}
# Ban info
if stats["is_banned"]:
stats["ban_expires"] = datetime.fromtimestamp(self.banned_users[user])
# Violation info
if user in self.violations:
stats["violations"] = self.violations[user]["count"]
# Bucket info
if user in self.user_buckets:
bucket = self.user_buckets[user]
stats["buckets"] = {
"tokens": round(bucket["tokens"], 2),
"last_request": datetime.fromtimestamp(bucket["last_request"])
}
return stats
def get_global_stats(self) -> Dict:
"""Get global rate limiting statistics."""
return {
"enabled": self.config["enabled"],
"requests_this_minute": self.global_stats["requests_this_minute"],
"active_users": len(self.global_stats["active_users"]),
"total_requests": self.global_stats["total_requests"],
"blocked_requests": self.global_stats["blocked_requests"],
"banned_users": len(self.banned_users),
"tracked_users": len(self.user_buckets),
"total_violations": sum(v["count"] for v in self.violations.values()),
"config": self.config
}
def is_user_banned(self, user: str) -> bool:
"""Check if a user is currently banned."""
if user not in self.banned_users:
return False
if time.time() > self.banned_users[user]:
del self.banned_users[user]
return False
return True
def unban_user(self, user: str) -> bool:
"""Manually unban a user (admin function)."""
if user in self.banned_users:
del self.banned_users[user]
self.logger.info(f"User {user} manually unbanned")
return True
return False
def reset_user_violations(self, user: str) -> bool:
"""Reset violations for a user (admin function)."""
if user in self.violations:
del self.violations[user]
self.logger.info(f"Violations reset for user {user}")
return True
return False
async def shutdown(self):
"""Shutdown the rate limiter and cleanup tasks."""
if self.cleanup_task:
self.cleanup_task.cancel()
try:
await self.cleanup_task
except asyncio.CancelledError:
pass
self.logger.info("Rate limiter shutdown complete")
# Command category mapping
COMMAND_CATEGORIES = {
# Basic commands
"help": CommandCategory.BASIC,
"ping": CommandCategory.BASIC,
"status": CommandCategory.BASIC,
"uptime": CommandCategory.BASIC,
# Gameplay commands
"start": CommandCategory.GAMEPLAY,
"explore": CommandCategory.GAMEPLAY,
"catch": CommandCategory.GAMEPLAY,
"battle": CommandCategory.GAMEPLAY,
"attack": CommandCategory.GAMEPLAY,
"moves": CommandCategory.GAMEPLAY,
"flee": CommandCategory.GAMEPLAY,
"travel": CommandCategory.GAMEPLAY,
"weather": CommandCategory.GAMEPLAY,
"gym": CommandCategory.GAMEPLAY,
# Management commands
"pets": CommandCategory.MANAGEMENT,
"activate": CommandCategory.MANAGEMENT,
"deactivate": CommandCategory.MANAGEMENT,
"stats": CommandCategory.MANAGEMENT,
"inventory": CommandCategory.MANAGEMENT,
"use": CommandCategory.MANAGEMENT,
"nickname": CommandCategory.MANAGEMENT,
# Admin commands
"reload": CommandCategory.ADMIN,
}
def get_command_category(command: str) -> CommandCategory:
"""Get the rate limiting category for a command."""
return COMMAND_CATEGORIES.get(command.lower(), CommandCategory.GAMEPLAY)

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#!/usr/bin/env python3
"""
Team Management Service for PetBot
Handles team swapping, individual team editing, and team selection hub functionality.
"""
import asyncio
import json
from typing import Dict, List, Optional
class TeamManagementService:
"""Service for managing player teams and team swapping operations."""
def __init__(self, database, pin_service):
self.database = database
self.pin_service = pin_service
async def get_team_overview(self, player_id: int) -> Dict:
"""Get overview of all teams for a player."""
try:
# Get active team
active_team = await self.database.get_active_team(player_id)
# Get saved team configurations
team_configs = await self.database.get_player_team_configurations(player_id)
# Structure the data
teams = {
"active": {
"pets": active_team,
"count": len(active_team),
"is_active": True
}
}
# Add saved configurations
for i in range(1, 4):
config = next((c for c in team_configs if c.get("slot") == i), None)
if config:
# team_data is already parsed by get_player_team_configurations
team_data = config["team_data"] if config["team_data"] else {}
# Use pet_count from database method which handles both formats
pet_count = config.get("pet_count", 0)
teams[f"slot_{i}"] = {
"name": config.get("name", f"Team {i}"),
"pets": team_data,
"count": pet_count,
"last_updated": config.get("updated_at"),
"is_active": False
}
else:
teams[f"slot_{i}"] = {
"name": f"Team {i}",
"pets": {},
"count": 0,
"last_updated": None,
"is_active": False
}
return {"success": True, "teams": teams}
except Exception as e:
return {"success": False, "error": f"Failed to get team overview: {str(e)}"}
async def request_team_swap(self, player_id: int, nickname: str, source_slot: int) -> Dict:
"""Request to swap a saved team configuration to active team."""
try:
# Validate slot
if source_slot < 1 or source_slot > 3:
return {"success": False, "error": "Invalid team slot. Must be 1, 2, or 3"}
# Get the source team configuration
config = await self.database.load_team_configuration(player_id, source_slot)
if not config:
return {"success": False, "error": f"No team configuration found in slot {source_slot}"}
# Parse team data
team_data = json.loads(config["team_data"])
if not team_data:
return {"success": False, "error": f"Team {source_slot} is empty"}
# Request PIN verification for team swap
pin_request = await self.pin_service.request_verification(
player_id=player_id,
nickname=nickname,
action_type="team_swap",
action_data={
"source_slot": source_slot,
"team_data": team_data,
"config_name": config["config_name"]
},
expiration_minutes=10
)
if pin_request["success"]:
return {
"success": True,
"message": f"PIN sent to confirm swapping {config['config_name']} to active team",
"source_slot": source_slot,
"team_name": config["config_name"],
"expires_in_minutes": pin_request["expires_in_minutes"]
}
else:
return pin_request
except Exception as e:
return {"success": False, "error": f"Failed to request team swap: {str(e)}"}
async def verify_team_swap(self, player_id: int, pin_code: str) -> Dict:
"""Verify PIN and execute team swap."""
try:
# Define team swap callback
async def apply_team_swap_callback(player_id, action_data):
"""Apply the team swap operation."""
source_slot = action_data["source_slot"]
team_data = action_data["team_data"]
config_name = action_data["config_name"]
# Get current active team before swapping
current_active = await self.database.get_active_team(player_id)
# Apply the saved team as active team
result = await self.database.apply_team_configuration(player_id, source_slot)
if result["success"]:
return {
"success": True,
"message": f"Successfully applied {config_name} as active team",
"source_slot": source_slot,
"pets_applied": len(team_data),
"previous_active_count": len(current_active)
}
else:
raise Exception(f"Failed to apply team configuration: {result.get('error', 'Unknown error')}")
# Verify PIN and execute swap
result = await self.pin_service.verify_and_execute(
player_id=player_id,
pin_code=pin_code,
action_type="team_swap",
action_callback=apply_team_swap_callback
)
return result
except Exception as e:
return {"success": False, "error": f"Team swap verification failed: {str(e)}"}
async def get_individual_team_data(self, player_id: int, team_identifier: str) -> Dict:
"""Get data for editing an individual team."""
try:
if team_identifier == "active":
# Get active team
active_pets = await self.database.get_active_team(player_id)
return {
"success": True,
"team_type": "active",
"team_name": "Active Team",
"team_data": active_pets,
"is_active_team": True
}
else:
# Get saved team configuration
try:
slot = int(team_identifier)
if slot < 1 or slot > 3:
return {"success": False, "error": "Invalid team slot"}
except ValueError:
return {"success": False, "error": "Invalid team identifier"}
config = await self.database.load_team_configuration(player_id, slot)
if config:
# Parse team_data - it should be a JSON string containing list of pets
try:
team_pets = json.loads(config["team_data"]) if config["team_data"] else []
# Ensure team_pets is a list (new format)
if isinstance(team_pets, list):
pets_data = team_pets
else:
# Handle old format - convert dict to list
pets_data = []
if isinstance(team_pets, dict):
for position, pet_info in team_pets.items():
if pet_info and 'pet_id' in pet_info:
# This is old format, we'll need to get full pet data
pet_data = await self._get_full_pet_data(player_id, pet_info['pet_id'])
if pet_data:
pet_data['team_order'] = int(position)
pets_data.append(pet_data)
return {
"success": True,
"team_type": "saved",
"team_slot": slot,
"team_name": config["config_name"],
"pets": pets_data, # Use 'pets' key expected by webserver
"is_active_team": False,
"last_updated": config.get("updated_at")
}
except json.JSONDecodeError:
return {
"success": True,
"team_type": "saved",
"team_slot": slot,
"team_name": config["config_name"],
"pets": [],
"is_active_team": False,
"last_updated": config.get("updated_at")
}
else:
return {
"success": True,
"team_type": "saved",
"team_slot": slot,
"team_name": f"Team {slot}",
"pets": [], # Use 'pets' key expected by webserver
"is_active_team": False,
"last_updated": None
}
except Exception as e:
return {"success": False, "error": f"Failed to get team data: {str(e)}"}
async def _get_full_pet_data(self, player_id: int, pet_id: int) -> Optional[Dict]:
"""Helper method to get full pet data for backward compatibility."""
try:
import aiosqlite
async with aiosqlite.connect(self.database.db_path) as db:
db.row_factory = aiosqlite.Row
cursor = await db.execute("""
SELECT p.id, p.nickname, p.level, p.hp, p.max_hp, p.attack, p.defense, p.speed, p.happiness,
ps.name as species_name, ps.type1, ps.type2
FROM pets p
JOIN pet_species ps ON p.species_id = ps.id
WHERE p.id = ? AND p.player_id = ?
""", (pet_id, player_id))
row = await cursor.fetchone()
return dict(row) if row else None
except Exception as e:
print(f"Error getting full pet data: {e}")
return None
async def save_individual_team(
self,
player_id: int,
nickname: str,
team_identifier: str,
team_data: Dict
) -> Dict:
"""Save changes to an individual team."""
try:
if team_identifier == "active":
# Save to active team
action_type = "active_team_change"
action_data = {
"team_type": "active",
"team_data": team_data
}
else:
# Save to team configuration slot
try:
slot = int(team_identifier)
if slot < 1 or slot > 3:
return {"success": False, "error": "Invalid team slot"}
except ValueError:
return {"success": False, "error": "Invalid team identifier"}
action_type = f"team_{slot}_change"
action_data = {
"team_type": "saved",
"team_slot": slot,
"team_data": team_data
}
# Request PIN verification
pin_request = await self.pin_service.request_verification(
player_id=player_id,
nickname=nickname,
action_type=action_type,
action_data=action_data,
expiration_minutes=10
)
return pin_request
except Exception as e:
return {"success": False, "error": f"Failed to save individual team: {str(e)}"}
async def verify_individual_team_save(self, player_id: int, pin_code: str, team_identifier: str) -> Dict:
"""Verify PIN and save individual team changes."""
try:
if team_identifier == "active":
action_type = "active_team_change"
else:
try:
slot = int(team_identifier)
action_type = f"team_{slot}_change"
except ValueError:
return {"success": False, "error": "Invalid team identifier"}
# Define save callback
async def apply_individual_team_save_callback(player_id, action_data):
"""Apply individual team save."""
team_type = action_data["team_type"]
team_data = action_data["team_data"]
if team_type == "active":
# Apply to active team
changes_applied = await self._apply_to_active_team(player_id, team_data)
return {
"success": True,
"message": "Active team updated successfully",
"changes_applied": changes_applied,
"team_type": "active"
}
else:
# Save to configuration slot
slot = action_data["team_slot"]
changes_applied = await self._save_team_configuration(player_id, slot, team_data)
return {
"success": True,
"message": f"Team {slot} configuration saved successfully",
"changes_applied": changes_applied,
"team_slot": slot,
"team_type": "saved"
}
# Verify PIN and execute save
result = await self.pin_service.verify_and_execute(
player_id=player_id,
pin_code=pin_code,
action_type=action_type,
action_callback=apply_individual_team_save_callback
)
return result
except Exception as e:
return {"success": False, "error": f"Individual team save verification failed: {str(e)}"}
async def _apply_to_active_team(self, player_id: int, team_data: Dict) -> int:
"""Apply team changes to active pets."""
changes_count = 0
# Deactivate all pets
await self.database.execute("""
UPDATE pets SET is_active = FALSE, team_order = NULL
WHERE player_id = ?
""", (player_id,))
# Activate selected pets
for pet_id, position in team_data.items():
if position:
await self.database.execute("""
UPDATE pets SET is_active = TRUE, team_order = ?
WHERE id = ? AND player_id = ?
""", (position, int(pet_id), player_id))
changes_count += 1
return changes_count
async def _save_team_configuration(self, player_id: int, slot: int, team_data: Dict) -> int:
"""Save team as configuration."""
pets_list = []
changes_count = 0
for pet_id, position in team_data.items():
if position:
pet_info = await self.database.get_pet_by_id(pet_id)
if pet_info and pet_info["player_id"] == player_id:
# Create full pet data object in new format
pet_dict = {
'id': pet_info['id'],
'nickname': pet_info['nickname'] or pet_info.get('species_name', 'Unknown'),
'level': pet_info['level'],
'hp': pet_info.get('hp', 0),
'max_hp': pet_info.get('max_hp', 0),
'attack': pet_info.get('attack', 0),
'defense': pet_info.get('defense', 0),
'speed': pet_info.get('speed', 0),
'happiness': pet_info.get('happiness', 0),
'species_name': pet_info.get('species_name', 'Unknown'),
'type1': pet_info.get('type1'),
'type2': pet_info.get('type2'),
'team_order': int(position)
}
pets_list.append(pet_dict)
changes_count += 1
# Save configuration in new list format
success = await self.database.save_team_configuration(
player_id, slot, f'Team {slot}', json.dumps(pets_list)
)
return changes_count if success else 0

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start_petbot.sh Executable file
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#!/bin/bash
#
# PetBot Startup Script
# Complete one-command startup for PetBot with all dependencies and validation
#
# Usage: ./start_petbot.sh
#
set -e # Exit on any error
echo "🐾 Starting PetBot..."
echo "===================="
echo "Version: $(date '+%Y-%m-%d %H:%M:%S') - Enhanced with startup validation"
echo ""
# Get script directory (works even if called from elsewhere)
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
cd "$SCRIPT_DIR"
echo "📁 Working directory: $SCRIPT_DIR"
# Check if virtual environment exists
if [ ! -d "venv" ]; then
echo "❌ Virtual environment not found!"
echo "🔧 Creating virtual environment..."
python3 -m venv venv
echo "✅ Virtual environment created"
fi
# Activate virtual environment
echo "🔄 Activating virtual environment..."
source venv/bin/activate
# Upgrade pip to latest version
echo "🔄 Ensuring pip is up to date..."
pip install --upgrade pip -q
# Check if requirements are installed
echo "🔄 Checking dependencies..."
if ! python -c "import aiosqlite, irc" 2>/dev/null; then
echo "📦 Installing/updating dependencies from requirements.txt..."
# Verify requirements.txt exists
if [ ! -f "requirements.txt" ]; then
echo "❌ requirements.txt not found!"
echo "🔧 Please run install_prerequisites.sh first"
exit 1
fi
pip install -r requirements.txt
echo "✅ Dependencies installed"
else
echo "✅ Dependencies already satisfied"
fi
# Verify core modules can be imported
echo "🔄 Verifying core modules..."
python3 -c "
import sys
sys.path.append('.')
try:
from src.database import Database
from src.game_engine import GameEngine
from src.rate_limiter import RateLimiter
from src.irc_connection_manager import IRCConnectionManager
from config import ADMIN_USER, IRC_CONFIG, RATE_LIMIT_CONFIG
print('✅ Core modules verified')
print(f' Admin user: {ADMIN_USER}')
print(f' IRC Channel: {IRC_CONFIG[\"channel\"]}')
print(f' Rate limiting: {\"Enabled\" if RATE_LIMIT_CONFIG[\"enabled\"] else \"Disabled\"}')
except ImportError as e:
print(f'❌ Module import error: {e}')
print('💡 Try running: ./install_prerequisites.sh')
sys.exit(1)
"
# Create required directories
echo "🔄 Creating required directories..."
mkdir -p data backups logs
# Check configuration files
echo "🔄 Verifying configuration files..."
config_files=("config/pets.json" "config/locations.json" "config/items.json" "config/achievements.json" "config/gyms.json")
missing_configs=()
for config_file in "${config_files[@]}"; do
if [ ! -f "$config_file" ]; then
missing_configs+=("$config_file")
fi
done
if [ ${#missing_configs[@]} -gt 0 ]; then
echo "❌ Missing configuration files:"
for missing in "${missing_configs[@]}"; do
echo " - $missing"
done
echo "💡 These files are required for proper bot operation"
exit 1
fi
echo "✅ All configuration files present"
# Database pre-flight check
if [ -f "data/petbot.db" ]; then
echo "🔄 Validating existing database..."
# Quick database validation
python3 -c "
import sqlite3
import sys
try:
conn = sqlite3.connect('data/petbot.db')
cursor = conn.cursor()
# Check essential tables exist
tables = ['players', 'pets', 'pet_species', 'locations']
for table in tables:
cursor.execute(f'SELECT COUNT(*) FROM {table}')
count = cursor.fetchone()[0]
print(f' ✅ {table}: {count} records')
conn.close()
print('✅ Database validation passed')
except Exception as e:
print(f'❌ Database validation failed: {e}')
print('💡 Database may be corrupted - backup and recreate if needed')
sys.exit(1)
"
else
echo " First-time setup detected - database will be created automatically"
fi
# Pre-startup system test
echo "🔄 Running pre-startup system test..."
python3 -c "
import sys
sys.path.append('.')
try:
# Test basic imports and initialization
from run_bot_debug import PetBotDebug
# Create a test bot instance to verify everything loads
print(' 🔧 Testing bot initialization...')
bot = PetBotDebug()
print(' ✅ Bot instance created successfully')
print('✅ Pre-startup test passed')
except Exception as e:
print(f'❌ Pre-startup test failed: {e}')
import traceback
traceback.print_exc()
sys.exit(1)
"
# Display comprehensive startup information
echo ""
echo "🚀 Launching PetBot with Enhanced Features..."
echo "============================================="
echo "🌐 Web interface: http://localhost:8080"
echo "📱 Public access: http://petz.rdx4.com/"
echo "💬 IRC Server: irc.libera.chat"
echo "📢 IRC Channel: #petz"
echo "👤 Admin User: $(python3 -c 'from config import ADMIN_USER; print(ADMIN_USER)')"
echo ""
echo "🎮 Features Available:"
echo " ✅ 33 Pet Species with Emojis"
echo " ✅ 6 Exploration Locations"
echo " ✅ Team Builder with PIN Verification"
echo " ✅ Achievement System"
echo " ✅ Gym Battles"
echo " ✅ Weather System"
echo " ✅ Rate Limiting & Anti-Abuse"
echo " ✅ Auto-Reconnection"
echo " ✅ Startup Data Validation"
echo " ✅ Background Monitoring"
echo ""
echo "🔧 Technical Details:"
echo " 📊 Database: SQLite with validation"
echo " 🌐 Webserver: Integrated with bot instance"
echo " 🛡️ Security: Rate limiting enabled"
echo " 🔄 Reliability: Auto-reconnect on failure"
echo " 📈 Monitoring: Background validation every 30min"
echo ""
echo "Press Ctrl+C to stop the bot"
echo "============================================="
echo ""
# Launch the appropriate bot based on what's available
if [ -f "run_bot_with_reconnect.py" ]; then
echo "🚀 Starting with auto-reconnect support..."
exec python run_bot_with_reconnect.py
elif [ -f "run_bot_debug.py" ]; then
echo "🚀 Starting in debug mode..."
exec python run_bot_debug.py
else
echo "❌ No bot startup file found!"
echo "💡 Expected: run_bot_with_reconnect.py or run_bot_debug.py"
exit 1
fi

12869
webserver.py

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