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