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import json
import random
from datetime import datetime, timedelta
from typing import Dict, List, Any, Optional
from dataclasses import dataclass, asdict
import numpy as np
from PIL import Image
import os
from pathlib import Path

@dataclass
class Monster:
    """Monster data class"""
    name: str
    species: str
    stage: str  # rookie, champion, ultimate, mega
    stats: Dict[str, int]
    care_state: Dict[str, float]
    personality: Dict[str, Any]
    birth_time: datetime
    evolution_time: Optional[datetime] = None
    training_count: int = 0
    battle_count: int = 0
    happiness_events: List[str] = None
    image_path: Optional[str] = None
    model_3d_path: Optional[str] = None
    
    def __post_init__(self):
        if self.happiness_events is None:
            self.happiness_events = []
    
    def to_dict(self) -> Dict:
        """Convert monster to dictionary for storage"""
        data = asdict(self)
        data['birth_time'] = self.birth_time.isoformat()
        if self.evolution_time:
            data['evolution_time'] = self.evolution_time.isoformat()
        return data
    
    @classmethod
    def from_dict(cls, data: Dict) -> 'Monster':
        """Create monster from dictionary"""
        data['birth_time'] = datetime.fromisoformat(data['birth_time'])
        if data.get('evolution_time'):
            data['evolution_time'] = datetime.fromisoformat(data['evolution_time'])
        return cls(**data)
    
    def get_stats_display(self) -> Dict[str, Any]:
        """Get formatted stats for display"""
        return {
            "name": self.name,
            "species": self.species,
            "stage": self.stage,
            "level": self._calculate_level(),
            "stats": {
                "HP": f"{self.stats['hp']}/999",
                "ATK": f"{self.stats['attack']}/500",
                "DEF": f"{self.stats['defense']}/500",
                "SPD": f"{self.stats['speed']}/500",
                "SPC": f"{self.stats['special']}/500"
            },
            "care": {
                "Hunger": f"{self.care_state['hunger']:.0f}%",
                "Happiness": f"{self.care_state['happiness']:.0f}%",
                "Fatigue": f"{self.care_state['fatigue']:.0f}%",
                "Health": f"{self.care_state['health']:.0f}%"
            },
            "age": self._calculate_age()
        }
    
    def _calculate_level(self) -> int:
        """Calculate monster level based on stats and experience"""
        total_stats = sum(self.stats.values())
        base_level = total_stats // 50
        exp_bonus = (self.training_count + self.battle_count) // 10
        return min(99, base_level + exp_bonus + 1)
    
    def _calculate_age(self) -> str:
        """Calculate monster age"""
        age = datetime.now() - self.birth_time
        if age.days > 0:
            return f"{age.days} days"
        elif age.seconds > 3600:
            return f"{age.seconds // 3600} hours"
        else:
            return f"{age.seconds // 60} minutes"


class GameMechanics:
    """Core game mechanics inspired by Digimon World 1"""
    
    def __init__(self):
        # Stat ranges and limits
        self.stat_limits = {
            'hp': (10, 999),
            'attack': (5, 500),
            'defense': (5, 500),
            'speed': (5, 500),
            'special': (5, 500)
        }
        
        # Care thresholds
        self.care_thresholds = {
            'hunger': {'critical': 20, 'low': 40, 'good': 70},
            'happiness': {'critical': 20, 'low': 40, 'good': 70},
            'fatigue': {'good': 30, 'tired': 60, 'exhausted': 80},
            'health': {'critical': 30, 'low': 50, 'good': 80}
        }
        
        # Training effectiveness modifiers
        self.training_modifiers = {
            'strength': {'attack': 1.5, 'defense': 0.8, 'speed': 0.7},
            'defense': {'attack': 0.7, 'defense': 1.5, 'hp': 1.2},
            'speed': {'speed': 1.5, 'attack': 0.9, 'special': 0.8},
            'intelligence': {'special': 1.5, 'defense': 0.9, 'hp': 0.8},
            'balanced': {'attack': 1.0, 'defense': 1.0, 'speed': 1.0, 'special': 1.0}
        }
        
        # Evolution requirements (simplified)
        self.evolution_requirements = {
            'champion': {
                'min_stats': 150,  # Total stats
                'min_care': 60,    # Average care percentage
                'min_age': 1,      # Days
                'training_count': 10
            },
            'ultimate': {
                'min_stats': 300,
                'min_care': 70,
                'min_age': 3,
                'training_count': 30
            },
            'mega': {
                'min_stats': 500,
                'min_care': 80,
                'min_age': 7,
                'training_count': 50
            }
        }
    
    def create_monster(self, generation_result: Dict[str, Any], user_preferences: Dict = None, user_id: str = "unknown") -> Monster:
        """Create a new monster from AI generation results"""
        
        traits = generation_result.get('traits', {})
        preferences = user_preferences or {}
        
        # Generate base stats based on traits and preferences
        base_stats = self._generate_base_stats(traits, preferences.get('training_focus', 'balanced'))
        
        # Initialize care state
        care_state = {
            'hunger': 80.0,
            'happiness': 90.0,
            'fatigue': 10.0,
            'health': 100.0
        }
        
        # Determine personality from traits
        personality = self._determine_personality(traits)
        
        # Create monster name
        name = traits.get('name', self._generate_name(traits))
        
        # Convert PIL Images to file paths
        image_path = self._convert_image_to_path(generation_result.get('image'), user_id, name)
        model_3d_path = self._convert_image_to_path(generation_result.get('model_3d'), user_id, name)
        
        # Create monster instance
        monster = Monster(
            name=name,
            species=traits.get('species', 'DigiPal'),
            stage='rookie',
            stats=base_stats,
            care_state=care_state,
            personality=personality,
            birth_time=datetime.now(),
            image_path=image_path,
            model_3d_path=model_3d_path
        )
        
        return monster
    
    def _convert_image_to_path(self, image_data, user_id: str, monster_name: str) -> Optional[str]:
        """Convert PIL Image to file path for storage"""
        if image_data is None:
            return None
            
        # If it's already a string path, return it
        if isinstance(image_data, str):
            return image_data
            
        # If it's a PIL Image, save it to a file
        if hasattr(image_data, 'save'):  # PIL Image check
            try:
                # Create user-specific monsters directory
                monsters_dir = Path("./data/monsters") / user_id
                monsters_dir.mkdir(parents=True, exist_ok=True)
                
                # Generate unique filename
                timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
                image_path = monsters_dir / f"{monster_name}_{timestamp}.png"
                
                # Save the image
                image_data.save(image_path)
                return str(image_path)
                
            except Exception as e:
                print(f"Error saving image: {e}")
                return None
                
        return None
    
    def _generate_base_stats(self, traits: Dict, focus: str) -> Dict[str, int]:
        """Generate base stats based on traits and focus"""
        # Base values
        base = {
            'hp': random.randint(50, 100),
            'attack': random.randint(15, 35),
            'defense': random.randint(15, 35),
            'speed': random.randint(15, 35),
            'special': random.randint(15, 35)
        }
        
        # Apply focus modifiers
        if focus in self.training_modifiers:
            for stat, modifier in self.training_modifiers[focus].items():
                if stat in base:
                    base[stat] = int(base[stat] * modifier)
        
        # Apply trait-based modifiers
        if traits.get('element') == 'fire':
            base['attack'] += 10
            base['special'] += 5
        elif traits.get('element') == 'water':
            base['defense'] += 10
            base['hp'] += 20
        elif traits.get('element') == 'earth':
            base['defense'] += 15
            base['hp'] += 10
        elif traits.get('element') == 'wind':
            base['speed'] += 15
            base['special'] += 5
        
        # Ensure stats are within limits
        for stat in base:
            base[stat] = max(self.stat_limits[stat][0], 
                           min(self.stat_limits[stat][1], base[stat]))
        
        return base
    
    def _determine_personality(self, traits: Dict) -> Dict[str, Any]:
        """Determine monster personality from traits"""
        personality_traits = [
            'brave', 'timid', 'aggressive', 'gentle', 
            'playful', 'serious', 'loyal', 'independent'
        ]
        
        # Select primary trait
        primary = traits.get('personality', random.choice(personality_traits))
        
        # Generate personality profile
        return {
            'primary': primary,
            'likes': self._generate_likes(primary),
            'dislikes': self._generate_dislikes(primary),
            'training_preference': self._get_training_preference(primary),
            'battle_style': self._get_battle_style(primary)
        }
    
    def _generate_name(self, traits: Dict) -> str:
        """Generate a name if not provided"""
        prefixes = ['Digi', 'Cyber', 'Tech', 'Neo', 'Alpha', 'Beta']
        suffixes = ['mon', 'pal', 'byte', 'bit', 'tron', 'x']
        
        prefix = random.choice(prefixes)
        suffix = random.choice(suffixes)
        
        return f"{prefix}{suffix}"
    
    def _generate_likes(self, personality: str) -> List[str]:
        """Generate things the monster likes based on personality"""
        likes_map = {
            'brave': ['battles', 'challenges', 'meat'],
            'timid': ['quiet places', 'vegetables', 'praise'],
            'aggressive': ['training', 'meat', 'battles'],
            'gentle': ['praise', 'vegetables', 'playing'],
            'playful': ['games', 'treats', 'attention'],
            'serious': ['training', 'discipline', 'fish'],
            'loyal': ['praise', 'companionship', 'meat'],
            'independent': ['exploration', 'variety', 'fish']
        }
        return likes_map.get(personality, ['food', 'play', 'rest'])
    
    def _generate_dislikes(self, personality: str) -> List[str]:
        """Generate things the monster dislikes based on personality"""
        dislikes_map = {
            'brave': ['running away', 'vegetables', 'rest'],
            'timid': ['battles', 'loud noises', 'scolding'],
            'aggressive': ['vegetables', 'rest', 'gentle training'],
            'gentle': ['battles', 'scolding', 'meat'],
            'playful': ['discipline', 'vegetables', 'being ignored'],
            'serious': ['games', 'treats', 'slacking'],
            'loyal': ['being alone', 'scolding', 'betrayal'],
            'independent': ['clingy behavior', 'routine', 'vegetables']
        }
        return dislikes_map.get(personality, ['scolding', 'hunger', 'fatigue'])
    
    def _get_training_preference(self, personality: str) -> str:
        """Get preferred training type based on personality"""
        preferences = {
            'brave': 'strength',
            'timid': 'defense',
            'aggressive': 'strength',
            'gentle': 'intelligence',
            'playful': 'speed',
            'serious': 'balanced',
            'loyal': 'defense',
            'independent': 'speed'
        }
        return preferences.get(personality, 'balanced')
    
    def _get_battle_style(self, personality: str) -> str:
        """Get battle style based on personality"""
        styles = {
            'brave': 'offensive',
            'timid': 'defensive',
            'aggressive': 'berserker',
            'gentle': 'support',
            'playful': 'trickster',
            'serious': 'tactical',
            'loyal': 'guardian',
            'independent': 'adaptive'
        }
        return styles.get(personality, 'balanced')
    
    def train_monster(self, monster: Monster, training_type: str, intensity: int) -> Dict[str, Any]:
        """Train the monster to improve stats"""
        
        # Check if monster can train
        if monster.care_state['fatigue'] > self.care_thresholds['fatigue']['exhausted']:
            return {
                'success': False,
                'message': f"{monster.name} is too tired to train! πŸ˜΄πŸ’€",
                'stat_changes': {}
            }
        
        if monster.care_state['hunger'] < self.care_thresholds['hunger']['low']:
            return {
                'success': False,
                'message': f"{monster.name} is too hungry to train! πŸ–β“",
                'stat_changes': {}
            }
        
        # Calculate stat gains
        base_gain = intensity * 2
        stat_gains = {}
        
        # Apply training type modifiers
        training_type = training_type.lower()
        if training_type in self.training_modifiers:
            for stat, modifier in self.training_modifiers[training_type].items():
                if stat in monster.stats:
                    gain = int(base_gain * modifier * random.uniform(0.8, 1.2))
                    
                    # Personality bonus
                    if training_type == monster.personality['training_preference']:
                        gain = int(gain * 1.2)
                    
                    # Apply gain with stat limits
                    old_value = monster.stats[stat]
                    new_value = min(self.stat_limits[stat][1], old_value + gain)
                    actual_gain = new_value - old_value
                    
                    if actual_gain > 0:
                        monster.stats[stat] = new_value
                        stat_gains[stat] = actual_gain
        
        # Update care state
        fatigue_gain = intensity * 5 + random.randint(0, 10)
        happiness_gain = 5 if training_type == monster.personality['training_preference'] else 2
        
        monster.care_state['fatigue'] = min(100, monster.care_state['fatigue'] + fatigue_gain)
        monster.care_state['happiness'] = min(100, monster.care_state['happiness'] + happiness_gain)
        monster.care_state['hunger'] = max(0, monster.care_state['hunger'] - intensity * 2)
        
        # Update training count
        monster.training_count += 1
        
        # Check for evolution
        evolution_check = self.check_evolution(monster)
        
        # Generate response message
        if stat_gains:
            gains_text = ", ".join([f"{stat.upper()} +{gain}" for stat, gain in stat_gains.items()])
            message = f"πŸ’ͺ Training complete! {gains_text}"
        else:
            message = f"πŸ“ˆ {monster.name} has reached stat limits in this area!"
        
        return {
            'success': True,
            'message': message,
            'stat_changes': stat_gains,
            'fatigue_gained': fatigue_gain,
            'evolution_check': evolution_check
        }
    
    def check_evolution(self, monster: Monster) -> Optional[Dict[str, Any]]:
        """Check if monster meets evolution requirements"""
        
        current_stage = monster.stage
        next_stage = None
        
        if current_stage == 'rookie':
            next_stage = 'champion'
        elif current_stage == 'champion':
            next_stage = 'ultimate'
        elif current_stage == 'ultimate':
            next_stage = 'mega'
        else:
            return None
        
        requirements = self.evolution_requirements.get(next_stage)
        if not requirements:
            return None
        
        # Check requirements
        total_stats = sum(monster.stats.values())
        avg_care = sum(monster.care_state.values()) / len(monster.care_state)
        age_days = (datetime.now() - monster.birth_time).days
        
        meets_requirements = (
            total_stats >= requirements['min_stats'] and
            avg_care >= requirements['min_care'] and
            age_days >= requirements['min_age'] and
            monster.training_count >= requirements['training_count']
        )
        
        if meets_requirements:
            return {
                'can_evolve': True,
                'next_stage': next_stage,
                'message': f"✨ {monster.name} is ready to evolve to {next_stage}!"
            }
        else:
            return {
                'can_evolve': False,
                'next_stage': next_stage,
                'progress': {
                    'stats': f"{total_stats}/{requirements['min_stats']}",
                    'care': f"{avg_care:.0f}%/{requirements['min_care']}%",
                    'age': f"{age_days}/{requirements['min_age']} days",
                    'training': f"{monster.training_count}/{requirements['training_count']}"
                }
            }
    
    def feed_monster(self, monster: Monster, food_type: str) -> Dict[str, Any]:
        """Feed the monster"""
        
        food_effects = {
            'meat': {'hunger': 40, 'happiness': 10, 'health': 5},
            'fish': {'hunger': 35, 'happiness': 15, 'health': 10},
            'vegetable': {'hunger': 30, 'happiness': 5, 'health': 15},
            'treat': {'hunger': 20, 'happiness': 30, 'health': 0},
            'medicine': {'hunger': 0, 'happiness': -10, 'health': 50}
        }
        
        effects = food_effects.get(food_type.lower(), food_effects['meat'])
        
        # Apply personality preferences
        likes_food = food_type.lower() in [like.lower() for like in monster.personality.get('likes', [])]
        dislikes_food = food_type.lower() in [dislike.lower() for dislike in monster.personality.get('dislikes', [])]
        
        if likes_food:
            effects['happiness'] *= 2
        elif dislikes_food:
            effects['happiness'] = -abs(effects['happiness'])
        
        # Update care state
        old_hunger = monster.care_state['hunger']
        monster.care_state['hunger'] = min(100, monster.care_state['hunger'] + effects['hunger'])
        monster.care_state['happiness'] = max(0, min(100, monster.care_state['happiness'] + effects['happiness']))
        monster.care_state['health'] = min(100, monster.care_state['health'] + effects['health'])
        
        # Generate response
        if likes_food:
            message = f"πŸ˜‹ {monster.name} loves {food_type}! πŸ’–"
        elif dislikes_food:
            message = f"πŸ˜’ {monster.name} doesn't like {food_type}... πŸ’”"
        elif old_hunger < 30:
            message = f"🍽️ {monster.name} was very hungry! Much better now! 😊"
        else:
            message = f"🍴 {monster.name} enjoyed the {food_type}! πŸ‘"
        
        return {
            'success': True,
            'message': message,
            'effects': effects,
            'current_state': monster.care_state
        }
    
    def update_care_state(self, monster: Monster, time_passed: timedelta) -> Dict[str, Any]:
        """Update monster care state based on time passed"""
        
        # Calculate hours passed
        hours = time_passed.total_seconds() / 3600
        
        # Decrease hunger and happiness over time
        monster.care_state['hunger'] = max(0, monster.care_state['hunger'] - hours * 5)
        monster.care_state['happiness'] = max(0, monster.care_state['happiness'] - hours * 2)
        
        # Decrease fatigue over time (rest)
        monster.care_state['fatigue'] = max(0, monster.care_state['fatigue'] - hours * 10)
        
        # Health changes based on other stats
        if monster.care_state['hunger'] < 20:
            monster.care_state['health'] = max(0, monster.care_state['health'] - hours * 3)
        elif monster.care_state['happiness'] < 20:
            monster.care_state['health'] = max(0, monster.care_state['health'] - hours * 1)
        
        # Check for critical states
        alerts = []
        if monster.care_state['hunger'] < self.care_thresholds['hunger']['critical']:
            alerts.append("πŸ– Your monster is starving!")
        if monster.care_state['happiness'] < self.care_thresholds['happiness']['critical']:
            alerts.append("😒 Your monster is very unhappy!")
        if monster.care_state['health'] < self.care_thresholds['health']['critical']:
            alerts.append("πŸ₯ Your monster needs medical attention!")
        
        return {
            'updated_state': monster.care_state,
            'alerts': alerts,
            'time_since_update': str(time_passed)
        }