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! 😴💤", 'stat_changes': {} } if monster.care_state['hunger'] < self.care_thresholds['hunger']['low']: return { 'success': False, 'message': f"{monster.name} is too hungry to train! 🍖❓", '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"💪 Training complete! {gains_text}" else: message = f"📈 {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"😋 {monster.name} loves {food_type}! 💖" elif dislikes_food: message = f"😒 {monster.name} doesn't like {food_type}... 💔" elif old_hunger < 30: message = f"🍽️ {monster.name} was very hungry! Much better now! 😊" else: message = f"🍴 {monster.name} enjoyed the {food_type}! 👍" 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("🍖 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("🏥 Your monster needs medical attention!") return { 'updated_state': monster.care_state, 'alerts': alerts, 'time_since_update': str(time_passed) }