309 lines
10 KiB
Python
309 lines
10 KiB
Python
"""
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Encounter Generator Service - Generate random combat encounters.
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This service generates location-appropriate, level-scaled encounter groups
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for the "Search for Monsters" feature. Players can select from generated
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encounter options to initiate combat.
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"""
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import random
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import uuid
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from dataclasses import dataclass, field
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from typing import List, Dict, Any, Optional
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from collections import Counter
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from app.models.enemy import EnemyTemplate, EnemyDifficulty
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from app.services.enemy_loader import get_enemy_loader
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from app.utils.logging import get_logger
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logger = get_logger(__file__)
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@dataclass
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class EncounterGroup:
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"""
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A generated encounter option for the player to choose.
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Attributes:
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group_id: Unique identifier for this encounter option
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enemies: List of enemy_ids that will spawn
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enemy_names: Display names for the UI
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display_name: Formatted display string (e.g., "3 Goblin Scouts")
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challenge: Difficulty label ("Easy", "Medium", "Hard", "Boss")
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total_xp: Total XP reward (not displayed to player, used internally)
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"""
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group_id: str
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enemies: List[str] # List of enemy_ids
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enemy_names: List[str] # Display names
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display_name: str # Formatted for display
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challenge: str # "Easy", "Medium", "Hard", "Boss"
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total_xp: int # Internal tracking, not displayed
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def to_dict(self) -> Dict[str, Any]:
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"""Serialize encounter group for API response."""
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return {
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"group_id": self.group_id,
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"enemies": self.enemies,
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"enemy_names": self.enemy_names,
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"display_name": self.display_name,
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"challenge": self.challenge,
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}
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class EncounterGenerator:
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"""
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Generates random encounter groups for a given location and character level.
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Encounter difficulty is determined by:
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- Character level (higher level = more enemies, harder varieties)
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- Location type (different monsters in different areas)
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- Random variance (some encounters harder/easier than average)
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"""
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def __init__(self):
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"""Initialize the encounter generator."""
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self.enemy_loader = get_enemy_loader()
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def generate_encounters(
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self,
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location_type: str,
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character_level: int,
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num_encounters: int = 4
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) -> List[EncounterGroup]:
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"""
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Generate multiple encounter options for the player to choose from.
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Args:
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location_type: Type of location (e.g., "forest", "town", "dungeon")
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character_level: Current character level (1-20+)
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num_encounters: Number of encounter options to generate (default 4)
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Returns:
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List of EncounterGroup options, each with different difficulty
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"""
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# Get enemies available at this location
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available_enemies = self.enemy_loader.get_enemies_by_location(location_type)
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if not available_enemies:
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logger.warning(
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"No enemies found for location",
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location_type=location_type
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)
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return []
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# Generate a mix of difficulties
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# Always try to include: 1 Easy, 1-2 Medium, 0-1 Hard
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encounters = []
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difficulty_mix = self._get_difficulty_mix(character_level, num_encounters)
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for target_difficulty in difficulty_mix:
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encounter = self._generate_single_encounter(
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available_enemies=available_enemies,
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character_level=character_level,
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target_difficulty=target_difficulty
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)
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if encounter:
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encounters.append(encounter)
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logger.info(
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"Generated encounters",
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location_type=location_type,
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character_level=character_level,
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num_encounters=len(encounters)
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)
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return encounters
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def _get_difficulty_mix(
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self,
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character_level: int,
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num_encounters: int
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) -> List[str]:
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"""
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Determine the mix of encounter difficulties to generate.
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Lower-level characters see more easy encounters.
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Higher-level characters see more hard encounters.
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Args:
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character_level: Character's current level
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num_encounters: Total encounters to generate
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Returns:
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List of target difficulty strings
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"""
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if character_level <= 2:
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# Very low level: mostly easy
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mix = ["Easy", "Easy", "Medium", "Easy"]
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elif character_level <= 5:
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# Low level: easy and medium
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mix = ["Easy", "Medium", "Medium", "Hard"]
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elif character_level <= 10:
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# Mid level: balanced
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mix = ["Easy", "Medium", "Hard", "Hard"]
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else:
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# High level: harder encounters
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mix = ["Medium", "Hard", "Hard", "Boss"]
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return mix[:num_encounters]
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def _generate_single_encounter(
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self,
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available_enemies: List[EnemyTemplate],
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character_level: int,
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target_difficulty: str
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) -> Optional[EncounterGroup]:
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"""
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Generate a single encounter group.
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Args:
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available_enemies: Pool of enemies to choose from
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character_level: Character's level for scaling
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target_difficulty: Target difficulty ("Easy", "Medium", "Hard", "Boss")
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Returns:
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EncounterGroup or None if generation fails
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"""
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# Map target difficulty to enemy difficulty levels
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difficulty_mapping = {
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"Easy": [EnemyDifficulty.EASY],
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"Medium": [EnemyDifficulty.EASY, EnemyDifficulty.MEDIUM],
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"Hard": [EnemyDifficulty.MEDIUM, EnemyDifficulty.HARD],
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"Boss": [EnemyDifficulty.HARD, EnemyDifficulty.BOSS],
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}
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allowed_difficulties = difficulty_mapping.get(target_difficulty, [EnemyDifficulty.EASY])
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# Filter enemies by difficulty
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candidates = [
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e for e in available_enemies
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if e.difficulty in allowed_difficulties
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]
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if not candidates:
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# Fall back to any available enemy
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candidates = available_enemies
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if not candidates:
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return None
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# Determine enemy count based on difficulty and level
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enemy_count = self._calculate_enemy_count(
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target_difficulty=target_difficulty,
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character_level=character_level
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)
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# Select enemies (allowing duplicates for packs)
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selected_enemies = random.choices(candidates, k=enemy_count)
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# Build encounter group
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enemy_ids = [e.enemy_id for e in selected_enemies]
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enemy_names = [e.name for e in selected_enemies]
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total_xp = sum(e.experience_reward for e in selected_enemies)
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# Create display name (e.g., "3 Goblin Scouts" or "2 Goblins, 1 Goblin Shaman")
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display_name = self._format_display_name(enemy_names)
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return EncounterGroup(
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group_id=f"enc_{uuid.uuid4().hex[:8]}",
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enemies=enemy_ids,
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enemy_names=enemy_names,
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display_name=display_name,
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challenge=target_difficulty,
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total_xp=total_xp
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)
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def _calculate_enemy_count(
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self,
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target_difficulty: str,
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character_level: int
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) -> int:
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"""
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Calculate how many enemies should be in the encounter.
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Args:
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target_difficulty: Target difficulty level
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character_level: Character's level
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Returns:
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Number of enemies to include
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"""
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# Base counts by difficulty
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base_counts = {
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"Easy": (1, 2), # 1-2 enemies
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"Medium": (2, 3), # 2-3 enemies
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"Hard": (2, 4), # 2-4 enemies
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"Boss": (1, 3), # 1 boss + 0-2 adds
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}
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min_count, max_count = base_counts.get(target_difficulty, (1, 2))
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# Scale slightly with level (higher level = can handle more)
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level_bonus = min(character_level // 5, 2) # +1 enemy every 5 levels, max +2
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max_count = min(max_count + level_bonus, 6) # Cap at 6 enemies
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return random.randint(min_count, max_count)
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def _format_display_name(self, enemy_names: List[str]) -> str:
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"""
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Format enemy names for display.
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Examples:
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["Goblin Scout"] -> "Goblin Scout"
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["Goblin Scout", "Goblin Scout", "Goblin Scout"] -> "3 Goblin Scouts"
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["Goblin Scout", "Goblin Shaman"] -> "Goblin Scout, Goblin Shaman"
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Args:
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enemy_names: List of enemy display names
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Returns:
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Formatted display string
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"""
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if len(enemy_names) == 1:
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return enemy_names[0]
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# Count occurrences
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counts = Counter(enemy_names)
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if len(counts) == 1:
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# All same enemy type
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name = list(counts.keys())[0]
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count = list(counts.values())[0]
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# Simple pluralization
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if count > 1:
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if name.endswith('f'):
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# wolf -> wolves
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plural_name = name[:-1] + "ves"
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elif name.endswith('s') or name.endswith('x') or name.endswith('ch'):
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plural_name = name + "es"
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else:
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plural_name = name + "s"
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return f"{count} {plural_name}"
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return name
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else:
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# Mixed enemy types - list them
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parts = []
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for name, count in counts.items():
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if count > 1:
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parts.append(f"{count}x {name}")
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else:
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parts.append(name)
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return ", ".join(parts)
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# Global instance
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_generator_instance: Optional[EncounterGenerator] = None
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def get_encounter_generator() -> EncounterGenerator:
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"""
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Get the global EncounterGenerator instance.
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Returns:
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Singleton EncounterGenerator instance
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"""
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global _generator_instance
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if _generator_instance is None:
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_generator_instance = EncounterGenerator()
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return _generator_instance
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