feat: pivot to island survival simulation with SQLite persistence
Phase 3 - "The Island" transformation: - Add SQLAlchemy + SQLite for data persistence (database.py) - Rewrite models.py with User, Agent, WorldState ORM models - Refactor engine.py for survival mechanics (energy decay, starvation) - Implement feed command (10 gold -> +20 energy) - Auto-seed 3 NPCs on startup (Jack/Luna/Bob) - Update frontend with agent card view and Chinese UI - Remove old Boss/Player RPG mechanics - Add .gitignore for database and cache files - Fix SQLAlchemy session detachment issue 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
32
.gitignore
vendored
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32
.gitignore
vendored
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@@ -0,0 +1,32 @@
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# Python
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__pycache__/
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*.py[cod]
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*$py.class
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*.so
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.Python
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*.egg
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*.egg-info/
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.eggs/
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# Virtual environment
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venv/
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.venv/
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ENV/
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# IDE
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.idea/
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.vscode/
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*.swp
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*.swo
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# Database
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*.db
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*.sqlite
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*.sqlite3
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# Logs
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*.log
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# OS
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.DS_Store
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Thumbs.db
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@@ -1,82 +0,0 @@
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"""
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Agent classes for processing game inputs and generating responses.
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Provides base abstraction and rule-based implementation.
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"""
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from abc import ABC, abstractmethod
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import logging
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logger = logging.getLogger(__name__)
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class BaseAgent(ABC):
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"""
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Abstract base class for all game agents.
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Agents process input text and generate appropriate responses.
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Subclasses must implement the process_input method.
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"""
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def __init__(self, name: str = "BaseAgent") -> None:
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"""
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Initialize the agent.
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Args:
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name: Display name for the agent
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"""
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self.name = name
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@abstractmethod
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def process_input(self, text: str) -> str:
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"""
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Process input text and return a response.
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Args:
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text: The input text to process
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Returns:
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The agent's response string
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"""
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pass
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class RuleBasedAgent(BaseAgent):
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"""
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A simple rule-based agent that responds based on keyword matching.
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This agent does not use LLMs - it returns static strings based on
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detected keywords in the input text.
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"""
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def __init__(self, name: str = "RuleBot") -> None:
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"""Initialize the rule-based agent."""
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super().__init__(name)
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self._rules: dict[str, str] = {
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"attack": "Defending! Shield activated!",
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"heal": "Healing spell cast! +50 HP",
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"run": "Too slow! You can't escape!",
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"help": "Allies are on the way!",
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"fire": "Water shield deployed!",
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"magic": "Counter-spell activated!",
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}
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self._default_response = "I heard you! Processing command..."
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def process_input(self, text: str) -> str:
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"""
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Process input and return response based on keyword rules.
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Args:
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text: The input text to analyze
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Returns:
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Response string based on matched keywords
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"""
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text_lower = text.lower()
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for keyword, response in self._rules.items():
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if keyword in text_lower:
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logger.info(f"Agent matched keyword: {keyword}")
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return f"{self.name}: {response}"
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logger.info("Agent using default response")
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return f"{self.name}: {self._default_response}"
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61
backend/app/database.py
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61
backend/app/database.py
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@@ -0,0 +1,61 @@
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"""
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Database configuration for The Island.
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SQLite + SQLAlchemy ORM setup.
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"""
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from pathlib import Path
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from contextlib import contextmanager
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from sqlalchemy import create_engine
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from sqlalchemy.orm import sessionmaker, declarative_base
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# Database file path (in project root)
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DB_PATH = Path(__file__).parent.parent.parent / "island.db"
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DATABASE_URL = f"sqlite:///{DB_PATH}"
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# Create engine with SQLite optimizations
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engine = create_engine(
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DATABASE_URL,
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connect_args={"check_same_thread": False}, # Required for SQLite with FastAPI
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echo=False # Set True for SQL debugging
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)
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# Session factory
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SessionLocal = sessionmaker(autocommit=False, autoflush=False, bind=engine)
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# Base class for ORM models
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Base = declarative_base()
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def init_db():
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"""Initialize database tables."""
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Base.metadata.create_all(bind=engine)
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def get_db():
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"""
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Dependency for getting database session.
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Use with FastAPI's Depends() or as context manager.
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"""
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db = SessionLocal()
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try:
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yield db
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finally:
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db.close()
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@contextmanager
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def get_db_session():
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"""
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Context manager for database session.
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Usage: with get_db_session() as db: ...
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"""
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db = SessionLocal()
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try:
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yield db
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db.commit()
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except Exception:
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db.rollback()
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raise
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finally:
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db.close()
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@@ -1,6 +1,6 @@
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"""
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Core Game Engine - The "Heartbeat" of the game.
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Manages game state, processes commands, and coordinates broadcasts.
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Core Game Engine - The Island Survival Simulation.
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Manages survival mechanics, agent states, and user interactions.
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"""
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import asyncio
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@@ -10,35 +10,43 @@ import time
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from typing import TYPE_CHECKING
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from .schemas import GameEvent, EventType
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from .models import Player, Boss
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from .database import init_db, get_db_session
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from .models import User, Agent, WorldState
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if TYPE_CHECKING:
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from .server import ConnectionManager
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logger = logging.getLogger(__name__)
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# Command patterns for string matching
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ATTACK_PATTERN = re.compile(r"(attack|攻击|打|砍|杀)", re.IGNORECASE)
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HEAL_PATTERN = re.compile(r"(heal|治疗|回血|加血|恢复)", re.IGNORECASE)
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STATUS_PATTERN = re.compile(r"(status|查询|状态|信息)", re.IGNORECASE)
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# Command patterns
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FEED_PATTERN = re.compile(r"feed\s+(\w+)", re.IGNORECASE)
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CHECK_PATTERN = re.compile(r"(check|查询|状态)", re.IGNORECASE)
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# Game constants
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ATTACK_DAMAGE = 10
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ATTACK_GOLD_REWARD = 10
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HEAL_AMOUNT = 10
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BOSS_COUNTER_DAMAGE = 15 # Boss反击伤害
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TICK_INTERVAL = 5.0 # Seconds between ticks
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ENERGY_DECAY_PER_TICK = 2 # Energy lost per tick
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HP_DECAY_WHEN_STARVING = 5 # HP lost when energy is 0
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FEED_COST = 10 # Gold cost to feed an agent
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FEED_ENERGY_RESTORE = 20 # Energy restored when fed
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INITIAL_USER_GOLD = 100 # Starting gold for new users
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# Initial NPC data
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INITIAL_AGENTS = [
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{"name": "Jack", "personality": "勇敢"},
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{"name": "Luna", "personality": "狡猾"},
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{"name": "Bob", "personality": "老实"},
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]
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class GameEngine:
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"""
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The core game engine that manages RPG state and game loop.
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Manages players, boss, and processes commands through string matching.
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The core game engine for island survival simulation.
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Manages agents, users, and survival mechanics with database persistence.
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"""
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def __init__(self, connection_manager: "ConnectionManager") -> None:
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"""
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Initialize the game engine with state storage.
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Initialize the game engine.
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Args:
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connection_manager: The WebSocket connection manager for broadcasting
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@@ -46,40 +54,50 @@ class GameEngine:
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self._manager = connection_manager
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self._running = False
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self._tick_count = 0
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self._tick_interval = 2.0 # seconds
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# Game state
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self.players: dict[str, Player] = {}
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self.boss = Boss(name="Dragon", hp=1000, max_hp=1000)
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self._tick_interval = TICK_INTERVAL
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@property
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def is_running(self) -> bool:
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"""Check if the engine is currently running."""
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return self._running
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def _get_or_create_player(self, username: str) -> Player:
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"""
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Get existing player or create new one.
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def _seed_initial_data(self) -> None:
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"""Seed initial agents and world state if database is empty."""
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with get_db_session() as db:
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# Check if agents exist
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agent_count = db.query(Agent).count()
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if agent_count == 0:
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logger.info("Seeding initial agents...")
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for agent_data in INITIAL_AGENTS:
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agent = Agent(
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name=agent_data["name"],
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personality=agent_data["personality"],
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status="Alive",
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hp=100,
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energy=100
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)
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db.add(agent)
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logger.info(f"Created {len(INITIAL_AGENTS)} initial agents")
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Args:
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username: The player's username
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# Check if world state exists
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world = db.query(WorldState).first()
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if world is None:
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logger.info("Seeding initial world state...")
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world = WorldState(day_count=1, weather="Sunny", resource_level=100)
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db.add(world)
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Returns:
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Player instance
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"""
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if username not in self.players:
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self.players[username] = Player(name=username)
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logger.info(f"New player registered: {username}")
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return self.players[username]
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def _get_or_create_user(self, db, username: str) -> User:
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"""Get existing user or create new one."""
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user = db.query(User).filter(User.username == username).first()
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if user is None:
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user = User(username=username, gold=INITIAL_USER_GOLD)
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db.add(user)
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db.flush() # Get the ID without committing
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logger.info(f"New user registered: {username}")
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return user
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async def _broadcast_event(self, event_type: str, data: dict) -> None:
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"""
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Create and broadcast a game event.
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Args:
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event_type: Type of the event
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data: Event payload data
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"""
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"""Create and broadcast a game event."""
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event = GameEvent(
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event_type=event_type,
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timestamp=time.time(),
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@@ -87,216 +105,245 @@ class GameEngine:
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)
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await self._manager.broadcast(event)
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async def _broadcast_boss_update(self) -> None:
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"""Broadcast current boss status to all clients."""
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async def _broadcast_agents_status(self) -> None:
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"""Broadcast all agents' current status."""
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with get_db_session() as db:
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agents = db.query(Agent).all()
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agents_data = [agent.to_dict() for agent in agents]
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await self._broadcast_event(
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EventType.BOSS_UPDATE,
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{
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"boss_name": self.boss.name,
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"boss_hp": self.boss.hp,
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"boss_max_hp": self.boss.max_hp,
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"boss_hp_percentage": self.boss.hp_percentage
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}
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EventType.AGENTS_UPDATE,
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{"agents": agents_data}
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)
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async def _handle_attack(self, player: Player) -> None:
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async def _process_survival_tick(self) -> None:
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"""
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Handle attack command. Boss will counter-attack!
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Process survival mechanics for all alive agents.
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- Decrease energy
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- If energy <= 0, decrease HP
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- If HP <= 0, mark as Dead
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"""
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deaths = []
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Args:
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player: The attacking player
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"""
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if not self.boss.is_alive:
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with get_db_session() as db:
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alive_agents = db.query(Agent).filter(Agent.status == "Alive").all()
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for agent in alive_agents:
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# Energy decay
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agent.energy = max(0, agent.energy - ENERGY_DECAY_PER_TICK)
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# Starvation damage
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if agent.energy <= 0:
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agent.hp = max(0, agent.hp - HP_DECAY_WHEN_STARVING)
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# Check for death
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if agent.hp <= 0:
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agent.status = "Dead"
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deaths.append({
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"name": agent.name,
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"personality": agent.personality
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})
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logger.info(f"Agent {agent.name} has died!")
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# Broadcast death events
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for death in deaths:
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await self._broadcast_event(
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EventType.SYSTEM,
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{"message": f"Boss is already defeated! Waiting for respawn..."}
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EventType.AGENT_DIED,
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{
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"agent_name": death["name"],
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"message": f"💀 {death['name']}({death['personality']})因饥饿而死亡..."
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}
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)
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return
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# Player attacks boss
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damage = self.boss.take_damage(ATTACK_DAMAGE)
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player.add_gold(ATTACK_GOLD_REWARD)
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# Boss counter-attacks player
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counter_damage = player.take_damage(BOSS_COUNTER_DAMAGE)
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await self._broadcast_event(
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EventType.ATTACK,
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{
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"user": player.name,
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"damage": damage,
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"counter_damage": counter_damage,
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"gold_earned": ATTACK_GOLD_REWARD,
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"boss_hp": self.boss.hp,
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"boss_max_hp": self.boss.max_hp,
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"player_hp": player.hp,
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"player_max_hp": player.max_hp,
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"player_gold": player.gold,
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"message": f"⚔️ {player.name} attacked {self.boss.name}! "
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f"Dealt {damage} dmg, received {counter_damage} counter-attack. "
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f"HP: {player.hp}/{player.max_hp} | Boss: {self.boss.hp}/{self.boss.max_hp}"
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}
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)
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await self._broadcast_boss_update()
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# Check if player died
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if not player.is_alive:
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await self._handle_player_death(player)
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return
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# Check if boss defeated
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if not self.boss.is_alive:
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await self._handle_boss_defeated()
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async def _handle_player_death(self, player: Player) -> None:
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"""Handle player death - respawn with full HP but lose half gold."""
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lost_gold = player.gold // 2
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player.gold -= lost_gold
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player.hp = player.max_hp # Respawn with full HP
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await self._broadcast_event(
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EventType.SYSTEM,
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{
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"user": player.name,
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"player_hp": player.hp,
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"player_max_hp": player.max_hp,
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"player_gold": player.gold,
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"message": f"💀 {player.name} was slain by {self.boss.name}! "
|
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f"Lost {lost_gold} gold. Respawned with full HP."
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}
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)
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async def _handle_boss_defeated(self) -> None:
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"""Handle boss defeat and reset."""
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await self._broadcast_event(
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EventType.BOSS_DEFEATED,
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{
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"boss_name": self.boss.name,
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"message": f"🎉 {self.boss.name} has been defeated! A new boss will spawn soon..."
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}
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)
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# Reset boss after short delay
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await asyncio.sleep(3.0)
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self.boss.reset()
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await self._broadcast_event(
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EventType.SYSTEM,
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{"message": f"⚔️ {self.boss.name} has respawned with full HP!"}
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)
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await self._broadcast_boss_update()
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async def _handle_heal(self, player: Player) -> None:
|
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async def _handle_feed(self, username: str, agent_name: str) -> None:
|
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"""
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Handle heal command.
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Handle feed command.
|
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|
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Args:
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player: The healing player
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username: The user feeding the agent
|
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agent_name: Name of the agent to feed
|
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"""
|
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healed = player.heal(HEAL_AMOUNT)
|
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# Variables to store data for broadcasting (outside session)
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feed_result = None
|
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|
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await self._broadcast_event(
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EventType.HEAL,
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{
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"user": player.name,
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"healed": healed,
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"player_hp": player.hp,
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"player_max_hp": player.max_hp,
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"message": f"{player.name} healed themselves. "
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f"Restored {healed} HP. HP: {player.hp}/{player.max_hp}"
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with get_db_session() as db:
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user = self._get_or_create_user(db, username)
|
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|
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# Find the agent
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agent = db.query(Agent).filter(
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Agent.name.ilike(agent_name)
|
||||
).first()
|
||||
|
||||
if agent is None:
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await self._broadcast_event(
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EventType.ERROR,
|
||||
{"message": f"找不到名为 {agent_name} 的角色"}
|
||||
)
|
||||
return
|
||||
|
||||
if agent.status != "Alive":
|
||||
await self._broadcast_event(
|
||||
EventType.ERROR,
|
||||
{"message": f"{agent.name} 已经死亡,无法投喂"}
|
||||
)
|
||||
return
|
||||
|
||||
if user.gold < FEED_COST:
|
||||
await self._broadcast_event(
|
||||
EventType.ERROR,
|
||||
{
|
||||
"user": username,
|
||||
"message": f"金币不足!需要 {FEED_COST} 金币,当前只有 {user.gold} 金币"
|
||||
}
|
||||
)
|
||||
return
|
||||
|
||||
# Perform feed
|
||||
user.gold -= FEED_COST
|
||||
old_energy = agent.energy
|
||||
agent.energy = min(100, agent.energy + FEED_ENERGY_RESTORE)
|
||||
actual_restore = agent.energy - old_energy
|
||||
|
||||
# Store data for broadcasting before session closes
|
||||
feed_result = {
|
||||
"agent_name": agent.name,
|
||||
"actual_restore": actual_restore,
|
||||
"agent_energy": agent.energy,
|
||||
"user_gold": user.gold
|
||||
}
|
||||
)
|
||||
|
||||
async def _handle_status(self, player: Player) -> None:
|
||||
"""
|
||||
Handle status query command.
|
||||
# Broadcast outside of session
|
||||
if feed_result:
|
||||
await self._broadcast_event(
|
||||
EventType.FEED,
|
||||
{
|
||||
"user": username,
|
||||
"agent_name": feed_result["agent_name"],
|
||||
"energy_restored": feed_result["actual_restore"],
|
||||
"agent_energy": feed_result["agent_energy"],
|
||||
"user_gold": feed_result["user_gold"],
|
||||
"message": f"🍖 {username} 投喂了 {feed_result['agent_name']}!"
|
||||
f"恢复 {feed_result['actual_restore']} 点体力(当前: {feed_result['agent_energy']}/100)"
|
||||
}
|
||||
)
|
||||
|
||||
await self._broadcast_event(
|
||||
EventType.USER_UPDATE,
|
||||
{
|
||||
"user": username,
|
||||
"gold": feed_result["user_gold"]
|
||||
}
|
||||
)
|
||||
|
||||
async def _handle_check(self, username: str) -> None:
|
||||
"""Handle check/status command."""
|
||||
with get_db_session() as db:
|
||||
user = self._get_or_create_user(db, username)
|
||||
agents = db.query(Agent).all()
|
||||
world = db.query(WorldState).first()
|
||||
|
||||
# Extract data before session closes
|
||||
user_data = {"username": user.username, "gold": user.gold}
|
||||
agents_data = [agent.to_dict() for agent in agents]
|
||||
world_data = world.to_dict() if world else {}
|
||||
message = f"📊 {username} 的状态 - 金币: {user_data['gold']}"
|
||||
|
||||
Args:
|
||||
player: The querying player
|
||||
"""
|
||||
await self._broadcast_event(
|
||||
EventType.STATUS,
|
||||
EventType.CHECK,
|
||||
{
|
||||
"user": player.name,
|
||||
"player_hp": player.hp,
|
||||
"player_max_hp": player.max_hp,
|
||||
"player_gold": player.gold,
|
||||
"boss_name": self.boss.name,
|
||||
"boss_hp": self.boss.hp,
|
||||
"boss_max_hp": self.boss.max_hp,
|
||||
"message": f"📊 {player.name}'s Status - HP: {player.hp}/{player.max_hp}, "
|
||||
f"Gold: {player.gold} | Boss {self.boss.name}: {self.boss.hp}/{self.boss.max_hp}"
|
||||
"user": user_data,
|
||||
"agents": agents_data,
|
||||
"world": world_data,
|
||||
"message": message
|
||||
}
|
||||
)
|
||||
|
||||
async def process_comment(self, user: str, message: str) -> None:
|
||||
"""
|
||||
Process a comment through string matching command system.
|
||||
Process a comment through command matching.
|
||||
|
||||
Args:
|
||||
user: Username of the commenter
|
||||
message: The comment text
|
||||
"""
|
||||
# Get or create player
|
||||
player = self._get_or_create_player(user)
|
||||
|
||||
# Broadcast the incoming comment first
|
||||
# Broadcast the incoming comment
|
||||
await self._broadcast_event(
|
||||
EventType.COMMENT,
|
||||
{"user": user, "message": message}
|
||||
)
|
||||
|
||||
# Process command through string matching
|
||||
if ATTACK_PATTERN.search(message):
|
||||
await self._handle_attack(player)
|
||||
elif HEAL_PATTERN.search(message):
|
||||
await self._handle_heal(player)
|
||||
elif STATUS_PATTERN.search(message):
|
||||
await self._handle_status(player)
|
||||
# If no command matched, treat as regular chat (no action needed)
|
||||
# Match commands
|
||||
feed_match = FEED_PATTERN.search(message)
|
||||
if feed_match:
|
||||
agent_name = feed_match.group(1)
|
||||
await self._handle_feed(user, agent_name)
|
||||
return
|
||||
|
||||
if CHECK_PATTERN.search(message):
|
||||
await self._handle_check(user)
|
||||
return
|
||||
|
||||
# No command matched - treat as regular chat
|
||||
|
||||
async def _game_loop(self) -> None:
|
||||
"""
|
||||
The main game loop - runs continuously while engine is active.
|
||||
The main game loop - survival simulation.
|
||||
|
||||
Every tick broadcasts current game state.
|
||||
Every tick:
|
||||
1. Process survival mechanics (energy/HP decay)
|
||||
2. Broadcast agent states
|
||||
"""
|
||||
logger.info("Game loop started")
|
||||
logger.info("Game loop started - Island survival simulation")
|
||||
|
||||
# Broadcast initial boss state
|
||||
await self._broadcast_boss_update()
|
||||
# Initial broadcast
|
||||
await self._broadcast_agents_status()
|
||||
|
||||
while self._running:
|
||||
self._tick_count += 1
|
||||
|
||||
# Broadcast tick event with game state
|
||||
# Process survival mechanics
|
||||
await self._process_survival_tick()
|
||||
|
||||
# Broadcast current state
|
||||
await self._broadcast_agents_status()
|
||||
|
||||
# Broadcast tick event
|
||||
with get_db_session() as db:
|
||||
alive_count = db.query(Agent).filter(Agent.status == "Alive").count()
|
||||
world = db.query(WorldState).first()
|
||||
day = world.day_count if world else 1
|
||||
|
||||
await self._broadcast_event(
|
||||
EventType.TICK,
|
||||
{
|
||||
"tick": self._tick_count,
|
||||
"boss_hp": self.boss.hp,
|
||||
"boss_max_hp": self.boss.max_hp,
|
||||
"player_count": len(self.players)
|
||||
"day": day,
|
||||
"alive_agents": alive_count
|
||||
}
|
||||
)
|
||||
|
||||
logger.debug(f"Tick {self._tick_count}: Boss HP {self.boss.hp}/{self.boss.max_hp}")
|
||||
logger.debug(f"Tick {self._tick_count}: {alive_count} agents alive")
|
||||
|
||||
await asyncio.sleep(self._tick_interval)
|
||||
|
||||
logger.info("Game loop stopped")
|
||||
|
||||
async def start(self) -> None:
|
||||
"""Start the game engine loop as a background task."""
|
||||
"""Start the game engine."""
|
||||
if self._running:
|
||||
logger.warning("Engine already running")
|
||||
return
|
||||
|
||||
# Initialize database and seed data
|
||||
logger.info("Initializing database...")
|
||||
init_db()
|
||||
self._seed_initial_data()
|
||||
|
||||
self._running = True
|
||||
asyncio.create_task(self._game_loop())
|
||||
logger.info("Game engine started")
|
||||
logger.info("Game engine started - The Island awaits...")
|
||||
|
||||
async def stop(self) -> None:
|
||||
"""Stop the game engine loop."""
|
||||
"""Stop the game engine."""
|
||||
self._running = False
|
||||
logger.info("Game engine stopping...")
|
||||
|
||||
@@ -1,66 +1,81 @@
|
||||
"""
|
||||
Game entity models for The Island.
|
||||
Defines Player and Boss data structures.
|
||||
SQLAlchemy ORM models for The Island.
|
||||
Defines User (viewers), Agent (NPCs), and WorldState entities.
|
||||
"""
|
||||
|
||||
from pydantic import BaseModel, Field
|
||||
from datetime import datetime
|
||||
|
||||
from sqlalchemy import Column, Integer, String, DateTime, func
|
||||
|
||||
from .database import Base
|
||||
|
||||
|
||||
class Player(BaseModel):
|
||||
class User(Base):
|
||||
"""
|
||||
Represents a player in the game world.
|
||||
Represents a viewer/donor from the live stream.
|
||||
They can spend gold to influence the island.
|
||||
"""
|
||||
name: str
|
||||
hp: int = Field(default=100, ge=0)
|
||||
max_hp: int = Field(default=100, gt=0)
|
||||
gold: int = Field(default=0, ge=0)
|
||||
__tablename__ = "users"
|
||||
|
||||
def take_damage(self, amount: int) -> int:
|
||||
"""Apply damage to player, returns actual damage dealt."""
|
||||
actual = min(amount, self.hp)
|
||||
self.hp -= actual
|
||||
return actual
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
username = Column(String(100), unique=True, index=True, nullable=False)
|
||||
gold = Column(Integer, default=100) # Starting gold for new users
|
||||
created_at = Column(DateTime, default=func.now())
|
||||
|
||||
def heal(self, amount: int) -> int:
|
||||
"""Heal player, returns actual HP restored."""
|
||||
actual = min(amount, self.max_hp - self.hp)
|
||||
self.hp += actual
|
||||
return actual
|
||||
|
||||
def add_gold(self, amount: int) -> None:
|
||||
"""Add gold to player."""
|
||||
self.gold += amount
|
||||
|
||||
@property
|
||||
def is_alive(self) -> bool:
|
||||
"""Check if player is alive."""
|
||||
return self.hp > 0
|
||||
def __repr__(self):
|
||||
return f"<User {self.username} gold={self.gold}>"
|
||||
|
||||
|
||||
class Boss(BaseModel):
|
||||
class Agent(Base):
|
||||
"""
|
||||
Represents a boss enemy in the game.
|
||||
Represents an NPC survivor on the island.
|
||||
Has personality, health, energy, and inventory.
|
||||
"""
|
||||
name: str
|
||||
hp: int = Field(ge=0)
|
||||
max_hp: int = Field(gt=0)
|
||||
__tablename__ = "agents"
|
||||
|
||||
def take_damage(self, amount: int) -> int:
|
||||
"""Apply damage to boss, returns actual damage dealt."""
|
||||
actual = min(amount, self.hp)
|
||||
self.hp -= actual
|
||||
return actual
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(50), unique=True, nullable=False)
|
||||
personality = Column(String(50), nullable=False)
|
||||
status = Column(String(20), default="Alive") # Alive, Exiled, Dead
|
||||
hp = Column(Integer, default=100)
|
||||
energy = Column(Integer, default=100)
|
||||
inventory = Column(String(500), default="{}") # JSON string
|
||||
|
||||
def reset(self) -> None:
|
||||
"""Reset boss to full HP."""
|
||||
self.hp = self.max_hp
|
||||
def __repr__(self):
|
||||
return f"<Agent {self.name} ({self.personality}) HP={self.hp} Energy={self.energy} Status={self.status}>"
|
||||
|
||||
@property
|
||||
def is_alive(self) -> bool:
|
||||
"""Check if boss is alive."""
|
||||
return self.hp > 0
|
||||
def to_dict(self):
|
||||
"""Convert to dictionary for JSON serialization."""
|
||||
return {
|
||||
"id": self.id,
|
||||
"name": self.name,
|
||||
"personality": self.personality,
|
||||
"status": self.status,
|
||||
"hp": self.hp,
|
||||
"energy": self.energy,
|
||||
"inventory": self.inventory
|
||||
}
|
||||
|
||||
@property
|
||||
def hp_percentage(self) -> float:
|
||||
"""Get HP as percentage."""
|
||||
return (self.hp / self.max_hp) * 100 if self.max_hp > 0 else 0
|
||||
|
||||
class WorldState(Base):
|
||||
"""
|
||||
Global state of the island environment.
|
||||
Tracks day count, weather, and shared resources.
|
||||
"""
|
||||
__tablename__ = "world_state"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
day_count = Column(Integer, default=1)
|
||||
weather = Column(String(20), default="Sunny")
|
||||
resource_level = Column(Integer, default=100)
|
||||
|
||||
def __repr__(self):
|
||||
return f"<WorldState Day={self.day_count} Weather={self.weather} Resources={self.resource_level}>"
|
||||
|
||||
def to_dict(self):
|
||||
"""Convert to dictionary for JSON serialization."""
|
||||
return {
|
||||
"day_count": self.day_count,
|
||||
"weather": self.weather,
|
||||
"resource_level": self.resource_level
|
||||
}
|
||||
|
||||
@@ -12,17 +12,16 @@ import time
|
||||
class EventType(str, Enum):
|
||||
"""Enumeration of all possible game event types."""
|
||||
COMMENT = "comment"
|
||||
AGENT_RESPONSE = "agent_response"
|
||||
TICK = "tick"
|
||||
SYSTEM = "system"
|
||||
ERROR = "error"
|
||||
# RPG-specific events
|
||||
ATTACK = "attack"
|
||||
HEAL = "heal"
|
||||
STATUS = "status"
|
||||
BOSS_UPDATE = "boss_update"
|
||||
BOSS_DEFEATED = "boss_defeated"
|
||||
PLAYER_UPDATE = "player_update"
|
||||
# Island survival events
|
||||
AGENTS_UPDATE = "agents_update" # All agents status broadcast
|
||||
AGENT_DIED = "agent_died" # An agent has died
|
||||
FEED = "feed" # User fed an agent
|
||||
USER_UPDATE = "user_update" # User gold/status update
|
||||
WORLD_UPDATE = "world_update" # World state update
|
||||
CHECK = "check" # Status check response
|
||||
|
||||
|
||||
class GameEvent(BaseModel):
|
||||
|
||||
@@ -2,3 +2,5 @@ fastapi>=0.109.0
|
||||
uvicorn[standard]>=0.27.0
|
||||
websockets>=12.0
|
||||
pydantic>=2.5.0
|
||||
sqlalchemy>=2.0.0
|
||||
aiosqlite>=0.19.0
|
||||
|
||||
265
frontend/app.js
265
frontend/app.js
@@ -1,17 +1,16 @@
|
||||
/**
|
||||
* The Island - Debug Client JavaScript
|
||||
* Handles WebSocket connection, UI interactions, and game state display
|
||||
* The Island - Survival Simulation Client
|
||||
* Handles WebSocket connection, agent display, and user interactions
|
||||
*/
|
||||
|
||||
let ws = null;
|
||||
const WS_URL = 'ws://localhost:8080/ws';
|
||||
|
||||
// Player state (tracked from server events)
|
||||
let playerState = {
|
||||
hp: 100,
|
||||
maxHp: 100,
|
||||
gold: 0
|
||||
};
|
||||
// User state
|
||||
let userGold = 100;
|
||||
|
||||
// Agents state
|
||||
let agents = [];
|
||||
|
||||
// DOM Elements
|
||||
const statusDot = document.getElementById('statusDot');
|
||||
@@ -22,16 +21,8 @@ const usernameInput = document.getElementById('username');
|
||||
const messageInput = document.getElementById('message');
|
||||
const autoScrollCheckbox = document.getElementById('autoScroll');
|
||||
const hideTicksCheckbox = document.getElementById('hideTicks');
|
||||
|
||||
// Boss UI Elements
|
||||
const bossName = document.getElementById('bossName');
|
||||
const bossHpText = document.getElementById('bossHpText');
|
||||
const bossHealthBar = document.getElementById('bossHealthBar');
|
||||
const bossHealthLabel = document.getElementById('bossHealthLabel');
|
||||
|
||||
// Player UI Elements
|
||||
const playerHpDisplay = document.getElementById('playerHp');
|
||||
const playerGoldDisplay = document.getElementById('playerGold');
|
||||
const agentsGrid = document.getElementById('agentsGrid');
|
||||
const userGoldDisplay = document.getElementById('userGold');
|
||||
|
||||
/**
|
||||
* Toggle WebSocket connection
|
||||
@@ -48,30 +39,30 @@ function toggleConnection() {
|
||||
* Establish WebSocket connection
|
||||
*/
|
||||
function connect() {
|
||||
statusText.textContent = 'Connecting...';
|
||||
statusText.textContent = '连接中...';
|
||||
connectBtn.disabled = true;
|
||||
|
||||
ws = new WebSocket(WS_URL);
|
||||
|
||||
ws.onopen = () => {
|
||||
statusDot.classList.add('connected');
|
||||
statusText.textContent = 'Connected';
|
||||
connectBtn.textContent = 'Disconnect';
|
||||
statusText.textContent = '已连接';
|
||||
connectBtn.textContent = '断开';
|
||||
connectBtn.disabled = false;
|
||||
logEvent({ event_type: 'system', data: { message: 'WebSocket connected' } });
|
||||
logEvent({ event_type: 'system', data: { message: '已连接到荒岛服务器' } });
|
||||
};
|
||||
|
||||
ws.onclose = () => {
|
||||
statusDot.classList.remove('connected');
|
||||
statusText.textContent = 'Disconnected';
|
||||
connectBtn.textContent = 'Connect';
|
||||
statusText.textContent = '未连接';
|
||||
connectBtn.textContent = '连接';
|
||||
connectBtn.disabled = false;
|
||||
logEvent({ event_type: 'system', data: { message: 'WebSocket disconnected' } });
|
||||
logEvent({ event_type: 'system', data: { message: '与服务器断开连接' } });
|
||||
};
|
||||
|
||||
ws.onerror = (error) => {
|
||||
console.error('WebSocket error:', error);
|
||||
logEvent({ event_type: 'error', data: { message: 'Connection error' } });
|
||||
logEvent({ event_type: 'error', data: { message: '连接错误' } });
|
||||
};
|
||||
|
||||
ws.onmessage = (event) => {
|
||||
@@ -91,122 +82,123 @@ function handleGameEvent(event) {
|
||||
const eventType = event.event_type;
|
||||
const data = event.data || {};
|
||||
|
||||
// Update UI based on event type
|
||||
switch (eventType) {
|
||||
case 'boss_update':
|
||||
updateBossUI(data);
|
||||
case 'agents_update':
|
||||
updateAgentsUI(data.agents);
|
||||
break;
|
||||
case 'attack':
|
||||
updateBossFromAttack(data);
|
||||
updatePlayerFromEvent(data);
|
||||
case 'feed':
|
||||
case 'user_update':
|
||||
updateUserGold(data);
|
||||
break;
|
||||
case 'heal':
|
||||
updatePlayerFromEvent(data);
|
||||
break;
|
||||
case 'status':
|
||||
updatePlayerFromEvent(data);
|
||||
updateBossFromStatus(data);
|
||||
break;
|
||||
case 'system':
|
||||
// Handle player death/respawn updates
|
||||
if (data.user && data.player_hp !== undefined) {
|
||||
updatePlayerFromEvent(data);
|
||||
}
|
||||
break;
|
||||
case 'tick':
|
||||
if (data.boss_hp !== undefined) {
|
||||
updateBossUI({
|
||||
boss_hp: data.boss_hp,
|
||||
boss_max_hp: data.boss_max_hp
|
||||
});
|
||||
case 'check':
|
||||
if (data.user && data.user.username === getCurrentUser()) {
|
||||
userGold = data.user.gold;
|
||||
userGoldDisplay.textContent = userGold;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Log the event
|
||||
logEvent(event);
|
||||
}
|
||||
|
||||
/**
|
||||
* Update Boss health bar UI
|
||||
* Get current username
|
||||
*/
|
||||
function updateBossUI(data) {
|
||||
if (data.boss_name) {
|
||||
bossName.textContent = data.boss_name;
|
||||
function getCurrentUser() {
|
||||
return usernameInput.value.trim() || '观众001';
|
||||
}
|
||||
|
||||
/**
|
||||
* Update user gold display
|
||||
*/
|
||||
function updateUserGold(data) {
|
||||
if (data.user === getCurrentUser() && data.gold !== undefined) {
|
||||
userGold = data.gold;
|
||||
userGoldDisplay.textContent = userGold;
|
||||
}
|
||||
if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
|
||||
const hp = data.boss_hp;
|
||||
const maxHp = data.boss_max_hp;
|
||||
const percentage = maxHp > 0 ? (hp / maxHp) * 100 : 0;
|
||||
|
||||
bossHpText.textContent = `HP: ${hp} / ${maxHp}`;
|
||||
bossHealthBar.style.width = `${percentage}%`;
|
||||
bossHealthLabel.textContent = `${Math.round(percentage)}%`;
|
||||
|
||||
// Change color based on HP percentage
|
||||
if (percentage <= 25) {
|
||||
bossHealthBar.style.background = 'linear-gradient(90deg, #ff2222 0%, #ff4444 100%)';
|
||||
} else if (percentage <= 50) {
|
||||
bossHealthBar.style.background = 'linear-gradient(90deg, #ff6600 0%, #ff8844 100%)';
|
||||
} else {
|
||||
bossHealthBar.style.background = 'linear-gradient(90deg, #ff4444 0%, #ff6666 100%)';
|
||||
}
|
||||
if (data.user_gold !== undefined && data.user === getCurrentUser()) {
|
||||
userGold = data.user_gold;
|
||||
userGoldDisplay.textContent = userGold;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update boss from attack event
|
||||
* Update agents UI with card view
|
||||
*/
|
||||
function updateBossFromAttack(data) {
|
||||
if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
|
||||
updateBossUI({
|
||||
boss_hp: data.boss_hp,
|
||||
boss_max_hp: data.boss_max_hp
|
||||
});
|
||||
}
|
||||
function updateAgentsUI(agentsData) {
|
||||
if (!agentsData || agentsData.length === 0) return;
|
||||
|
||||
agents = agentsData;
|
||||
agentsGrid.innerHTML = '';
|
||||
|
||||
agents.forEach(agent => {
|
||||
const card = createAgentCard(agent);
|
||||
agentsGrid.appendChild(card);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Update boss from status event
|
||||
* Create an agent card element
|
||||
*/
|
||||
function updateBossFromStatus(data) {
|
||||
if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
|
||||
updateBossUI({
|
||||
boss_name: data.boss_name,
|
||||
boss_hp: data.boss_hp,
|
||||
boss_max_hp: data.boss_max_hp
|
||||
});
|
||||
}
|
||||
function createAgentCard(agent) {
|
||||
const isDead = agent.status !== 'Alive';
|
||||
const card = document.createElement('div');
|
||||
card.className = `agent-card ${isDead ? 'dead' : ''}`;
|
||||
card.id = `agent-${agent.id}`;
|
||||
|
||||
const statusClass = isDead ? 'dead' : 'alive';
|
||||
const statusText = isDead ? '已死亡' : '存活';
|
||||
|
||||
card.innerHTML = `
|
||||
<div class="agent-header">
|
||||
<div>
|
||||
<span class="agent-name">${agent.name}</span>
|
||||
<span class="agent-personality">${agent.personality}</span>
|
||||
</div>
|
||||
<span class="agent-status ${statusClass}">${statusText}</span>
|
||||
</div>
|
||||
<div class="stat-bar-container">
|
||||
<div class="stat-bar-label">
|
||||
<span>❤️ 生命值</span>
|
||||
<span>${agent.hp}/100</span>
|
||||
</div>
|
||||
<div class="stat-bar">
|
||||
<div class="stat-bar-fill hp" style="width: ${agent.hp}%"></div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="stat-bar-container">
|
||||
<div class="stat-bar-label">
|
||||
<span>⚡ 体力</span>
|
||||
<span>${agent.energy}/100</span>
|
||||
</div>
|
||||
<div class="stat-bar">
|
||||
<div class="stat-bar-fill energy" style="width: ${agent.energy}%"></div>
|
||||
</div>
|
||||
</div>
|
||||
<button class="feed-btn" onclick="feedAgent('${agent.name}')" ${isDead ? 'disabled' : ''}>
|
||||
🍖 投喂 (10金币)
|
||||
</button>
|
||||
`;
|
||||
|
||||
return card;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update player stats from event data
|
||||
* Feed an agent
|
||||
*/
|
||||
function updatePlayerFromEvent(data) {
|
||||
const currentUser = usernameInput.value.trim() || 'Anonymous';
|
||||
|
||||
// Only update if this event is for the current user
|
||||
if (data.user !== currentUser) return;
|
||||
|
||||
if (data.player_hp !== undefined) {
|
||||
playerState.hp = data.player_hp;
|
||||
}
|
||||
if (data.player_max_hp !== undefined) {
|
||||
playerState.maxHp = data.player_max_hp;
|
||||
}
|
||||
if (data.player_gold !== undefined) {
|
||||
playerState.gold = data.player_gold;
|
||||
function feedAgent(agentName) {
|
||||
if (!ws || ws.readyState !== WebSocket.OPEN) {
|
||||
alert('未连接到服务器');
|
||||
return;
|
||||
}
|
||||
|
||||
updatePlayerUI();
|
||||
}
|
||||
const user = getCurrentUser();
|
||||
const payload = {
|
||||
action: 'send_comment',
|
||||
payload: { user, message: `feed ${agentName}` }
|
||||
};
|
||||
|
||||
/**
|
||||
* Update player stats UI
|
||||
*/
|
||||
function updatePlayerUI() {
|
||||
playerHpDisplay.textContent = `${playerState.hp}/${playerState.maxHp}`;
|
||||
playerGoldDisplay.textContent = playerState.gold;
|
||||
ws.send(JSON.stringify(payload));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -214,15 +206,15 @@ function updatePlayerUI() {
|
||||
*/
|
||||
function sendComment() {
|
||||
if (!ws || ws.readyState !== WebSocket.OPEN) {
|
||||
alert('Not connected to server');
|
||||
alert('未连接到服务器');
|
||||
return;
|
||||
}
|
||||
|
||||
const user = usernameInput.value.trim() || 'Anonymous';
|
||||
const user = getCurrentUser();
|
||||
const message = messageInput.value.trim();
|
||||
|
||||
if (!message) {
|
||||
alert('Please enter a message');
|
||||
alert('请输入指令');
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -235,25 +227,6 @@ function sendComment() {
|
||||
messageInput.value = '';
|
||||
}
|
||||
|
||||
/**
|
||||
* Quick action buttons
|
||||
*/
|
||||
function quickAction(action) {
|
||||
if (!ws || ws.readyState !== WebSocket.OPEN) {
|
||||
alert('Not connected to server');
|
||||
return;
|
||||
}
|
||||
|
||||
const user = usernameInput.value.trim() || 'Anonymous';
|
||||
|
||||
const payload = {
|
||||
action: 'send_comment',
|
||||
payload: { user, message: action }
|
||||
};
|
||||
|
||||
ws.send(JSON.stringify(payload));
|
||||
}
|
||||
|
||||
/**
|
||||
* Format timestamp for display
|
||||
*/
|
||||
@@ -269,20 +242,18 @@ function formatEventData(eventType, data) {
|
||||
switch (eventType) {
|
||||
case 'comment':
|
||||
return `${data.user}: ${data.message}`;
|
||||
case 'agent_response':
|
||||
return data.response;
|
||||
case 'tick':
|
||||
return `Tick #${data.tick} | Players: ${data.player_count || 0}`;
|
||||
return `Tick #${data.tick} | 第${data.day}天 | 存活: ${data.alive_agents}人`;
|
||||
case 'system':
|
||||
case 'error':
|
||||
case 'feed':
|
||||
case 'agent_died':
|
||||
case 'check':
|
||||
return data.message;
|
||||
case 'attack':
|
||||
case 'heal':
|
||||
case 'status':
|
||||
case 'boss_defeated':
|
||||
return data.message;
|
||||
case 'boss_update':
|
||||
return `Boss ${data.boss_name}: ${data.boss_hp}/${data.boss_max_hp} (${Math.round(data.boss_hp_percentage)}%)`;
|
||||
case 'agents_update':
|
||||
return `角色状态已更新`;
|
||||
case 'user_update':
|
||||
return `${data.user} 金币: ${data.gold}`;
|
||||
default:
|
||||
return JSON.stringify(data);
|
||||
}
|
||||
@@ -301,8 +272,8 @@ function logEvent(event) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip boss_update events to reduce log noise (they're reflected in the UI)
|
||||
if (eventType === 'boss_update') {
|
||||
// Skip agents_update to reduce noise
|
||||
if (eventType === 'agents_update') {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>The Island - Debug Client</title>
|
||||
<title>荒岛:人性的试炼</title>
|
||||
<style>
|
||||
* {
|
||||
box-sizing: border-box;
|
||||
@@ -12,20 +12,26 @@
|
||||
}
|
||||
body {
|
||||
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
|
||||
background: linear-gradient(135deg, #1a1a2e 0%, #16213e 100%);
|
||||
background: linear-gradient(135deg, #1a2a1a 0%, #0d1f0d 100%);
|
||||
color: #eee;
|
||||
min-height: 100vh;
|
||||
padding: 20px;
|
||||
}
|
||||
.container {
|
||||
max-width: 900px;
|
||||
max-width: 1000px;
|
||||
margin: 0 auto;
|
||||
}
|
||||
h1 {
|
||||
text-align: center;
|
||||
margin-bottom: 10px;
|
||||
color: #88cc88;
|
||||
text-shadow: 0 0 10px rgba(136, 204, 136, 0.5);
|
||||
}
|
||||
.subtitle {
|
||||
text-align: center;
|
||||
color: #666;
|
||||
margin-bottom: 20px;
|
||||
color: #00d4ff;
|
||||
text-shadow: 0 0 10px rgba(0, 212, 255, 0.5);
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
.status-bar {
|
||||
display: flex;
|
||||
@@ -52,87 +58,129 @@
|
||||
box-shadow: 0 0 10px rgba(68, 255, 68, 0.5);
|
||||
}
|
||||
|
||||
/* Boss Health Bar */
|
||||
.boss-panel {
|
||||
background: rgba(255, 68, 68, 0.1);
|
||||
border: 1px solid rgba(255, 68, 68, 0.3);
|
||||
/* User Stats */
|
||||
.user-panel {
|
||||
background: rgba(136, 204, 136, 0.1);
|
||||
border: 1px solid rgba(136, 204, 136, 0.3);
|
||||
border-radius: 12px;
|
||||
padding: 20px;
|
||||
padding: 15px 20px;
|
||||
margin-bottom: 20px;
|
||||
}
|
||||
.boss-header {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
margin-bottom: 10px;
|
||||
}
|
||||
.boss-name {
|
||||
color: #ff6666;
|
||||
font-size: 1.3rem;
|
||||
font-weight: bold;
|
||||
}
|
||||
.boss-hp-text {
|
||||
color: #ffaaaa;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
.health-bar-container {
|
||||
width: 100%;
|
||||
height: 30px;
|
||||
background: rgba(0, 0, 0, 0.4);
|
||||
border-radius: 15px;
|
||||
overflow: hidden;
|
||||
position: relative;
|
||||
}
|
||||
.health-bar {
|
||||
height: 100%;
|
||||
background: linear-gradient(90deg, #ff4444 0%, #ff6666 100%);
|
||||
border-radius: 15px;
|
||||
transition: width 0.3s ease;
|
||||
}
|
||||
.health-bar-label {
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
font-weight: bold;
|
||||
text-shadow: 1px 1px 2px rgba(0,0,0,0.8);
|
||||
}
|
||||
|
||||
/* Player Stats Panel */
|
||||
.player-panel {
|
||||
background: rgba(0, 212, 255, 0.1);
|
||||
border: 1px solid rgba(0, 212, 255, 0.3);
|
||||
border-radius: 12px;
|
||||
padding: 20px;
|
||||
margin-bottom: 20px;
|
||||
}
|
||||
.player-header {
|
||||
color: #00d4ff;
|
||||
font-size: 1.1rem;
|
||||
margin-bottom: 15px;
|
||||
}
|
||||
.player-stats {
|
||||
display: flex;
|
||||
gap: 30px;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
.stat-item {
|
||||
.user-info {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 10px;
|
||||
gap: 20px;
|
||||
}
|
||||
.stat-icon {
|
||||
font-size: 1.5rem;
|
||||
.gold-display {
|
||||
font-size: 1.3rem;
|
||||
color: #ffd700;
|
||||
}
|
||||
.stat-value {
|
||||
|
||||
/* Agent Cards */
|
||||
.agents-section {
|
||||
margin-bottom: 20px;
|
||||
}
|
||||
.section-title {
|
||||
color: #88cc88;
|
||||
margin-bottom: 15px;
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
.agents-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fit, minmax(280px, 1fr));
|
||||
gap: 15px;
|
||||
}
|
||||
.agent-card {
|
||||
background: rgba(255, 255, 255, 0.05);
|
||||
border: 1px solid rgba(255, 255, 255, 0.1);
|
||||
border-radius: 12px;
|
||||
padding: 20px;
|
||||
transition: all 0.3s;
|
||||
}
|
||||
.agent-card:hover {
|
||||
transform: translateY(-2px);
|
||||
box-shadow: 0 5px 20px rgba(0, 0, 0, 0.3);
|
||||
}
|
||||
.agent-card.dead {
|
||||
opacity: 0.5;
|
||||
filter: grayscale(80%);
|
||||
border-color: #444;
|
||||
}
|
||||
.agent-header {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
margin-bottom: 15px;
|
||||
}
|
||||
.agent-name {
|
||||
font-size: 1.2rem;
|
||||
font-weight: bold;
|
||||
}
|
||||
.stat-label {
|
||||
.agent-personality {
|
||||
font-size: 0.85rem;
|
||||
color: #aaa;
|
||||
background: rgba(255,255,255,0.1);
|
||||
padding: 3px 10px;
|
||||
border-radius: 10px;
|
||||
}
|
||||
.agent-status {
|
||||
font-size: 0.8rem;
|
||||
padding: 3px 8px;
|
||||
border-radius: 8px;
|
||||
}
|
||||
.agent-status.alive { background: rgba(68, 255, 68, 0.2); color: #88ff88; }
|
||||
.agent-status.dead { background: rgba(255, 68, 68, 0.2); color: #ff8888; }
|
||||
|
||||
/* Stat Bars */
|
||||
.stat-bar-container {
|
||||
margin-bottom: 10px;
|
||||
}
|
||||
.stat-bar-label {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
font-size: 0.85rem;
|
||||
margin-bottom: 5px;
|
||||
}
|
||||
.stat-bar {
|
||||
height: 12px;
|
||||
background: rgba(0, 0, 0, 0.4);
|
||||
border-radius: 6px;
|
||||
overflow: hidden;
|
||||
}
|
||||
.stat-bar-fill {
|
||||
height: 100%;
|
||||
border-radius: 6px;
|
||||
transition: width 0.3s ease;
|
||||
}
|
||||
.stat-bar-fill.hp { background: linear-gradient(90deg, #ff4444, #ff6666); }
|
||||
.stat-bar-fill.energy { background: linear-gradient(90deg, #ffaa00, #ffcc44); }
|
||||
|
||||
/* Feed Button */
|
||||
.feed-btn {
|
||||
width: 100%;
|
||||
margin-top: 10px;
|
||||
padding: 8px;
|
||||
background: #88cc88;
|
||||
color: #1a2a1a;
|
||||
border: none;
|
||||
border-radius: 6px;
|
||||
cursor: pointer;
|
||||
font-weight: bold;
|
||||
transition: all 0.2s;
|
||||
}
|
||||
.feed-btn:hover {
|
||||
background: #66aa66;
|
||||
}
|
||||
.feed-btn:disabled {
|
||||
background: #444;
|
||||
color: #888;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
/* Panels */
|
||||
.panels {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
@@ -145,7 +193,7 @@
|
||||
padding: 20px;
|
||||
}
|
||||
.panel h2 {
|
||||
color: #00d4ff;
|
||||
color: #88cc88;
|
||||
margin-bottom: 15px;
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
@@ -166,39 +214,26 @@
|
||||
}
|
||||
input[type="text"]:focus {
|
||||
outline: none;
|
||||
border-color: #00d4ff;
|
||||
border-color: #88cc88;
|
||||
}
|
||||
button {
|
||||
padding: 10px 20px;
|
||||
border: none;
|
||||
border-radius: 6px;
|
||||
background: #00d4ff;
|
||||
color: #1a1a2e;
|
||||
background: #88cc88;
|
||||
color: #1a2a1a;
|
||||
font-weight: bold;
|
||||
cursor: pointer;
|
||||
transition: all 0.2s;
|
||||
}
|
||||
button:hover {
|
||||
background: #00b8e6;
|
||||
background: #66aa66;
|
||||
transform: translateY(-1px);
|
||||
}
|
||||
button:disabled {
|
||||
background: #666;
|
||||
background: #444;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
.quick-actions {
|
||||
display: flex;
|
||||
gap: 10px;
|
||||
margin-top: 10px;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
.quick-btn {
|
||||
padding: 8px 16px;
|
||||
font-size: 13px;
|
||||
}
|
||||
.quick-btn.attack { background: #ff6666; }
|
||||
.quick-btn.heal { background: #44ff88; }
|
||||
.quick-btn.status { background: #ffaa44; }
|
||||
.controls {
|
||||
display: flex;
|
||||
gap: 15px;
|
||||
@@ -212,7 +247,7 @@
|
||||
font-size: 14px;
|
||||
}
|
||||
.event-log {
|
||||
height: 350px;
|
||||
height: 300px;
|
||||
overflow-y: auto;
|
||||
background: rgba(0, 0, 0, 0.4);
|
||||
border-radius: 8px;
|
||||
@@ -226,17 +261,13 @@
|
||||
border-radius: 6px;
|
||||
border-left: 3px solid;
|
||||
}
|
||||
.event.comment { border-color: #ffaa00; background: rgba(255, 170, 0, 0.1); }
|
||||
.event.agent_response { border-color: #00ff88; background: rgba(0, 255, 136, 0.1); }
|
||||
.event.tick { border-color: #888; background: rgba(136, 136, 136, 0.05); opacity: 0.6; }
|
||||
.event.system { border-color: #00d4ff; background: rgba(0, 212, 255, 0.1); }
|
||||
.event.comment { border-color: #888; background: rgba(136, 136, 136, 0.1); }
|
||||
.event.tick { border-color: #444; background: rgba(68, 68, 68, 0.05); opacity: 0.6; }
|
||||
.event.system { border-color: #88cc88; background: rgba(136, 204, 136, 0.1); }
|
||||
.event.error { border-color: #ff4444; background: rgba(255, 68, 68, 0.1); }
|
||||
/* RPG Event Styles */
|
||||
.event.attack { border-color: #ff4444; background: rgba(255, 68, 68, 0.15); color: #ff8888; }
|
||||
.event.heal { border-color: #44ff88; background: rgba(68, 255, 136, 0.15); color: #88ffaa; }
|
||||
.event.status { border-color: #ffaa44; background: rgba(255, 170, 68, 0.1); }
|
||||
.event.boss_update { border-color: #ff6666; background: rgba(255, 102, 102, 0.1); }
|
||||
.event.boss_defeated { border-color: #ffdd00; background: rgba(255, 221, 0, 0.2); color: #ffee88; font-weight: bold; }
|
||||
.event.feed { border-color: #ffaa00; background: rgba(255, 170, 0, 0.1); color: #ffcc66; }
|
||||
.event.agent_died { border-color: #ff4444; background: rgba(255, 68, 68, 0.15); color: #ff8888; }
|
||||
.event.check { border-color: #88cc88; background: rgba(136, 204, 136, 0.1); }
|
||||
.event-time { color: #888; font-size: 11px; }
|
||||
.event-type { font-weight: bold; text-transform: uppercase; font-size: 11px; }
|
||||
.event-data { margin-top: 5px; }
|
||||
@@ -244,70 +275,57 @@
|
||||
</head>
|
||||
<body>
|
||||
<div class="container">
|
||||
<h1>The Island - Debug Client</h1>
|
||||
<h1>荒岛:人性的试炼</h1>
|
||||
<p class="subtitle">The Island: Trial of Humanity</p>
|
||||
|
||||
<div class="status-bar">
|
||||
<div class="status-indicator">
|
||||
<div class="status-dot" id="statusDot"></div>
|
||||
<span id="statusText">Disconnected</span>
|
||||
<span id="statusText">未连接</span>
|
||||
</div>
|
||||
<button id="connectBtn" onclick="toggleConnection()">Connect</button>
|
||||
<button id="connectBtn" onclick="toggleConnection()">连接</button>
|
||||
</div>
|
||||
|
||||
<!-- Boss Health Panel -->
|
||||
<div class="boss-panel">
|
||||
<div class="boss-header">
|
||||
<span class="boss-name" id="bossName">Dragon</span>
|
||||
<span class="boss-hp-text" id="bossHpText">HP: 1000 / 1000</span>
|
||||
<!-- User Panel -->
|
||||
<div class="user-panel">
|
||||
<div class="user-info">
|
||||
<span>玩家:</span>
|
||||
<input type="text" id="username" value="观众001" style="width: 120px;">
|
||||
</div>
|
||||
<div class="health-bar-container">
|
||||
<div class="health-bar" id="bossHealthBar" style="width: 100%"></div>
|
||||
<span class="health-bar-label" id="bossHealthLabel">100%</span>
|
||||
<div class="gold-display">
|
||||
💰 <span id="userGold">100</span> 金币
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Player Stats Panel -->
|
||||
<div class="player-panel">
|
||||
<div class="player-header">Your Stats</div>
|
||||
<div class="player-stats">
|
||||
<div class="stat-item">
|
||||
<span class="stat-icon">❤️</span>
|
||||
<div>
|
||||
<div class="stat-value" id="playerHp">100/100</div>
|
||||
<div class="stat-label">HP</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="stat-item">
|
||||
<span class="stat-icon">💰</span>
|
||||
<div>
|
||||
<div class="stat-value" id="playerGold">0</div>
|
||||
<div class="stat-label">Gold</div>
|
||||
</div>
|
||||
<!-- Agents Section -->
|
||||
<div class="agents-section">
|
||||
<h2 class="section-title">岛上幸存者</h2>
|
||||
<div class="agents-grid" id="agentsGrid">
|
||||
<!-- Agent cards will be dynamically generated -->
|
||||
<div class="agent-card" id="agent-loading">
|
||||
<p style="text-align: center; color: #666;">等待连接...</p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="panels">
|
||||
<div class="panel">
|
||||
<h2>Send Command</h2>
|
||||
<h2>发送指令</h2>
|
||||
<div class="input-group">
|
||||
<input type="text" id="username" placeholder="Username" value="TestUser">
|
||||
<input type="text" id="message" placeholder="Message (attack, heal, status...)">
|
||||
<button onclick="sendComment()">Send</button>
|
||||
</div>
|
||||
<div class="quick-actions">
|
||||
<button class="quick-btn attack" onclick="quickAction('attack')">⚔️ Attack</button>
|
||||
<button class="quick-btn heal" onclick="quickAction('heal')">💚 Heal</button>
|
||||
<button class="quick-btn status" onclick="quickAction('status')">📊 Status</button>
|
||||
<input type="text" id="message" placeholder="输入指令 (feed Jack, check, 查询...)">
|
||||
<button onclick="sendComment()">发送</button>
|
||||
</div>
|
||||
<p style="margin-top: 10px; font-size: 0.85rem; color: #888;">
|
||||
指令: <code>feed [名字]</code> - 投喂角色 (消耗10金币) | <code>check</code> - 查询状态
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="panel">
|
||||
<h2>Event Log</h2>
|
||||
<h2>事件日志</h2>
|
||||
<div class="controls">
|
||||
<button onclick="clearLog()">Clear Log</button>
|
||||
<label><input type="checkbox" id="autoScroll" checked> Auto-scroll</label>
|
||||
<label><input type="checkbox" id="hideTicks"> Hide ticks</label>
|
||||
<button onclick="clearLog()">清空</button>
|
||||
<label><input type="checkbox" id="autoScroll" checked> 自动滚动</label>
|
||||
<label><input type="checkbox" id="hideTicks" checked> 隐藏 Tick</label>
|
||||
</div>
|
||||
<div class="event-log" id="eventLog"></div>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user