Files
the-island/backend/app/schemas.py
empty 07acfa5801 fix: prevent ParticleSystem "duration while playing" warnings
- Stop ParticleSystem immediately after AddComponent to prevent auto-play
- Set playOnAwake=false on all procedural particle systems
- Also add missing EventType definitions for Phase 23/24 features

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-02 02:46:23 +08:00

103 lines
3.7 KiB
Python

"""
Pydantic models for the JSON protocol.
Defines standardized structures for game events and messages.
"""
from enum import Enum
from typing import Any
from pydantic import BaseModel, Field
import time
class EventType(str, Enum):
"""Enumeration of all possible game event types."""
COMMENT = "comment"
TICK = "tick"
SYSTEM = "system"
ERROR = "error"
# Island survival events
AGENTS_UPDATE = "agents_update" # All agents status broadcast
AGENT_DIED = "agent_died" # An agent has died
AGENT_SPEAK = "agent_speak" # Agent says something (LLM response)
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
# Day/Night cycle (Phase 2)
TIME_UPDATE = "time_update" # Time tick update
PHASE_CHANGE = "phase_change" # Dawn/day/dusk/night transition
DAY_CHANGE = "day_change" # New day started
# Weather system (Phase 3)
WEATHER_CHANGE = "weather_change" # Weather changed
MOOD_UPDATE = "mood_update" # Agent mood changed
# New commands (Phase 4)
HEAL = "heal" # User healed an agent
TALK = "talk" # User talked to an agent
ENCOURAGE = "encourage" # User encouraged an agent
REVIVE = "revive" # User revived a dead agent
# Social system (Phase 5)
SOCIAL_INTERACTION = "social_interaction" # Agents interacted
RELATIONSHIP_CHANGE = "relationship_change" # Relationship status changed
AUTO_REVIVE = "auto_revive" # Agent auto-revived (casual mode)
# Autonomous Agency (Phase 13)
AGENT_ACTION = "agent_action" # Agent performs an action (move, gather, etc.)
# Crafting System (Phase 16)
CRAFT = "craft" # Agent crafted an item
USE_ITEM = "use_item" # Agent used an item
# Random Events (Phase 17-C)
RANDOM_EVENT = "random_event" # Random event occurred
# Economy (Phase 23)
GIVE_ITEM = "give_item" # Agent gives item to another
# Group Activities (Phase 24)
# Group Activities (Phase 24)
GROUP_ACTIVITY = "group_activity" # Storytelling, dancing, etc.
# VFX & Gifts (Phase 8)
VFX_EVENT = "vfx_event" # Visual effect trigger
GIFT_EFFECT = "gift_effect" # Twitch bits/sub effect
class GameEvent(BaseModel):
"""
Standardized game event structure for WebSocket communication.
Attributes:
event_type: The type of event (comment, agent_response, tick, etc.)
timestamp: Unix timestamp when the event was created
data: Arbitrary payload data for the event
"""
event_type: str = Field(..., description="Type of the game event")
timestamp: float = Field(default_factory=time.time, description="Unix timestamp")
data: dict[str, Any] = Field(default_factory=dict, description="Event payload")
class Config:
json_schema_extra = {
"example": {
"event_type": "comment",
"timestamp": 1704067200.0,
"data": {"user": "User123", "message": "Attack!"}
}
}
class ClientMessage(BaseModel):
"""
Message structure for client-to-server communication.
Attributes:
action: The action the client wants to perform
payload: Data associated with the action
"""
action: str = Field(..., description="Action to perform")
payload: dict[str, Any] = Field(default_factory=dict, description="Action payload")