Backend: - Add weather system with 6 weather types and transition probabilities - Add day/night cycle (dawn, day, dusk, night) with phase modifiers - Add mood system for agents (happy, neutral, sad, anxious) - Add new commands: heal, talk, encourage, revive - Add agent social interaction system with relationships - Add casual mode with auto-revive and reduced decay rates Frontend (Web): - Add world state display (weather, time of day) - Add mood bar to agent cards - Add new action buttons for heal, encourage, talk, revive - Handle new event types from server Unity Client: - Add EnvironmentManager with dynamic sky gradient and island scene - Add WeatherEffects with rain, sun rays, fog, and heat particles - Add SceneBootstrap for automatic visual system initialization - Improve AgentVisual with better character sprites and animations - Add breathing and bobbing idle animations - Add character shadows - Improve UI panels with rounded corners and borders - Improve SpeechBubble with rounded corners and proper tail - Add support for all new server events and commands 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
209 lines
7.0 KiB
Python
209 lines
7.0 KiB
Python
"""
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SQLAlchemy ORM models for The Island.
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Defines User (viewers), Agent (NPCs), WorldState, GameConfig, and AgentRelationship.
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"""
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from datetime import datetime
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from sqlalchemy import Column, Integer, String, DateTime, Float, Boolean, ForeignKey, UniqueConstraint, func
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from .database import Base
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class User(Base):
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"""
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Represents a viewer/donor from the live stream.
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They can spend gold to influence the island.
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"""
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__tablename__ = "users"
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id = Column(Integer, primary_key=True, index=True)
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username = Column(String(100), unique=True, index=True, nullable=False)
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gold = Column(Integer, default=100) # Starting gold for new users
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created_at = Column(DateTime, default=func.now())
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def __repr__(self):
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return f"<User {self.username} gold={self.gold}>"
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class Agent(Base):
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"""
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Represents an NPC survivor on the island.
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Has personality, health, energy, mood, and social attributes.
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"""
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__tablename__ = "agents"
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id = Column(Integer, primary_key=True, index=True)
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name = Column(String(50), unique=True, nullable=False)
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personality = Column(String(50), nullable=False)
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status = Column(String(20), default="Alive") # Alive, Exiled, Dead
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hp = Column(Integer, default=100)
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energy = Column(Integer, default=100)
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inventory = Column(String(500), default="{}") # JSON string
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# Mood system (Phase 3)
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mood = Column(Integer, default=70) # 0-100 scale
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mood_state = Column(String(20), default="neutral") # happy, neutral, sad, anxious
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# Revival tracking (Phase 1)
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death_tick = Column(Integer, nullable=True) # Tick when agent died
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# Social attributes (Phase 5)
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social_tendency = Column(String(20), default="neutral") # introvert, extrovert, neutral
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def __repr__(self):
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return f"<Agent {self.name} ({self.personality}) HP={self.hp} Energy={self.energy} Mood={self.mood}>"
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@property
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def is_alive(self) -> bool:
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"""Check if agent is alive."""
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return self.status == "Alive"
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def to_dict(self):
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"""Convert to dictionary for JSON serialization."""
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return {
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"id": self.id,
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"name": self.name,
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"personality": self.personality,
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"status": self.status,
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"hp": self.hp,
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"energy": self.energy,
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"inventory": self.inventory,
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"mood": self.mood,
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"mood_state": self.mood_state,
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"social_tendency": self.social_tendency
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}
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class WorldState(Base):
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"""
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Global state of the island environment.
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Tracks day count, time of day, weather, and resources.
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"""
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__tablename__ = "world_state"
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id = Column(Integer, primary_key=True, index=True)
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day_count = Column(Integer, default=1)
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weather = Column(String(20), default="Sunny")
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resource_level = Column(Integer, default=100)
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# Day/Night cycle (Phase 2)
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current_tick_in_day = Column(Integer, default=0) # 0 to TICKS_PER_DAY
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time_of_day = Column(String(10), default="day") # dawn, day, dusk, night
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# Weather system (Phase 3)
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weather_duration = Column(Integer, default=0) # Ticks since last weather change
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def __repr__(self):
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return f"<WorldState Day={self.day_count} {self.time_of_day} Weather={self.weather}>"
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def to_dict(self):
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"""Convert to dictionary for JSON serialization."""
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return {
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"day_count": self.day_count,
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"weather": self.weather,
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"resource_level": self.resource_level,
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"current_tick_in_day": self.current_tick_in_day,
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"time_of_day": self.time_of_day
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}
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class GameConfig(Base):
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"""
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Game configuration for difficulty settings.
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Supports casual and normal modes.
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"""
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__tablename__ = "game_config"
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id = Column(Integer, primary_key=True, index=True)
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difficulty = Column(String(20), default="casual") # normal, casual
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# Decay multipliers (1.0 = normal, 0.5 = casual)
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energy_decay_multiplier = Column(Float, default=0.5)
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hp_decay_multiplier = Column(Float, default=0.5)
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# Revival settings
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auto_revive_enabled = Column(Boolean, default=True)
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auto_revive_delay_ticks = Column(Integer, default=12) # 60 seconds at 5s/tick
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revive_hp = Column(Integer, default=50)
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revive_energy = Column(Integer, default=50)
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# Social settings
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social_interaction_probability = Column(Float, default=0.3)
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updated_at = Column(DateTime, default=func.now(), onupdate=func.now())
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def __repr__(self):
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return f"<GameConfig difficulty={self.difficulty}>"
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def to_dict(self):
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"""Convert to dictionary for JSON serialization."""
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return {
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"difficulty": self.difficulty,
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"energy_decay_multiplier": self.energy_decay_multiplier,
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"hp_decay_multiplier": self.hp_decay_multiplier,
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"auto_revive_enabled": self.auto_revive_enabled,
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"auto_revive_delay_ticks": self.auto_revive_delay_ticks,
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"social_interaction_probability": self.social_interaction_probability
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}
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class AgentRelationship(Base):
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"""
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Tracks relationships between agents.
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Affection, trust determine relationship type.
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"""
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__tablename__ = "agent_relationships"
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id = Column(Integer, primary_key=True, index=True)
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agent_from_id = Column(Integer, ForeignKey("agents.id"), nullable=False)
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agent_to_id = Column(Integer, ForeignKey("agents.id"), nullable=False)
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# Relationship metrics (-100 to 100)
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affection = Column(Integer, default=0) # Liking
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trust = Column(Integer, default=0) # Trust level
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# Derived from metrics
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relationship_type = Column(String(30), default="stranger")
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# Types: stranger, acquaintance, friend, close_friend, rival
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# Interaction tracking
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interaction_count = Column(Integer, default=0)
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last_interaction_tick = Column(Integer, default=0)
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created_at = Column(DateTime, default=func.now())
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updated_at = Column(DateTime, default=func.now(), onupdate=func.now())
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__table_args__ = (
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UniqueConstraint('agent_from_id', 'agent_to_id', name='unique_relationship'),
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)
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def __repr__(self):
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return f"<Relationship {self.agent_from_id}->{self.agent_to_id} {self.relationship_type}>"
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def to_dict(self):
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"""Convert to dictionary for JSON serialization."""
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return {
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"agent_from_id": self.agent_from_id,
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"agent_to_id": self.agent_to_id,
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"affection": self.affection,
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"trust": self.trust,
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"relationship_type": self.relationship_type,
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"interaction_count": self.interaction_count
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}
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def update_relationship_type(self):
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"""Calculate and update relationship type based on metrics."""
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total = self.affection + self.trust
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if total <= -50:
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self.relationship_type = "rival"
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elif total <= 20:
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self.relationship_type = "stranger"
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elif total <= 50:
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self.relationship_type = "acquaintance"
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elif total <= 100:
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self.relationship_type = "friend"
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else:
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self.relationship_type = "close_friend"
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