feat: revise monster scaling

This commit is contained in:
2026-05-29 17:38:51 +02:00
parent b3b0d41f0b
commit 085678955d
2 changed files with 161 additions and 119 deletions
+42 -29
View File
@@ -338,49 +338,50 @@ class GameWorld:
player.last_hp_regen = current_time player.last_hp_regen = current_time
def _spawn_monster(self): def _spawn_monster(self):
"""Spawn a random monster on the map""" """Spawn a random monster on the map with level 1-10"""
monster_id = f"monster_{len(self.monsters)}_{self.generation}" monster_id = f"monster_{len(self.monsters)}_{self.generation}"
level = random.randint(1, 5) level = random.randint(1, 10)
x = random.randint(-GRID_SIZE // 2, GRID_SIZE // 2) x = random.randint(-GRID_SIZE // 2, GRID_SIZE // 2)
y = random.randint(-GRID_SIZE // 2, GRID_SIZE // 2) y = random.randint(-GRID_SIZE // 2, GRID_SIZE // 2)
health = 20 + level * 10 # HP scales with level: base 15 + 5 per level = 20-65 for levels 1-10
health = 15 + level * 5
self.monsters[monster_id] = Monster( self.monsters[monster_id] = Monster(
id=monster_id, id=monster_id,
position=Position(x, y, 0), position=Position(x, y, 0),
health=health, health=health,
max_health=health, max_health=health,
level=level, level=level,
attack=3 + level, attack=2 + level,
defense=1 + level // 2, defense=1 + level // 3,
is_boss=False, is_boss=False,
) )
def _spawn_boss(self): def _spawn_boss(self):
"""Spawn the boss monster""" """Spawn the boss monster"""
boss_id = f"boss_{self.generation}" boss_id = f"boss_{self.generation}"
active_players = [p for p in self.players.values() if p.active] active_players = [p for p in self.players.values() if p.active]
avg_level = sum(p.level for p in active_players) / len(active_players) avg_level = sum(p.level for p in active_players) / len(active_players)
health = int(BOSS_HEALTH_BASE + avg_level * 500) health = int(BOSS_HEALTH_BASE + avg_level * 500)
# Spawn boss at a distance from players # Spawn boss at a distance from players
if active_players: if active_players:
player_pos = active_players[0].position player_pos = active_players[0].position
angle = random.random() * 2 * 3.14159 angle = random.random() * 2 * 3.14159
x = player_pos.x + BOSS_SPAWN_DISTANCE * (angle ** 0.5) * (1 if random.random() > 0.5 else -1) x = player_pos.x + BOSS_SPAWN_DISTANCE * (angle ** 0.5) * (1 if random.random() > 0.5 else -1)
y = player_pos.y + BOSS_SPAWN_DISTANCE * (1 - angle ** 0.5) * (1 if random.random() > 0.5 else -1) y = player_pos.y + BOSS_SPAWN_DISTANCE * (1 - angle ** 0.5) * (1 if random.random() > 0.5 else -1)
else: else:
x = y = 0 x = y = 0
self.boss = Monster( self.boss = Monster(
id=boss_id, id=boss_id,
position=Position(x, y, 0), position=Position(x, y, 0),
health=health, health=health,
max_health=health, max_health=health,
level=int(avg_level) + 5, level=int(avg_level) + 5,
attack=15 + int(avg_level), attack=15 + int(avg_level),
defense=4 + int(avg_level // 2), defense=4 + int(avg_level // 2),
is_boss=True, is_boss=True,
) )
def _player_effective_attack(player: Player) -> int: def _player_effective_attack(player: Player) -> int:
if 0 <= player.equipped_weapon_slot < len(player.weapon_slots): if 0 <= player.equipped_weapon_slot < len(player.weapon_slots):
@@ -699,7 +700,13 @@ def _handle_attack(player: Player, target_id: str) -> Dict:
if monster.health <= 0: if monster.health <= 0:
del game_world.monsters[target_id] del game_world.monsters[target_id]
player.exp += monster.level * 10 player.exp += monster.level * 10
player.level = 1 + int(player.exp / 100) # Calculate level based on XP: 30 for level 1, +20 per additional level
# Level N requires: 30 + 20*(N-1) total XP
player.level = 1
xp_needed = 30
while player.exp >= xp_needed and player.level < 100:
player.level += 1
xp_needed += 20
return {"success": True, "damage": damage, "exp": monster.level * 10, "monster_killed": True} return {"success": True, "damage": damage, "exp": monster.level * 10, "monster_killed": True}
retaliation = apply_retaliation(monster.attack) retaliation = apply_retaliation(monster.attack)
@@ -934,3 +941,9 @@ async def health():
return {"status": "ok"} return {"status": "ok"}
+119 -90
View File
@@ -560,16 +560,28 @@
setTimeout(() => el.classList.remove('flash'), 600); setTimeout(() => el.classList.remove('flash'), 600);
} }
function updateUI() { function updateUI() {
if (!currentPlayer) return; if (!currentPlayer) return;
document.getElementById('statLevel').textContent = currentPlayer.level; document.getElementById('statLevel').textContent = currentPlayer.level;
document.getElementById('statExp').textContent = currentPlayer.exp; document.getElementById('statExp').textContent = currentPlayer.exp;
const levelProgress = ((currentPlayer.exp || 0) % 100);
document.getElementById('expBar').style.width = `${Math.max(0, Math.min(100, levelProgress))}%`; // Calculate XP progress for new level: 30 for level 1, +20 per level after
document.getElementById('statHealth').textContent = `${currentPlayer.health}/${currentPlayer.max_health}`; // XP needed to reach this level: 30 + 20*(level-2) for level >= 2, or 0 for level 1
document.getElementById('healthBar').style.width = `${(currentPlayer.health / currentPlayer.max_health) * 100}%`; const currentLevel = currentPlayer.level;
document.getElementById('statActionPoints').textContent = currentPlayer.action_points; let xpForCurrentLevel = 0;
let xpForNextLevel = 30;
if (currentLevel > 1) {
xpForCurrentLevel = 30 + 20 * (currentLevel - 2);
xpForNextLevel = 30 + 20 * (currentLevel - 1);
}
const xpIntoLevel = currentPlayer.exp - xpForCurrentLevel;
const xpNeededForLevel = xpForNextLevel - xpForCurrentLevel;
const levelProgress = Math.max(0, Math.min(100, (xpIntoLevel / xpNeededForLevel) * 100));
document.getElementById('expBar').style.width = `${levelProgress}%`;
document.getElementById('statHealth').textContent = `${currentPlayer.health}/${currentPlayer.max_health}`;
document.getElementById('healthBar').style.width = `${(currentPlayer.health / currentPlayer.max_health) * 100}%`;
document.getElementById('statActionPoints').textContent = currentPlayer.action_points;
document.getElementById('actionBar').style.width = `${(currentPlayer.action_points / currentPlayer.max_action_points) * 100}%`; document.getElementById('actionBar').style.width = `${(currentPlayer.action_points / currentPlayer.max_action_points) * 100}%`;
document.getElementById('statAttack').textContent = currentPlayer.effective_attack ?? currentPlayer.attack; document.getElementById('statAttack').textContent = currentPlayer.effective_attack ?? currentPlayer.attack;
document.getElementById('statRange').textContent = (currentPlayer.attack_range ?? 4).toFixed(1); document.getElementById('statRange').textContent = (currentPlayer.attack_range ?? 4).toFixed(1);
@@ -605,40 +617,40 @@
if (newWood !== prevWood) flashEl('invWood'); if (newWood !== prevWood) flashEl('invWood');
if (newStone !== prevStone) flashEl('invStone'); if (newStone !== prevStone) flashEl('invStone');
// Weapon slots // Weapon slots
const slots = currentPlayer.weapon_slots || []; const slots = currentPlayer.weapon_slots || [];
const equippedIdx = currentPlayer.equipped_weapon_slot ?? -1; const equippedIdx = currentPlayer.equipped_weapon_slot ?? -1;
const slotEl = document.getElementById('weaponSlots'); const slotEl = document.getElementById('weaponSlots');
if (slotEl) { if (slotEl) {
const filled = slots.filter(Boolean); const filled = slots.filter(Boolean);
if (filled.length === 0) { if (filled.length === 0) {
slotEl.innerHTML = '<span style="color:#555">No weapons</span>'; slotEl.innerHTML = '<span style="color:#555">No weapons</span>';
} else { } else {
slotEl.innerHTML = slots.map((w, i) => { slotEl.innerHTML = slots.map((w, i) => {
if (!w) return ''; if (!w) return '';
const eq = i === equippedIdx; const eq = i === equippedIdx;
const border = eq ? 'border:1px solid #f1c40f' : 'border:1px solid #444'; const border = eq ? 'border:1px solid #f1c40f' : 'border:1px solid #444';
const bg = eq ? 'background:#2a2600' : 'background:#1e1e1e'; const bg = eq ? 'background:#2a2600' : 'background:#1e1e1e';
const icon = eq ? '⚔️ ' : '· '; const icon = eq ? '⚔️ ' : '· ';
const aura = w.aura_bonuses || {}; const aura = w.aura_bonuses || {};
const auraParts = []; const auraParts = [];
if (aura.action_regen) auraParts.push(`+${aura.action_regen} AP regen`); if (aura.action_regen) auraParts.push(`+${aura.action_regen} AP regen`);
if (aura.hp_regen) auraParts.push(`+${aura.hp_regen} HP regen`); if (aura.hp_regen) auraParts.push(`+${aura.hp_regen} HP regen`);
if (aura.defense) auraParts.push(`+${aura.defense} def`); if (aura.defense) auraParts.push(`+${aura.defense} def`);
if (aura.max_health) auraParts.push(`+${aura.max_health} max HP`); if (aura.max_health) auraParts.push(`+${aura.max_health} max HP`);
if (aura.free_move_chance) auraParts.push(`${Math.round(aura.free_move_chance * 100)}% free moves`); if (aura.free_move_chance) auraParts.push(`${Math.round(aura.free_move_chance * 100)}% free moves`);
const auraLine = auraParts.length > 0 const auraLine = auraParts.length > 0
? `<div style="color:#7fd6ff; margin-top:2px;">Aura (${w.aura_radius || 0}): ${auraParts.join(', ')}</div>` ? `<div style="color:#7fd6ff; margin-top:2px; pointer-events:none;">Aura (${w.aura_radius || 0}): ${auraParts.join(', ')}</div>`
: ''; : '';
return `<div data-slot="${i}" style="padding:3px 6px;margin:2px 0;border-radius:4px;${border};${bg};cursor:pointer;" return `<div data-slot="${i}" style="padding:3px 6px;margin:2px 0;border-radius:4px;${border};${bg};cursor:pointer;"
title="Click to equip"> title="Click to equip" class="weapon-slot">
${icon}<b>${w.name}</b> ${icon}<b>${w.name}</b>
<span style="color:#aaa"> +${w.attack_bonus}atk +${w.range_bonus}rng</span> <span style="color:#aaa"> +${w.attack_bonus}atk +${w.range_bonus}rng</span>
${auraLine} ${auraLine}
</div>`; </div>`;
}).join(''); }).join('');
} }
} }
if (gameState) { if (gameState) {
const activePlayerCount = Object.values(gameState.players).filter(p => p.active).length; const activePlayerCount = Object.values(gameState.players).filter(p => p.active).length;
@@ -808,22 +820,26 @@
controls.update(); controls.update();
} }
function createPlayerSphere(player) { function createPlayerSphere(player) {
const geometry = new THREE.SphereGeometry(0.5, 16, 16); const geometry = new THREE.SphereGeometry(0.5, 16, 16);
const isCurrentPlayer = player.id === currentPlayerId; const isCurrentPlayer = player.id === currentPlayerId;
const material = new THREE.MeshPhongMaterial({ const material = new THREE.MeshPhongMaterial({
color: player.color, color: player.color,
emissive: isCurrentPlayer ? 0x222222 : 0x000000, emissive: isCurrentPlayer ? 0x222222 : 0x000000,
shininess: isCurrentPlayer ? 80 : 30, shininess: isCurrentPlayer ? 80 : 30,
}); });
const sphere = new THREE.Mesh(geometry, material); const sphere = new THREE.Mesh(geometry, material);
sphere.position.set(player.position.x, 0.5, player.position.y); sphere.position.set(player.position.x, 0.5, player.position.y);
if (isCurrentPlayer) { // Scale sphere based on level: 1.0 at level 1, increases with level
sphere.scale.set(1.15, 1.15, 1.15); const levelScale = 1.0 + (player.level - 1) * 0.08;
} sphere.scale.set(levelScale, levelScale, levelScale);
sphere.castShadow = true; if (isCurrentPlayer) {
sphere.receiveShadow = true; // Current player slightly larger
scene.add(sphere); sphere.scale.multiplyScalar(1.15);
}
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add(sphere);
// Compact nameplate — canvas is exactly as tall as the pill so no // Compact nameplate — canvas is exactly as tall as the pill so no
// transparent headroom inflates the visible sprite quad. // transparent headroom inflates the visible sprite quad.
@@ -880,16 +896,20 @@
} }
} }
function updatePlayerSphere(player) { function updatePlayerSphere(player) {
if (playerSpheres[player.id]) { if (playerSpheres[player.id]) {
playerSpheres[player.id].mesh.position.set(player.position.x, 0.5, player.position.y); playerSpheres[player.id].mesh.position.set(player.position.x, 0.5, player.position.y);
playerSpheres[player.id].sprite.position.set(player.position.x, 2.5, player.position.y); // Update scale based on level
if (playerSpheres[player.id].northArrow) { const levelScale = 1.0 + (player.level - 1) * 0.08;
playerSpheres[player.id].northArrow.position.set(player.position.x, 0.5, player.position.y - 1.1); const baseScale = player.id === currentPlayerId ? levelScale * 1.15 : levelScale;
} playerSpheres[player.id].mesh.scale.set(baseScale, baseScale, baseScale);
setPlayerVisualState(player); playerSpheres[player.id].sprite.position.set(player.position.x, 2.5, player.position.y);
} if (playerSpheres[player.id].northArrow) {
} playerSpheres[player.id].northArrow.position.set(player.position.x, 0.5, player.position.y - 1.1);
}
setPlayerVisualState(player);
}
}
function createTextSprite(initialText, textColor = '#ffffff', bgColor = 'rgba(0, 0, 0, 0.7)') { function createTextSprite(initialText, textColor = '#ffffff', bgColor = 'rgba(0, 0, 0, 0.7)') {
const canvas = document.createElement('canvas'); const canvas = document.createElement('canvas');
@@ -966,13 +986,19 @@
texture.needsUpdate = true; texture.needsUpdate = true;
} }
function createMonsterCube(monster) { function createMonsterCube(monster) {
const geometry = new THREE.BoxGeometry(0.6, 0.6, 0.6); const geometry = new THREE.BoxGeometry(0.6, 0.6, 0.6);
const material = new THREE.MeshPhongMaterial({ color: 0xff4444 }); // Color by level: green (1-3), yellow (4-6), orange (7-9), red (10+)
const cube = new THREE.Mesh(geometry, material); let monsterColor = 0xff4444; // red default
cube.position.set(monster.position.x, 0.3, monster.position.y); if (monster.level <= 3) monsterColor = 0x44ff44; // green
cube.castShadow = true; else if (monster.level <= 6) monsterColor = 0xffff44; // yellow
scene.add(cube); else if (monster.level <= 9) monsterColor = 0xff8844; // orange
else monsterColor = 0xff4444; // red for 10+
const material = new THREE.MeshPhongMaterial({ color: monsterColor });
const cube = new THREE.Mesh(geometry, material);
cube.position.set(monster.position.x, 0.3, monster.position.y);
cube.castShadow = true;
scene.add(cube);
const label = createTextSprite(`Lv ${monster.level} HP ${monster.health}/${monster.max_health}`, '#ffdede'); const label = createTextSprite(`Lv ${monster.level} HP ${monster.health}/${monster.max_health}`, '#ffdede');
label.sprite.position.set(monster.position.x, 1.25, monster.position.y); label.sprite.position.set(monster.position.x, 1.25, monster.position.y);
@@ -1554,20 +1580,23 @@
}; };
// Click a weapon in the inventory panel to equip it (no AP cost). // Click a weapon in the inventory panel to equip it (no AP cost).
document.getElementById('weaponSlots').addEventListener('click', async (e) => { document.addEventListener('click', async (e) => {
const targetEl = e.target instanceof Element ? e.target : e.target?.parentElement; const weaponSlot = e.target.closest('.weapon-slot');
if (!targetEl) return; if (!weaponSlot) return;
const div = targetEl.closest('[data-slot]');
if (!div) return; const slotIndex = parseInt(weaponSlot.getAttribute('data-slot'), 10);
const slotIndex = parseInt(div.dataset.slot); if (!Number.isFinite(slotIndex) || slotIndex < 0) return;
if (Number.isNaN(slotIndex)) return; if (!currentPlayer.weapon_slots || !currentPlayer.weapon_slots[slotIndex]) return;
const equipData = await performAction('equip', null, null, null, null, slotIndex);
if (equipData && equipData.success) { const weaponName = currentPlayer.weapon_slots[slotIndex]?.name || 'weapon';
currentPlayer.equipped_weapon_slot = equipData.equipped_weapon_slot; const equipData = await performAction('equip', null, null, null, null, slotIndex);
showMessage(`Equipped: ${currentPlayer.weapon_slots[slotIndex]?.name}`);
updateUI(); if (equipData && equipData.success) {
} currentPlayer.equipped_weapon_slot = equipData.equipped_weapon_slot;
}); showMessage(`Equipped: ${weaponName}`);
updateUI();
}
}, true); // Use capture phase for maximum reliability
} }
// ==================== LOGIN FORM ==================== // ==================== LOGIN FORM ====================