feat: revise monster scaling
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+19
-6
@@ -338,20 +338,21 @@ class GameWorld:
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player.last_hp_regen = current_time
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def _spawn_monster(self):
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"""Spawn a random monster on the map"""
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"""Spawn a random monster on the map with level 1-10"""
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monster_id = f"monster_{len(self.monsters)}_{self.generation}"
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level = random.randint(1, 5)
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level = random.randint(1, 10)
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x = random.randint(-GRID_SIZE // 2, GRID_SIZE // 2)
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y = random.randint(-GRID_SIZE // 2, GRID_SIZE // 2)
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health = 20 + level * 10
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# HP scales with level: base 15 + 5 per level = 20-65 for levels 1-10
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health = 15 + level * 5
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self.monsters[monster_id] = Monster(
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id=monster_id,
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position=Position(x, y, 0),
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health=health,
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max_health=health,
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level=level,
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attack=3 + level,
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defense=1 + level // 2,
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attack=2 + level,
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defense=1 + level // 3,
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is_boss=False,
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)
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@@ -699,7 +700,13 @@ def _handle_attack(player: Player, target_id: str) -> Dict:
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if monster.health <= 0:
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del game_world.monsters[target_id]
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player.exp += monster.level * 10
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player.level = 1 + int(player.exp / 100)
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# Calculate level based on XP: 30 for level 1, +20 per additional level
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# Level N requires: 30 + 20*(N-1) total XP
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player.level = 1
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xp_needed = 30
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while player.exp >= xp_needed and player.level < 100:
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player.level += 1
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xp_needed += 20
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return {"success": True, "damage": damage, "exp": monster.level * 10, "monster_killed": True}
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retaliation = apply_retaliation(monster.attack)
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@@ -934,3 +941,9 @@ async def health():
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return {"status": "ok"}
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+44
-15
@@ -565,8 +565,20 @@
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document.getElementById('statLevel').textContent = currentPlayer.level;
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document.getElementById('statExp').textContent = currentPlayer.exp;
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const levelProgress = ((currentPlayer.exp || 0) % 100);
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document.getElementById('expBar').style.width = `${Math.max(0, Math.min(100, levelProgress))}%`;
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// Calculate XP progress for new level: 30 for level 1, +20 per level after
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// XP needed to reach this level: 30 + 20*(level-2) for level >= 2, or 0 for level 1
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const currentLevel = currentPlayer.level;
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let xpForCurrentLevel = 0;
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let xpForNextLevel = 30;
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if (currentLevel > 1) {
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xpForCurrentLevel = 30 + 20 * (currentLevel - 2);
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xpForNextLevel = 30 + 20 * (currentLevel - 1);
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}
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const xpIntoLevel = currentPlayer.exp - xpForCurrentLevel;
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const xpNeededForLevel = xpForNextLevel - xpForCurrentLevel;
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const levelProgress = Math.max(0, Math.min(100, (xpIntoLevel / xpNeededForLevel) * 100));
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document.getElementById('expBar').style.width = `${levelProgress}%`;
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document.getElementById('statHealth').textContent = `${currentPlayer.health}/${currentPlayer.max_health}`;
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document.getElementById('healthBar').style.width = `${(currentPlayer.health / currentPlayer.max_health) * 100}%`;
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document.getElementById('statActionPoints').textContent = currentPlayer.action_points;
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@@ -628,10 +640,10 @@
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if (aura.max_health) auraParts.push(`+${aura.max_health} max HP`);
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if (aura.free_move_chance) auraParts.push(`${Math.round(aura.free_move_chance * 100)}% free moves`);
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const auraLine = auraParts.length > 0
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? `<div style="color:#7fd6ff; margin-top:2px;">Aura (${w.aura_radius || 0}): ${auraParts.join(', ')}</div>`
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? `<div style="color:#7fd6ff; margin-top:2px; pointer-events:none;">Aura (${w.aura_radius || 0}): ${auraParts.join(', ')}</div>`
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: '';
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return `<div data-slot="${i}" style="padding:3px 6px;margin:2px 0;border-radius:4px;${border};${bg};cursor:pointer;"
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title="Click to equip">
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title="Click to equip" class="weapon-slot">
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${icon}<b>${w.name}</b>
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<span style="color:#aaa"> +${w.attack_bonus}atk +${w.range_bonus}rng</span>
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${auraLine}
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@@ -818,8 +830,12 @@
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});
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const sphere = new THREE.Mesh(geometry, material);
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sphere.position.set(player.position.x, 0.5, player.position.y);
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// Scale sphere based on level: 1.0 at level 1, increases with level
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const levelScale = 1.0 + (player.level - 1) * 0.08;
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sphere.scale.set(levelScale, levelScale, levelScale);
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if (isCurrentPlayer) {
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sphere.scale.set(1.15, 1.15, 1.15);
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// Current player slightly larger
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sphere.scale.multiplyScalar(1.15);
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}
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sphere.castShadow = true;
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sphere.receiveShadow = true;
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@@ -883,6 +899,10 @@
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function updatePlayerSphere(player) {
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if (playerSpheres[player.id]) {
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playerSpheres[player.id].mesh.position.set(player.position.x, 0.5, player.position.y);
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// Update scale based on level
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const levelScale = 1.0 + (player.level - 1) * 0.08;
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const baseScale = player.id === currentPlayerId ? levelScale * 1.15 : levelScale;
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playerSpheres[player.id].mesh.scale.set(baseScale, baseScale, baseScale);
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playerSpheres[player.id].sprite.position.set(player.position.x, 2.5, player.position.y);
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if (playerSpheres[player.id].northArrow) {
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playerSpheres[player.id].northArrow.position.set(player.position.x, 0.5, player.position.y - 1.1);
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@@ -968,7 +988,13 @@
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function createMonsterCube(monster) {
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const geometry = new THREE.BoxGeometry(0.6, 0.6, 0.6);
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const material = new THREE.MeshPhongMaterial({ color: 0xff4444 });
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// Color by level: green (1-3), yellow (4-6), orange (7-9), red (10+)
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let monsterColor = 0xff4444; // red default
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if (monster.level <= 3) monsterColor = 0x44ff44; // green
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else if (monster.level <= 6) monsterColor = 0xffff44; // yellow
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else if (monster.level <= 9) monsterColor = 0xff8844; // orange
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else monsterColor = 0xff4444; // red for 10+
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const material = new THREE.MeshPhongMaterial({ color: monsterColor });
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const cube = new THREE.Mesh(geometry, material);
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cube.position.set(monster.position.x, 0.3, monster.position.y);
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cube.castShadow = true;
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@@ -1554,20 +1580,23 @@
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};
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// Click a weapon in the inventory panel to equip it (no AP cost).
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document.getElementById('weaponSlots').addEventListener('click', async (e) => {
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const targetEl = e.target instanceof Element ? e.target : e.target?.parentElement;
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if (!targetEl) return;
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const div = targetEl.closest('[data-slot]');
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if (!div) return;
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const slotIndex = parseInt(div.dataset.slot);
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if (Number.isNaN(slotIndex)) return;
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document.addEventListener('click', async (e) => {
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const weaponSlot = e.target.closest('.weapon-slot');
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if (!weaponSlot) return;
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const slotIndex = parseInt(weaponSlot.getAttribute('data-slot'), 10);
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if (!Number.isFinite(slotIndex) || slotIndex < 0) return;
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if (!currentPlayer.weapon_slots || !currentPlayer.weapon_slots[slotIndex]) return;
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const weaponName = currentPlayer.weapon_slots[slotIndex]?.name || 'weapon';
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const equipData = await performAction('equip', null, null, null, null, slotIndex);
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if (equipData && equipData.success) {
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currentPlayer.equipped_weapon_slot = equipData.equipped_weapon_slot;
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showMessage(`Equipped: ${currentPlayer.weapon_slots[slotIndex]?.name}`);
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showMessage(`Equipped: ${weaponName}`);
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updateUI();
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}
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});
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}, true); // Use capture phase for maximum reliability
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}
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// ==================== LOGIN FORM ====================
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