goals to form parties and battle setup

This commit is contained in:
Isaac Johnson 2026-09-05 18:20:54 -05:00
parent f78df72cad
commit df75f43214
8 changed files with 608 additions and 173 deletions

108
README.md
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@ -1,93 +1,83 @@
# botWebWars
A FastAPI and React-based web arena featuring a real-time **64 × 64 grid** with coordinates ranging from `(0, 0)` to `(64, 64)`. Players/bots register with their name, color, and strength, remember everywhere they have been, seek other bots to form **Parties**, take turns moving around the arena, and engage in **3-bout D20 tactical battles**.
A FastAPI and React-based web arena featuring a real-time **64 × 64 grid** with coordinates ranging from `(0, 0)` to `(64, 64)`. Players/bots register with their name, color, and strength, remember everywhere they have been, navigate autonomously towards their goals, negotiate **Parties** based on relative strength, take turns moving around the arena, and engage in **3-bout D20 tactical battles**.
---
## Features
## Autonomous Goals & Behaviors
### 1. Bot Location Memory & Awareness
- **Location Awareness**:
- Every bot knows its current coordinate `(x, y)` and tracks a memory history of all coordinates it has visited.
- Queryable via `GET /api/players/{player_id}/memory`.
- Enables bots to remember if they have visited a location before to avoid looping and explore unvisited territory.
- **Bot Seeking & Radar**:
- Bots can actively seek other bots via `GET /api/players/{player_id}/radar`.
- Scans for nearest friendly/neutral bots to recruit into a party, or detects enemy squads to engage in battle.
### 1. Goal of a Bot Without a Party: Form a Party
- **Primary Objective**: Seek other bots across the arena and form a party as soon as contact is made.
- **Seeking & Memory**:
- Uses location memory history to prevent circular looping and prioritize unexplored coordinates.
- Radar targets the closest candidate bot.
- **Leadership Negotiation Rule**:
- **Insistence on Leadership**: If a bot considers the other bot less than them (**higher strength**), it **insists on being the party leader**.
- **Desire to Join**: A bot desires to join a bot that is **equal or stronger**.
- **Agreed Outcome**:
- When two unpartied bots meet, the bot with the **higher strength** becomes the agreed **Party Leader**.
- If strengths are equal, tie-breaking chooses the bot with higher score or the initiator, and both agree since each is equal in strength.
- If an unpartied bot meets an existing party: if the solo bot is stronger than the party's total strength, it insists on becoming the new leader; otherwise, it joins under the existing leader.
### 2. Parties & Squad Formations
- **Goal & Linked Connectivity**:
- Bots seek each other out to join together as a **Party**.
- All party members must be within **1 distance** of each other (Chebyshev distance $\le 1$, including diagonals and cardinals), forming linked connections (clusters or single-file lines).
- Bots must agree on a **Party Leader**.
- **Party Strength**:
- Each bot has a default **strength of 1**.
- Total party strength is the sum of all bots in the party:
$$\text{Party Strength} = \sum_{b \in \text{Party}} \text{bot.strength}$$
- **Leader Group Movement**:
- The Party Leader controls the movement for the entire squad.
- All party members translate together in the chosen direction (preserving their relative shape and linked adjacency).
- If any party member's path is blocked by an outside bot or boundary wall, the entire group move is prevented.
- Non-leader party members cannot move independently.
### 2. Goal of a Party: Find and Defeat All Other Parties
- **Primary Objective**: Seek out and eliminate all opposing parties on the board.
- **Squad Navigation**:
- The Party Leader controls group movement, steering the linked squad across the grid towards opposing squads.
- All party members maintain linked connectivity ($\le 1$ Chebyshev distance).
- **Battle Engagement**:
- As soon as a party becomes adjacent to an opposing party, combat is engaged.
### 3. 3-Bout D20 Battle Mechanics & Scoring Rules
- **Engagement**:
- When two opposing parties engage (move into adjacent contact or call battle), a battle must be fought.
- **3-Bout Resolution with D20 Roll Multiplier**:
---
## 3-Bout D20 Battle Mechanics & Scoring
### 1. Engagement & 3-Bout Resolution
- Each battle consists of **3 bouts**.
- In each bout, both parties roll a **20-sided die (D20)** (random number from 1 to 20).
- The roll acts as a multiplier on the party's total strength:
- In each bout, both parties roll a **20-sided die (D20)** (1 to 20).
- Multiplier rule:
$$\text{Bout Score} = \text{Party Strength} \times \text{D20 Roll}$$
- The party with the higher bout score wins that bout.
- The overall battle winner is the party that scores the higher outcome across the 3 bouts.
- **Battle Scoring Rules**:
- Winner is determined by whoever wins more bouts (or has a higher aggregate score in case of ties).
### 2. Score Distribution
- **Winning Party Leader**: Receives **+2 points**.
- **Rest of Winning Party**: Each member receives **+1 point**.
- **Losing Party Leader**: Receives **-1 point**, loses leadership, and respawns at a random free position.
- **Losing Party Leader**: Receives **-1 point**, loses leadership, is removed from the party, and respawns at a random free position.
- **Rest of Losing Party**: Loses **0 points** (scores remain unchanged).
- **Surrender & Absorption**:
- The **remainder of the defeated party joins the winning party**!
- Surviving bots have their party affiliation updated to the winning party.
- The winning squad grows in size and increases its total strength, and the round continues.
### 4. Turn-Based 8-Directional Movement
- **8 Directions**:
- Cardinal: `UP`, `DOWN`, `LEFT`, `RIGHT`
- Diagonal: `UP_LEFT`, `UP_RIGHT`, `DOWN_LEFT`, `DOWN_RIGHT`
- **Collision & Wall Avoidance**:
- Cannot break through boundary walls `[0..64, 0..64]`.
- Cannot move into cells occupied by outside bots.
### 3. Surrender & Absorption
- The **surviving remainder of the defeated party joins the winning party**.
- The winning squad grows in numbers and total strength, and immediately resumes hunting down any remaining parties!
---
## REST API Endpoints
### Intelligence & Memory Endpoints
- `GET /api/players/{player_id}/memory`: Retrieve a bot's current location, count of visited locations, and visited coordinates history.
- `GET /api/players/{player_id}/radar`: Scan for nearby bots, calculate distances, classify allies vs enemies, and provide recommended navigation direction (`seek_join`, `engage_battle`, `explore_unvisited`).
### Party & Battle Endpoints
- `POST /api/parties`: Form a party directly.
- Body: `{"member_ids": ["bot_1", "bot_2"], "leader_id": "bot_1", "name": "Squadrons"}`
- `GET /api/parties`: List all active parties, leaders, members, and total strength.
- `POST /api/parties/{party_id}/defeat`: Trigger party defeat.
- `POST /api/battles/fight`: Initiate a 3-bout D20 battle between two adjacent parties/bots.
- Body: `{"challenger_id": "bot_1", "defender_id": "bot_2"}`
- Awards **+2 pts** to winning leader, **+1 pt** to winning members, **-1 pt** to losing leader, **0 pts lost** for losing members, and absorbs surviving bots into the winning squad!
### AI & Autonomous Endpoints
- `POST /api/players/{player_id}/ai-step`: Executes one autonomous turn according to the bot's goal:
- If unpartied: seeks other bots; negotiates and forms a party under the stronger leader upon contact.
- If partied leader: hunts down opposing parties; engages and resolves 3-bout D20 battles.
- `GET /api/players/{player_id}/radar`: Scans surroundings for nearby bots, calculates distance, determines allies/enemies, and identifies recruit/battle opportunities.
- `GET /api/players/{player_id}/memory`: Retrieves coordinate history and tracks visited locations.
### Movement & Turn Endpoints
- `GET /api/players/{player_id}/available-moves`: Checks availability of all 8 directions (for a solo bot or the whole party if leader).
- `GET /api/players/{player_id}/check-move?direction={DIR}`: Check single direction.
- `POST /api/players/{player_id}/move`: Move bot or entire party if leader. Automatically detects and resolves battles upon engagement.
- `POST /api/players/{player_id}/move`: Move bot or entire party if leader. Automatically checks for party formation or battle engagement upon move completion.
- `POST /api/players/{player_id}/pass`: Pass turn to next player.
- `GET /api/turn`: Get current turn status, round number, and turn queue.
### Party & Battle Endpoints
- `POST /api/parties`: Directly form a party with linked members and an agreed leader.
- `GET /api/parties`: List all active parties, leaders, members, and total strength.
- `POST /api/parties/{party_id}/defeat`: Trigger party defeat.
- `POST /api/battles/fight`: Initiate a 3-bout D20 battle between two adjacent parties/bots.
### Player & Board Endpoints
- `POST /api/players`: Register a new player with `name`, `color`, and optional `strength` (default 1).
- `GET /api/players`: List active players and their scores.
- `GET /api/board`: Full board state, player positions, parties, and turn data.
- `POST /api/board/reset`: Clear board, players, and parties.
- `/ws`: Real-time WebSocket connection broadcasting player joins, squad movements, party formations, 3-bout D20 battles, defeats, and turn changes.
- `/ws`: Real-time WebSocket broadcasting movements, party formations, battles, and turn changes.
---

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@ -3,6 +3,7 @@ from fastapi import APIRouter, HTTPException, Query, status
from app.api.websocket import manager
from app.game import game_engine
from app.models import (
AiStepResponse,
ApiResponse,
AvailableMovesResponse,
BattleRequest,
@ -44,16 +45,11 @@ async def health_check():
"/players",
response_model=Player,
status_code=status.HTTP_201_CREATED,
summary="Register a new player on the board",
summary="Register a new bot/player with an avatar name and color",
tags=["Players"],
)
@router.post(
"/register",
response_model=Player,
status_code=status.HTTP_201_CREATED,
include_in_schema=False,
)
async def register_player(player_in: PlayerCreate):
try:
player = await game_engine.register_player(player_in)
board_state = await game_engine.get_board_state()
@ -65,12 +61,17 @@ async def register_player(player_in: PlayerCreate):
})
return player
except ValueError as e:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail=str(e),
)
@router.get(
"/players",
response_model=List[Player],
summary="List all registered players",
summary="List all registered players and their scores/status",
tags=["Players"],
)
async def list_players():
@ -80,7 +81,7 @@ async def list_players():
@router.get(
"/players/{player_id}",
response_model=Player,
summary="Get details of a specific player",
summary="Get details of a specific player by ID",
tags=["Players"],
)
async def get_player(player_id: str):
@ -96,7 +97,7 @@ async def get_player(player_id: str):
@router.delete(
"/players/{player_id}",
response_model=ApiResponse,
summary="Remove a player from the board",
summary="Remove a player from the game board",
tags=["Players"],
)
async def remove_player(player_id: str):
@ -118,7 +119,7 @@ async def remove_player(player_id: str):
return ApiResponse(
success=True,
message=f"Player '{player_id}' successfully removed",
message=f"Player '{player_id}' removed from board",
)
@ -129,13 +130,13 @@ async def remove_player(player_id: str):
@router.get(
"/players/{player_id}/memory",
response_model=BotMemoryResponse,
summary="Retrieve a bot's current location and visited locations memory",
tags=["Bot Intelligence"],
summary="Get bot's location memory history and check if location was visited before",
tags=["Intelligence"],
)
async def get_bot_memory(
player_id: str,
check_x: Optional[int] = Query(None, description="Check if bot has visited this X coordinate"),
check_y: Optional[int] = Query(None, description="Check if bot has visited this Y coordinate"),
check_x: Optional[int] = Query(None, description="Optional X coordinate to check if bot has visited before"),
check_y: Optional[int] = Query(None, description="Optional Y coordinate to check if bot has visited before"),
):
try:
return await game_engine.get_bot_memory(player_id, check_x, check_y)
@ -149,8 +150,8 @@ async def get_bot_memory(
@router.get(
"/players/{player_id}/radar",
response_model=BotRadarResponse,
summary="Scan surroundings for other bots, distance, allies/enemies, and recommended direction",
tags=["Bot Intelligence"],
summary="Scan surroundings for nearby bots, determine allies/enemies, and recommend action/direction",
tags=["Intelligence"],
)
async def get_bot_radar(player_id: str):
try:
@ -163,7 +164,7 @@ async def get_bot_radar(player_id: str):
# ==========================================
# Party & Squad Endpoints
# Party Management & 3-Bout Battles
# ==========================================
@router.get(
@ -388,6 +389,14 @@ async def move_player(player_id: str, move_req: MoveRequest):
"turn": result.turn.model_dump(),
})
if result.party_formed_triggered and result.formed_party:
await manager.broadcast({
"event": "party_formed",
"party": result.formed_party.model_dump(),
"players": [p.model_dump() for p in board_state.players],
"turn": board_state.turn.model_dump(),
})
if result.battle_triggered and result.battle_result:
await manager.broadcast({
"event": "battle_resolved",
@ -415,6 +424,69 @@ async def move_player(player_id: str, move_req: MoveRequest):
)
@router.post(
"/players/{player_id}/ai-step",
response_model=AiStepResponse,
summary="Autonomous AI turn: unpartied bots seek & form parties (stronger bot is leader); parties hunt & defeat all other parties",
tags=["Movement"],
)
async def step_bot_ai(player_id: str):
try:
result = await game_engine.step_bot_ai(player_id)
board_state = await game_engine.get_board_state()
if result.formed_party:
await manager.broadcast({
"event": "party_formed",
"party": result.formed_party.model_dump(),
"players": [p.model_dump() for p in board_state.players],
"turn": board_state.turn.model_dump(),
})
elif result.battle_result:
await manager.broadcast({
"event": "battle_resolved",
"battle": result.battle_result.model_dump(),
"players": [p.model_dump() for p in board_state.players],
"parties": [p.model_dump() for p in board_state.parties],
"turn": board_state.turn.model_dump(),
})
elif result.move_result:
await manager.broadcast({
"event": "player_moved",
"player": result.move_result.player.model_dump(),
"direction": result.move_result.direction,
"party_moved": result.move_result.party_moved,
"affected_players": [p.model_dump() for p in result.move_result.affected_players],
"previous_position": result.move_result.previous_position,
"new_position": result.move_result.new_position,
"players": [p.model_dump() for p in board_state.players],
"turn": result.move_result.turn.model_dump(),
})
else:
await manager.broadcast({
"event": "turn_passed",
"passed_by": player_id,
"turn": result.turn.model_dump(),
})
return result
except KeyError:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND,
detail=f"Player '{player_id}' not found",
)
except PermissionError as e:
raise HTTPException(
status_code=status.HTTP_403_FORBIDDEN,
detail=str(e),
)
except ValueError as e:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail=str(e),
)
@router.post(
"/players/{player_id}/pass",
response_model=TurnInfo,

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@ -4,6 +4,7 @@ import uuid
from typing import Dict, List, Optional, Set, Tuple
from app.config import settings
from app.models import (
AiStepResponse,
AvailableMovesResponse,
BattleBout,
BattleResult,
@ -250,7 +251,9 @@ class GameEngine:
if not player:
raise KeyError(f"Player '{player_id}' not found")
bot_goal = "find_and_defeat_all_parties" if player.party_id else "form_party"
targets: List[RadarTarget] = []
for other in self.players.values():
if other.id == player.id:
continue
@ -259,6 +262,11 @@ class GameEngine:
is_enemy = not is_ally
party_obj = self.parties.get(other.party_id) if other.party_id else None
can_recruit = (player.party_id is None and other.party_id is None) or (
player.party_id and player.is_party_leader and other.party_id is None
)
can_battle = is_enemy and bool(player.party_id and other.party_id)
targets.append(
RadarTarget(
id=other.id,
@ -266,16 +274,33 @@ class GameEngine:
color=other.color,
x=other.x,
y=other.y,
strength=other.strength,
distance=dist,
party_id=other.party_id,
party_name=party_obj.name if party_obj else None,
is_ally=is_ally,
is_enemy=is_enemy,
can_recruit=can_recruit,
can_battle=can_battle,
)
)
targets.sort(key=lambda t: t.distance)
nearest = targets[0] if targets else None
# Choose primary target based on goal:
# - If unpartied: seek closest bot to form party with
# - If partied: seek closest enemy party to battle
primary_targets = []
if bot_goal == "form_party":
# Prefer unpartied bots or friendly recruitment targets
recruit_targets = [t for t in targets if t.can_recruit or not t.party_id]
primary_targets = recruit_targets if recruit_targets else targets
else:
# Partied: seek enemy parties
battle_targets = [t for t in targets if t.is_enemy and t.party_id]
primary_targets = battle_targets if battle_targets else [t for t in targets if t.is_enemy]
nearest = primary_targets[0] if primary_targets else (targets[0] if targets else None)
rec_dir = None
rec_act = "explore_unvisited"
@ -295,14 +320,21 @@ class GameEngine:
break
if nearest.distance <= 1:
rec_act = "engage_battle" if (nearest.is_enemy and nearest.party_id) else "seek_join"
if bot_goal == "form_party" or nearest.can_recruit:
rec_act = "form_party"
else:
rec_act = "seek_join" if not nearest.party_id else "engage_battle"
rec_act = "engage_battle"
else:
if bot_goal == "form_party":
rec_act = "seek_partner"
else:
rec_act = "hunt_party"
return BotRadarResponse(
player_id=player.id,
current_x=player.x,
current_y=player.y,
bot_goal=bot_goal,
targets=targets,
nearest_target=nearest,
recommended_direction=rec_dir,
@ -310,7 +342,7 @@ class GameEngine:
)
# ==========================================
# Party Logic & Graph Adjacency
# Party Logic & Leadership Negotiation
# ==========================================
@staticmethod
@ -334,6 +366,26 @@ class GameEngine:
return len(visited) == len(member_players)
def _negotiate_party_leader_id(self, bot_a: Player, bot_b: Player) -> str:
"""Rules:
- If a bot considers the other bot less than them (lower strength), they insist on being
leader.
- A bot desires to join a bot that is equal or stronger.
- Therefore, the bot with higher strength is the agreed leader.
- If strengths are equal, break ties by score or bot_a.
"""
if bot_a.strength > bot_b.strength:
return bot_a.id
elif bot_b.strength > bot_a.strength:
return bot_b.id
else:
if bot_a.score > bot_b.score:
return bot_a.id
elif bot_b.score > bot_a.score:
return bot_b.id
return bot_a.id
async def form_party(
self, member_ids: List[str], leader_id: str, name: Optional[str] = None
) -> Party:
@ -637,6 +689,56 @@ class GameEngine:
moves=moves,
)
def _check_and_auto_form_party(self, player: Player) -> Optional[Party]:
"""When an unpartied bot sees it is adjacent to another bot, negotiate and form a party:
- Lower strength insists on joining higher strength.
- Higher strength insists on being leader.
"""
if player.party_id:
return None
for other in self.players.values():
if other.id == player.id:
continue
if self._are_adjacent(player, other):
if other.party_id is None:
leader_id = self._negotiate_party_leader_id(player, other)
leader = self.players[leader_id]
party_id = f"party_{uuid.uuid4().hex[:8]}"
party = Party(
id=party_id,
name=f"Squad {leader.name}",
leader_id=leader_id,
leader_name=leader.name,
member_ids=[player.id, other.id],
total_strength=player.strength + other.strength,
)
player.party_id = party_id
player.is_party_leader = player.id == leader_id
other.party_id = party_id
other.is_party_leader = other.id == leader_id
self.parties[party_id] = party
return party
elif other.is_party_leader and other.party_id in self.parties:
party = self.parties[other.party_id]
if player.strength > party.total_strength:
# Player is stronger than entire party: player insists on leading
party.member_ids.append(player.id)
player.party_id = party.id
player.is_party_leader = True
other.is_party_leader = False
party.leader_id = player.id
party.leader_name = player.name
else:
# Party is equal or stronger: player joins under existing leader
party.member_ids.append(player.id)
player.party_id = party.id
player.is_party_leader = False
self._update_party_strength(party)
return party
return None
async def move_player(
self, player_id: str, dx: int, dy: int, direction_name: str
) -> MoveResponse:
@ -687,7 +789,12 @@ class GameEngine:
new_pos = {"x": player.x, "y": player.y}
# Check if moving party / bot engages another party in battle
# Check for party formation if solo bot moved next to another bot
formed_party = None
if player.party_id is None:
formed_party = self._check_and_auto_form_party(player)
# Check if moving party engages an opposing party in battle
battle_result = None
battle_triggered = False
@ -695,7 +802,6 @@ class GameEngine:
my_party = self.parties[player.party_id]
opposing_party = self._find_adjacent_opposing_party(my_party)
if opposing_party:
# Automatic battle engagement!
battle_result = self._resolve_3bout_battle_internal(my_party, opposing_party)
battle_triggered = True
@ -710,6 +816,8 @@ class GameEngine:
affected_players=affected_players,
previous_position=prev_pos,
new_position=new_pos,
party_formed_triggered=bool(formed_party),
formed_party=formed_party,
battle_triggered=battle_triggered,
battle_result=battle_result,
turn=turn_info,
@ -732,6 +840,203 @@ class GameEngine:
self._advance_turn()
return self._get_turn_info()
# ==========================================
# Autonomous Goal Step (AI Logic)
# ==========================================
async def step_bot_ai(self, player_id: str) -> AiStepResponse:
"""Executes one autonomous turn for the bot or party leader following exact goals:
1. Bot without party: Goal is to seek other bots and form a party (stronger bot insists on
being leader).
2. Party leader: Goal is to find and defeat all other parties.
"""
async with self._lock:
player = self.players.get(player_id)
if not player:
raise KeyError(f"Player '{player_id}' not found")
current_turn_player = self._get_current_player()
if not current_turn_player or current_turn_player.id != player_id:
raise PermissionError(
f"Not your turn. Current turn: '{current_turn_player.name if current_turn_player else 'None'}'"
)
bot_goal = "find_and_defeat_all_parties" if player.party_id else "form_party"
# 1. If unpartied and already adjacent to another bot, form a party immediately!
if not player.party_id:
formed = self._check_and_auto_form_party(player)
if formed:
self._advance_turn()
return AiStepResponse(
action_taken="formed_party",
player_id=player.id,
player_name=player.name,
bot_goal=bot_goal,
direction=None,
move_result=None,
formed_party=formed,
battle_result=None,
turn=self._get_turn_info(),
)
# 2. If partied leader and already adjacent to an opposing party, fight immediately!
if player.party_id and player.is_party_leader and player.party_id in self.parties:
my_party = self.parties[player.party_id]
opposing = self._find_adjacent_opposing_party(my_party)
if opposing:
battle_res = self._resolve_3bout_battle_internal(my_party, opposing)
self._advance_turn()
return AiStepResponse(
action_taken="battled",
player_id=player.id,
player_name=player.name,
bot_goal=bot_goal,
direction=None,
move_result=None,
formed_party=None,
battle_result=battle_res,
turn=self._get_turn_info(),
)
# 3. Otherwise: navigate towards target using radar & memory
occupied = self._get_occupied_coordinates()
moves_map: Dict[str, MoveCheckResult] = {}
for name, dx, dy in STANDARD_DIRECTIONS:
moves_map[name] = self._check_move_internal(player, dx, dy, name, occupied)
available_dirs = [name for name, chk in moves_map.items() if chk.available]
if not available_dirs:
# No move available, pass turn
self._advance_turn()
return AiStepResponse(
action_taken="passed",
player_id=player.id,
player_name=player.name,
bot_goal=bot_goal,
direction=None,
move_result=None,
formed_party=None,
battle_result=None,
turn=self._get_turn_info(),
)
# Find nearest target according to goal
targets = []
for other in self.players.values():
if other.id == player.id:
continue
if player.party_id and player.party_id == other.party_id:
continue
dist = max(abs(player.x - other.x), abs(player.y - other.y))
targets.append((dist, other))
targets.sort(key=lambda t: t[0])
# Filter targets:
# - If solo bot: prioritize unpartied bots
# - If party: prioritize enemy parties
if bot_goal == "form_party":
preferred = [t for t in targets if not t[1].party_id]
target_bot = preferred[0][1] if preferred else (targets[0][1] if targets else None)
else:
preferred = [t for t in targets if t[1].party_id]
target_bot = preferred[0][1] if preferred else (targets[0][1] if targets else None)
# Score each available direction based on:
# 1. Getting closer to target
# 2. Preferring unvisited tiles (location memory)
visited_set = {(loc["x"], loc["y"]) for loc in player.visited_locations}
best_dir = available_dirs[0]
best_score = float("-inf")
for dir_name in available_dirs:
dx, dy = DIRECTION_OFFSETS[dir_name]
tx = player.x + dx
ty = player.y + dy
score = 0.0
if target_bot:
old_dist = max(abs(player.x - target_bot.x), abs(player.y - target_bot.y))
new_dist = max(abs(tx - target_bot.x), abs(ty - target_bot.y))
score += (old_dist - new_dist) * 10.0 # Reward moving closer
# Memory penalty for visited coordinates
if (tx, ty) not in visited_set:
score += 2.0 # Exploration bonus
if score > best_score:
best_score = score
best_dir = dir_name
# Execute move with chosen direction
dx, dy = DIRECTION_OFFSETS[best_dir]
prev_pos = {"x": player.x, "y": player.y}
affected_players: List[Player] = []
if player.party_id and player.party_id in self.parties:
party = self.parties[player.party_id]
for mid in party.member_ids:
m = self.players.get(mid)
if m:
m.x += dx
m.y += dy
m.visited_locations.append({"x": m.x, "y": m.y})
affected_players.append(m)
else:
player.x += dx
player.y += dy
player.visited_locations.append({"x": player.x, "y": player.y})
affected_players.append(player)
new_pos = {"x": player.x, "y": player.y}
# Check party formation / battle engagement after move
formed_party = None
if player.party_id is None:
formed_party = self._check_and_auto_form_party(player)
battle_result = None
battle_triggered = False
if player.party_id and player.party_id in self.parties:
my_party = self.parties[player.party_id]
opposing_party = self._find_adjacent_opposing_party(my_party)
if opposing_party:
battle_result = self._resolve_3bout_battle_internal(my_party, opposing_party)
battle_triggered = True
self._advance_turn()
turn_info = self._get_turn_info()
move_res = MoveResponse(
success=True,
player=player,
direction=best_dir,
party_moved=bool(player.party_id),
affected_players=affected_players,
previous_position=prev_pos,
new_position=new_pos,
party_formed_triggered=bool(formed_party),
formed_party=formed_party,
battle_triggered=battle_triggered,
battle_result=battle_result,
turn=turn_info,
)
action_taken = "battled" if battle_triggered else ("formed_party" if formed_party else "moved")
return AiStepResponse(
action_taken=action_taken,
player_id=player.id,
player_name=player.name,
bot_goal=bot_goal,
direction=best_dir,
move_result=move_res,
formed_party=formed_party,
battle_result=battle_result,
turn=turn_info,
)
# ==========================================
# 3-Bout D20 Battle Mechanics
# ==========================================
@ -749,14 +1054,6 @@ class GameEngine:
return None
def _resolve_3bout_battle_internal(self, party1: Party, party2: Party) -> BattleResult:
"""Executes a 3-bout battle with a 20-sided die roll multiplier.
Scores:
- Winning leader receives +2 points.
- Rest of the winning party receives +1 point.
- Losing leader receives -1 point and respawns.
- Rest of the losing party loses 0 points and joins the winning party.
"""
str1 = sum(self.players[m].strength for m in party1.member_ids if m in self.players)
str2 = sum(self.players[m].strength for m in party2.member_ids if m in self.players)
@ -804,7 +1101,7 @@ class GameEngine:
)
)
# Overall battle winner (most bouts won, or higher total score)
# Overall battle winner
if p1_bouts_won > p2_bouts_won:
winner_party, defeated_party = party1, party2
elif p2_bouts_won > p1_bouts_won:

View File

@ -251,21 +251,25 @@ class RadarTarget(BaseModel):
color: str
x: int
y: int
strength: int = 1
distance: int
party_id: Optional[str] = None
party_name: Optional[str] = None
is_ally: bool
is_enemy: bool
can_recruit: bool = False
can_battle: bool = False
class BotRadarResponse(BaseModel):
player_id: str
current_x: int
current_y: int
bot_goal: str # "form_party" or "find_and_defeat_all_parties"
targets: List[RadarTarget]
nearest_target: Optional[RadarTarget] = None
recommended_direction: Optional[str] = None
recommended_action: str # "seek_join", "engage_battle", "explore_unvisited"
recommended_action: str # "seek_partner", "form_party", "hunt_party", "engage_battle", "explore_unvisited"
class BoardConfig(BaseModel):
@ -301,11 +305,25 @@ class MoveResponse(BaseModel):
affected_players: List[Player] = []
previous_position: Dict[str, int]
new_position: Dict[str, int]
party_formed_triggered: bool = False
formed_party: Optional[Party] = None
battle_triggered: bool = False
battle_result: Optional[BattleResult] = None
turn: TurnInfo
class AiStepResponse(BaseModel):
action_taken: str # "formed_party", "battled", "moved", "passed"
player_id: str
player_name: str
bot_goal: str # "form_party" or "find_and_defeat_all_parties"
direction: Optional[str] = None
move_result: Optional[MoveResponse] = None
formed_party: Optional[Party] = None
battle_result: Optional[BattleResult] = None
turn: TurnInfo
class ApiResponse(BaseModel):
success: bool
message: str

View File

@ -52,6 +52,47 @@ def test_bot_location_memory_and_radar():
assert mem2["visited_history"][-1] == {"x": 15, "y": 14}
def test_strength_based_leadership_negotiation():
"""Rule test:
- If a bot considers the other bot less than them (lower strength), they insist on being party
leader.
- A bot desires to join a bot that is equal or stronger.
"""
client = TestClient(app)
# Bot A (strength 10), Bot B (strength 2) placed adjacent
pA = client.post("/api/players", json={"name": "StrongBot", "color": "#111111", "strength": 10}).json()
pB = client.post("/api/players", json={"name": "WeakerBot", "color": "#222222", "strength": 2}).json()
import asyncio
async def place_adjacent():
bA = await game_engine.get_player(pA["id"])
bA.x, bA.y = 25, 25
bB = await game_engine.get_player(pB["id"])
bB.x, bB.y = 25, 26
asyncio.run(place_adjacent())
# Step AI for pA: see pB adjacent, negotiate party
ai_res = client.post(f"/api/players/{pA['id']}/ai-step")
assert ai_res.status_code == 200
data = ai_res.json()
assert data["action_taken"] == "formed_party"
assert data["formed_party"] is not None
# StrongBot insisted on being leader, WeakerBot joined stronger
formed = data["formed_party"]
assert formed["leader_id"] == pA["id"]
assert formed["leader_name"] == "StrongBot"
assert formed["total_strength"] == 12
botA_state = client.get(f"/api/players/{pA['id']}").json()
botB_state = client.get(f"/api/players/{pB['id']}").json()
assert botA_state["is_party_leader"] is True
assert botB_state["is_party_leader"] is False
assert botA_state["party_id"] == formed["id"]
assert botB_state["party_id"] == formed["id"]
def test_3bout_d20_battle_with_defeated_members_joining_winner():
client = TestClient(app)
# Party 1: Leader + 2 Followers (Total 3 bots, strength 3)

View File

@ -41,12 +41,22 @@ export const PartyModal: React.FC<PartyModalProps> = ({
return null;
};
const pickStrongestLeader = (ids: string[]) => {
if (ids.length === 0) return '';
const selectedBots = players.filter((p) => ids.includes(p.id));
selectedBots.sort((a, b) => (b.strength || 1) - (a.strength || 1));
return selectedBots[0]?.id || ids[0];
};
const handleQuickPair = () => {
const pair = findAdjacentPairs();
if (pair) {
setSelectedIds([pair[0].id, pair[1].id]);
setLeaderId(pair[0].id);
setPartyName(`Squad ${pair[0].name}`);
const ids = [pair[0].id, pair[1].id];
setSelectedIds(ids);
const chosenLeader = pickStrongestLeader(ids);
setLeaderId(chosenLeader);
const leadBot = players.find((p) => p.id === chosenLeader) || pair[0];
setPartyName(`Squad ${leadBot.name}`);
setError(null);
} else {
setError('No adjacent bots found! Move bots within 1 distance of each other to link them.');
@ -57,9 +67,7 @@ export const PartyModal: React.FC<PartyModalProps> = ({
setError(null);
setSelectedIds((prev) => {
const next = prev.includes(id) ? prev.filter((item) => item !== id) : [...prev, id];
if (!next.includes(leaderId)) {
setLeaderId(next[0] || '');
}
setLeaderId(pickStrongestLeader(next));
return next;
});
};
@ -108,9 +116,7 @@ export const PartyModal: React.FC<PartyModalProps> = ({
</div>
<div className="text-xs text-slate-400 mb-4 leading-relaxed">
Bots can unite into a linked squad if they are within 1 distance of each other. The agreed{' '}
<strong className="text-amber-300">Party Leader</strong> controls group movement. If defeated, the leader is
killed (-1 score) & respawns, and the remainder elects a new leader.
The goal of a bot without a party is to form a party! Bots insist on being leader if they consider the other bot less than them (higher strength), and desire to join a bot that is equal or stronger.
</div>
<div className="mb-4">
@ -160,6 +166,7 @@ export const PartyModal: React.FC<PartyModalProps> = ({
style={{ backgroundColor: p.color }}
/>
<span className="font-semibold text-slate-200">{p.name}</span>
<span className="text-amber-400 font-mono text-[11px]">{p.strength || 1}</span>
<span className="font-mono text-[10px] text-slate-500">
({p.x}, {p.y})
</span>
@ -179,9 +186,14 @@ export const PartyModal: React.FC<PartyModalProps> = ({
{/* Agreed Leader Selection */}
{selectedIds.length > 0 && (
<div>
<label className="block text-xs font-mono text-slate-400 mb-1.5">
<div className="flex items-center justify-between mb-1.5">
<label className="text-xs font-mono text-slate-400">
👑 Agreed Party Leader:
</label>
<span className="text-[10px] font-mono text-amber-400/90">
(Stronger bots insist on leading)
</span>
</div>
<div className="grid grid-cols-2 gap-2">
{selectedIds.map((id) => {
const bot = players.find((p) => p.id === id);
@ -192,14 +204,17 @@ export const PartyModal: React.FC<PartyModalProps> = ({
type="button"
key={id}
onClick={() => setLeaderId(id)}
className={`p-2 rounded-lg border text-xs font-mono flex items-center gap-2 transition-all ${
className={`p-2 rounded-lg border text-xs font-mono flex items-center justify-between gap-1 transition-all ${
isLeader
? 'bg-amber-950/80 border-amber-500 text-amber-200 shadow'
: 'bg-slate-950 border-slate-800 text-slate-400 hover:border-slate-700'
}`}
>
<div className="flex items-center gap-1.5 truncate">
<span>{isLeader ? '👑' : '🛡️'}</span>
<span className="truncate">{bot.name}</span>
</div>
<span className="text-amber-400 text-[10px]">{bot.strength || 1}</span>
</button>
);
})}

View File

@ -1,5 +1,6 @@
import { useEffect, useRef, useState, useCallback } from 'react';
import type {
AiStepResponse,
AvailableMovesResponse,
BattleResult,
BoardState,
@ -138,7 +139,7 @@ export function useGameSocket() {
],
turn: data.turn ?? prev.turn,
}));
setLastEventMessage(`Party "${data.party.name}" established under leader ${data.party.leader_name}!`);
setLastEventMessage(`🤝 Party "${data.party.name}" established under leader ${data.party.leader_name}!`);
} else if (data.event === 'party_defeated') {
setBoardState((prev) => ({
...prev,
@ -161,7 +162,7 @@ export function useGameSocket() {
}));
const b: BattleResult = data.battle;
setActiveBattle(b);
setLastEventMessage(`⚔️ 3-Bout D20 Battle Victory: ${b.winner_party_name} defeated ${b.defeated_party_name}!`);
setLastEventMessage(`⚔️ 3-Bout D20 Battle: ${b.winner_party_name} defeated ${b.defeated_party_name}!`);
} else if (data.event === 'turn_passed') {
setBoardState((prev) => ({
...prev,
@ -244,11 +245,11 @@ export function useGameSocket() {
}
}, [selectedPlayer?.id, boardState.turn.current_player_id, boardState.players, fetchAvailableMoves]);
const registerPlayer = async (name: string, color: string): Promise<Player> => {
const registerPlayer = async (name: string, color: string, strength: number = 1): Promise<Player> => {
const res = await fetch('/api/players', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ name, color }),
body: JSON.stringify({ name, color, strength }),
});
if (!res.ok) {
const errorData = await res.json().catch(() => ({}));
@ -347,43 +348,32 @@ export function useGameSocket() {
}
};
// Step a single turn: Bot seeking behavior using Radar and Memory
// Step active bot turn according to its explicit autonomous goal:
// - Bot without party: seeks other bots to form a party (stronger bot insists on being leader)
// - Party leader: seeks other parties to find and defeat all other parties
const stepActiveBotTurn = useCallback(async () => {
const currentId = boardState.turn.current_player_id;
if (!currentId) return;
try {
// 1. Check radar for nearest bot to seek/join or engage
const radarRes = await fetch(`/api/players/${currentId}/radar`).catch(() => null);
let targetDirection: string | null = null;
if (radarRes && radarRes.ok) {
const radarData = await radarRes.json();
targetDirection = radarData.recommended_direction;
const res = await fetch(`/api/players/${currentId}/ai-step`, {
method: 'POST',
});
if (res.ok) {
const data: AiStepResponse = await res.json();
if (data.action_taken === 'formed_party' && data.formed_party) {
setLastEventMessage(`🤝 ${data.player_name} formed party "${data.formed_party.name}" under leader ${data.formed_party.leader_name}!`);
} else if (data.action_taken === 'battled' && data.battle_result) {
setActiveBattle(data.battle_result);
setLastEventMessage(`⚔️ Battle clash: ${data.battle_result.winner_party_name} defeated ${data.battle_result.defeated_party_name}!`);
} else if (data.move_result?.battle_result) {
setActiveBattle(data.move_result.battle_result);
}
// 2. Check available moves
const movesData = await fetchAvailableMoves(currentId);
if (!movesData) return;
const validDirections = Object.entries(movesData.moves)
.filter(([, result]) => result.available)
.map(([dir]) => dir);
if (validDirections.length > 0) {
// Prefer recommended direction towards nearest bot if available
let chosenDir = targetDirection && validDirections.includes(targetDirection) ? targetDirection : null;
if (!chosenDir) {
chosenDir = validDirections[Math.floor(Math.random() * validDirections.length)];
}
await movePlayer(currentId, chosenDir);
} else {
await passTurn(currentId);
}
} catch (err) {
console.warn('Bot turn step error:', err);
console.warn('Bot AI step error:', err);
}
}, [boardState.turn.current_player_id, fetchAvailableMoves]);
}, [boardState.turn.current_player_id]);
// Autoplay interval loop
useEffect(() => {

View File

@ -1,3 +1,12 @@
export interface GridConfig {
min_x: number;
max_x: number;
min_y: number;
max_y: number;
grid_cells_x: number;
grid_cells_y: number;
}
export interface Player {
id: string;
name: string;
@ -7,9 +16,9 @@ export interface Player {
strength: number;
score: number;
party_id?: string | null;
is_party_leader?: boolean;
is_party_leader: boolean;
visited_locations?: { x: number; y: number }[];
created_at: string;
created_at?: string;
}
export interface Party {
@ -22,15 +31,6 @@ export interface Party {
created_at?: string;
}
export interface BoardConfig {
min_x: number;
max_x: number;
min_y: number;
max_y: number;
grid_cells_x: number;
grid_cells_y: number;
}
export interface TurnInfo {
current_player_id: string | null;
current_player_name: string | null;
@ -40,19 +40,13 @@ export interface TurnInfo {
}
export interface BoardState {
config: BoardConfig;
config: GridConfig;
player_count: number;
players: Player[];
parties: Party[];
turn: TurnInfo;
}
export interface PlayerCreateRequest {
name: string;
color: string;
strength?: number;
}
export interface MoveCheckResult {
direction: string;
dx: number;
@ -72,7 +66,7 @@ export interface AvailableMovesResponse {
is_party_leader: boolean;
party_id?: string | null;
party_member_count: number;
current_turn_player_id?: string | null;
current_turn_player_id: string | null;
moves: Record<string, MoveCheckResult>;
}
@ -118,11 +112,25 @@ export interface MoveResponse {
affected_players?: Player[];
previous_position: { x: number; y: number };
new_position: { x: number; y: number };
party_formed_triggered?: boolean;
formed_party?: Party | null;
battle_triggered?: boolean;
battle_result?: BattleResult | null;
turn: TurnInfo;
}
export interface AiStepResponse {
action_taken: 'formed_party' | 'battled' | 'moved' | 'passed' | string;
player_id: string;
player_name: string;
bot_goal: 'form_party' | 'find_and_defeat_all_parties' | string;
direction?: string | null;
move_result?: MoveResponse | null;
formed_party?: Party | null;
battle_result?: BattleResult | null;
turn: TurnInfo;
}
export interface PartyDefeatResult {
party_id: string;
killed_leader_id: string;
@ -151,17 +159,21 @@ export interface RadarTarget {
color: string;
x: number;
y: number;
strength: number;
distance: number;
party_id?: string | null;
party_name?: string | null;
is_ally: boolean;
is_enemy: boolean;
can_recruit?: boolean;
can_battle?: boolean;
}
export interface BotRadarResponse {
player_id: string;
current_x: number;
current_y: number;
bot_goal: string;
targets: RadarTarget[];
nearest_target?: RadarTarget | null;
recommended_direction?: string | null;