import asyncio import random import uuid from typing import Dict, List, Optional, Set, Tuple from app.config import settings from app.models import ( AvailableMovesResponse, BattleBout, BattleResult, BoardConfig, BoardState, BotMemoryResponse, BotRadarResponse, DIRECTION_OFFSETS, MoveCheckResult, MoveResponse, Party, PartyDefeatResult, PartyInvite, Player, PlayerCreate, RadarTarget, TurnInfo, ) STANDARD_DIRECTIONS = [ ("UP", 0, -1), ("UP_RIGHT", 1, -1), ("RIGHT", 1, 0), ("DOWN_RIGHT", 1, 1), ("DOWN", 0, 1), ("DOWN_LEFT", -1, 1), ("LEFT", -1, 0), ("UP_LEFT", -1, -1), ] class GameEngine: def __init__(self): self._lock = asyncio.Lock() self.players: Dict[str, Player] = {} self.parties: Dict[str, Party] = {} self.invites: Dict[str, PartyInvite] = {} self.turn_order: List[str] = [] self.current_turn_index: int = 0 self.round_number: int = 1 self.turn_number: int = 0 self.config = BoardConfig( min_x=settings.GRID_MIN_X, max_x=settings.GRID_MAX_X, min_y=settings.GRID_MIN_Y, max_y=settings.GRID_MAX_Y, grid_cells_x=settings.GRID_MAX_X - settings.GRID_MIN_X, grid_cells_y=settings.GRID_MAX_Y - settings.GRID_MIN_Y, ) def _get_occupied_coordinates(self) -> Dict[Tuple[int, int], Player]: return {(p.x, p.y): p for p in self.players.values()} def _find_random_free_position(self) -> Tuple[int, int]: occupied = self._get_occupied_coordinates() total_possible = (self.config.max_x - self.config.min_x + 1) * ( self.config.max_y - self.config.min_y + 1 ) if len(occupied) >= total_possible: return ( random.randint(self.config.min_x, self.config.max_x), random.randint(self.config.min_y, self.config.max_y), ) for _ in range(100): rx = random.randint(self.config.min_x, self.config.max_x) ry = random.randint(self.config.min_y, self.config.max_y) if (rx, ry) not in occupied: return (rx, ry) all_coords = [ (x, y) for x in range(self.config.min_x, self.config.max_x + 1) for y in range(self.config.min_y, self.config.max_y + 1) if (x, y) not in occupied ] return random.choice(all_coords) def _get_active_turn_actors(self) -> List[str]: actors = [] for pid in self.turn_order: p = self.players.get(pid) if not p: continue if not p.party_id or p.is_party_leader: actors.append(pid) return actors def _get_current_player(self) -> Optional[Player]: actors = self._get_active_turn_actors() if not actors: return None safe_index = self.current_turn_index % len(actors) player_id = actors[safe_index] return self.players.get(player_id) def _get_turn_info(self) -> TurnInfo: current = self._get_current_player() actors = self._get_active_turn_actors() return TurnInfo( current_player_id=current.id if current else None, current_player_name=current.name if current else None, round_number=self.round_number, turn_number=self.turn_number, turn_order=actors, ) def _advance_turn(self): actors = self._get_active_turn_actors() if not actors: self.current_turn_index = 0 return self.turn_number += 1 self.current_turn_index = (self.current_turn_index + 1) % len(actors) if self.current_turn_index == 0: self.round_number += 1 def _update_party_strength(self, party: Party): total = sum(self.players[m].strength for m in party.member_ids if m in self.players) party.total_strength = max(1, total) async def register_player(self, player_in: PlayerCreate) -> Player: async with self._lock: player_id = f"bot_{uuid.uuid4().hex[:8]}" x, y = self._find_random_free_position() player = Player( id=player_id, name=player_in.name, color=player_in.color, x=x, y=y, strength=player_in.strength, score=0, party_id=None, is_party_leader=False, visited_locations=[{"x": x, "y": y}], ) self.players[player_id] = player self.turn_order.append(player_id) return player async def get_player(self, player_id: str) -> Optional[Player]: async with self._lock: return self.players.get(player_id) async def get_all_players(self) -> List[Player]: async with self._lock: return list(self.players.values()) async def remove_player(self, player_id: str) -> bool: async with self._lock: if player_id not in self.players: return False player = self.players[player_id] if player.party_id and player.party_id in self.parties: party = self.parties[player.party_id] if player_id in party.member_ids: party.member_ids.remove(player_id) if party.leader_id == player_id: if party.member_ids: new_leader_id = random.choice(party.member_ids) party.leader_id = new_leader_id new_lead = self.players.get(new_leader_id) if new_lead: new_lead.is_party_leader = True party.leader_name = new_lead.name self._update_party_strength(party) else: del self.parties[party.id] elif party.member_ids: self._update_party_strength(party) else: del self.parties[party.id] del self.players[player_id] if player_id in self.turn_order: self.turn_order.remove(player_id) actors = self._get_active_turn_actors() if actors: self.current_turn_index %= len(actors) else: self.current_turn_index = 0 return True async def reset(self) -> None: async with self._lock: self.players.clear() self.parties.clear() self.invites.clear() self.turn_order.clear() self.current_turn_index = 0 self.round_number = 1 self.turn_number = 0 async def get_board_state(self) -> BoardState: async with self._lock: players_list = list(self.players.values()) parties_list = list(self.parties.values()) return BoardState( config=self.config, player_count=len(players_list), players=players_list, parties=parties_list, turn=self._get_turn_info(), ) # ========================================== # Bot Memory & Radar Awareness # ========================================== async def get_bot_memory( self, player_id: str, check_x: Optional[int] = None, check_y: Optional[int] = None ) -> BotMemoryResponse: async with self._lock: player = self.players.get(player_id) if not player: raise KeyError(f"Player '{player_id}' not found") has_visited = True if check_x is not None and check_y is not None: has_visited = any(loc["x"] == check_x and loc["y"] == check_y for loc in player.visited_locations) return BotMemoryResponse( player_id=player.id, player_name=player.name, current_x=player.x, current_y=player.y, visited_count=len(player.visited_locations), visited_history=list(player.visited_locations), has_visited_current=has_visited, ) async def get_bot_radar(self, player_id: str) -> BotRadarResponse: async with self._lock: player = self.players.get(player_id) if not player: raise KeyError(f"Player '{player_id}' not found") targets: List[RadarTarget] = [] for other in self.players.values(): if other.id == player.id: continue dist = max(abs(player.x - other.x), abs(player.y - other.y)) is_ally = bool(player.party_id and player.party_id == other.party_id) is_enemy = not is_ally party_obj = self.parties.get(other.party_id) if other.party_id else None targets.append( RadarTarget( id=other.id, name=other.name, color=other.color, x=other.x, y=other.y, 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, ) ) targets.sort(key=lambda t: t.distance) nearest = targets[0] if targets else None rec_dir = None rec_act = "explore_unvisited" if nearest: dx = 1 if nearest.x > player.x else (-1 if nearest.x < player.x else 0) dy = 1 if nearest.y > player.y else (-1 if nearest.y < player.y else 0) for name, (ox, oy) in DIRECTION_OFFSETS.items(): if ox == dx and oy == dy and "_" in name: rec_dir = name break if not rec_dir: for name, (ox, oy) in DIRECTION_OFFSETS.items(): if ox == dx and oy == dy: rec_dir = name break if nearest.distance <= 1: rec_act = "engage_battle" if (nearest.is_enemy and nearest.party_id) else "seek_join" else: rec_act = "seek_join" if not nearest.party_id else "engage_battle" return BotRadarResponse( player_id=player.id, current_x=player.x, current_y=player.y, targets=targets, nearest_target=nearest, recommended_direction=rec_dir, recommended_action=rec_act, ) # ========================================== # Party Logic & Graph Adjacency # ========================================== @staticmethod def _are_adjacent(p1: Player, p2: Player) -> bool: return max(abs(p1.x - p2.x), abs(p1.y - p2.y)) <= 1 def _verify_party_connectivity(self, member_players: List[Player]) -> bool: if len(member_players) <= 1: return True visited: Set[str] = set() queue = [member_players[0]] visited.add(member_players[0].id) while queue: curr = queue.pop(0) for other in member_players: if other.id not in visited and self._are_adjacent(curr, other): visited.add(other.id) queue.append(other) return len(visited) == len(member_players) async def form_party( self, member_ids: List[str], leader_id: str, name: Optional[str] = None ) -> Party: async with self._lock: if len(member_ids) < 2: raise ValueError("A party must have at least 2 members") if leader_id not in member_ids: raise ValueError("Agreed leader must be one of the party members") member_players: List[Player] = [] for mid in member_ids: p = self.players.get(mid) if not p: raise KeyError(f"Player '{mid}' not found") member_players.append(p) if not self._verify_party_connectivity(member_players): raise ValueError( "All party members must be linked within 1 distance of each other (directly or via connected teammates)." ) for p in member_players: if p.party_id and p.party_id in self.parties: old_party = self.parties[p.party_id] if p.id in old_party.member_ids: old_party.member_ids.remove(p.id) if not old_party.member_ids: del self.parties[old_party.id] party_id = f"party_{uuid.uuid4().hex[:8]}" leader = self.players[leader_id] party_name = name or f"Squad {leader.name}" party = Party( id=party_id, name=party_name, leader_id=leader_id, leader_name=leader.name, member_ids=list(member_ids), total_strength=sum(p.strength for p in member_players), ) for p in member_players: p.party_id = party_id p.is_party_leader = p.id == leader_id self.parties[party_id] = party return party async def invite_to_party( self, inviter_id: str, invitee_id: str, proposed_leader_id: str, party_name: Optional[str] = None, ) -> PartyInvite: async with self._lock: inviter = self.players.get(inviter_id) invitee = self.players.get(invitee_id) if not inviter or not invitee: raise KeyError("Inviter or invitee not found") eligible_hosts = [inviter] if inviter.party_id and inviter.party_id in self.parties: party = self.parties[inviter.party_id] eligible_hosts = [self.players[mid] for mid in party.member_ids if mid in self.players] is_adjacent = any(self._are_adjacent(invitee, host) for host in eligible_hosts) if not is_adjacent: raise ValueError( f"Bot '{invitee.name}' is too far away. Must be within 1 distance of a party member to join." ) invite_id = f"inv_{uuid.uuid4().hex[:8]}" invite = PartyInvite( id=invite_id, inviter_id=inviter_id, invitee_id=invitee_id, proposed_leader_id=proposed_leader_id, party_id=inviter.party_id, ) self.invites[invite_id] = invite return invite async def respond_to_invite(self, invite_id: str, accept: bool) -> Optional[Party]: async with self._lock: invite = self.invites.get(invite_id) if not invite: raise KeyError(f"Invite '{invite_id}' not found") if invite.status != "pending": raise ValueError(f"Invite already {invite.status}") if not accept: invite.status = "rejected" return None invite.status = "accepted" inviter = self.players.get(invite.inviter_id) invitee = self.players.get(invite.invitee_id) if not inviter or not invitee: raise KeyError("Inviter or invitee no longer active") if inviter.party_id and inviter.party_id in self.parties: party = self.parties[inviter.party_id] if invitee.id not in party.member_ids: party.member_ids.append(invitee.id) invitee.party_id = party.id if invite.proposed_leader_id in party.member_ids: party.leader_id = invite.proposed_leader_id for mid in party.member_ids: p = self.players.get(mid) if p: p.is_party_leader = p.id == party.leader_id party.leader_name = self.players[party.leader_id].name self._update_party_strength(party) return party members = [inviter.id, invitee.id] leader_id = invite.proposed_leader_id if invite.proposed_leader_id in members else inviter.id party_id = f"party_{uuid.uuid4().hex[:8]}" leader = self.players[leader_id] party = Party( id=party_id, name=f"Squad {leader.name}", leader_id=leader_id, leader_name=leader.name, member_ids=members, total_strength=inviter.strength + invitee.strength, ) inviter.party_id = party_id inviter.is_party_leader = inviter.id == leader_id invitee.party_id = party_id invitee.is_party_leader = invitee.id == leader_id self.parties[party_id] = party return party async def get_all_parties(self) -> List[Party]: async with self._lock: return list(self.parties.values()) async def get_party(self, party_id: str) -> Optional[Party]: async with self._lock: return self.parties.get(party_id) # ========================================== # Movement Checking & Execution # ========================================== def _check_move_internal( self, player: Player, dx: int, dy: int, direction_name: str, occupied_map: Dict[Tuple[int, int], Player], ) -> MoveCheckResult: if player.party_id and player.party_id in self.parties and player.is_party_leader: party = self.parties[player.party_id] party_members = [self.players[mid] for mid in party.member_ids if mid in self.players] party_member_ids = {m.id for m in party_members} for m in party_members: tx = m.x + dx ty = m.y + dy if tx < self.config.min_x or tx > self.config.max_x or ty < self.config.min_y or ty > self.config.max_y: return MoveCheckResult( direction=direction_name, dx=dx, dy=dy, target_x=player.x + dx, target_y=player.y + dy, available=False, reason=f"Party member '{m.name}' would hit boundary wall at ({tx}, {ty}).", ) occupant = occupied_map.get((tx, ty)) if occupant is not None and occupant.id not in party_member_ids: return MoveCheckResult( direction=direction_name, dx=dx, dy=dy, target_x=player.x + dx, target_y=player.y + dy, available=False, reason=f"Party member '{m.name}' path blocked by '{occupant.name}' at ({tx}, {ty}).", ) return MoveCheckResult( direction=direction_name, dx=dx, dy=dy, target_x=player.x + dx, target_y=player.y + dy, available=True, reason=None, ) target_x = player.x + dx target_y = player.y + dy if target_x < self.config.min_x or target_x > self.config.max_x or target_y < self.config.min_y or target_y > self.config.max_y: return MoveCheckResult( direction=direction_name, dx=dx, dy=dy, target_x=target_x, target_y=target_y, available=False, reason=f"Wall collision at ({target_x}, {target_y}).", ) occupant = occupied_map.get((target_x, target_y)) if occupant is not None and occupant.id != player.id: return MoveCheckResult( direction=direction_name, dx=dx, dy=dy, target_x=target_x, target_y=target_y, available=False, reason=f"Space occupied by {occupant.name} ({occupant.id}) at ({target_x}, {target_y}).", ) return MoveCheckResult( direction=direction_name, dx=dx, dy=dy, target_x=target_x, target_y=target_y, available=True, reason=None, ) async def check_single_move(self, player_id: str, direction_input: str) -> MoveCheckResult: async with self._lock: player = self.players.get(player_id) if not player: raise KeyError(f"Player '{player_id}' not found") if player.party_id and not player.is_party_leader: party = self.parties.get(player.party_id) leader_name = party.leader_name if party else "Leader" return MoveCheckResult( direction=direction_input, dx=0, dy=0, target_x=player.x, target_y=player.y, available=False, reason=f"Only party leader '{leader_name}' controls movement for the party.", ) normalized = direction_input.strip().upper().replace(" ", "_") if normalized not in DIRECTION_OFFSETS: raise ValueError(f"Unknown direction '{direction_input}'") dx, dy = DIRECTION_OFFSETS[normalized] occupied = self._get_occupied_coordinates() return self._check_move_internal(player, dx, dy, normalized, occupied) async def get_available_moves(self, player_id: str) -> AvailableMovesResponse: 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() is_turn = current_turn_player is not None and current_turn_player.id == player_id occupied = self._get_occupied_coordinates() party = self.parties.get(player.party_id) if player.party_id else None is_leader = player.is_party_leader or party is None member_count = len(party.member_ids) if party else 1 moves: Dict[str, MoveCheckResult] = {} for name, dx, dy in STANDARD_DIRECTIONS: if player.party_id and not player.is_party_leader: moves[name] = MoveCheckResult( direction=name, dx=dx, dy=dy, target_x=player.x + dx, target_y=player.y + dy, available=False, reason=f"Only party leader '{party.leader_name if party else 'Leader'}' controls group movement.", ) else: moves[name] = self._check_move_internal(player, dx, dy, name, occupied) return AvailableMovesResponse( player_id=player.id, player_name=player.name, current_x=player.x, current_y=player.y, is_turn=is_turn and is_leader, is_party_leader=player.is_party_leader, party_id=player.party_id, party_member_count=member_count, current_turn_player_id=current_turn_player.id if current_turn_player else None, moves=moves, ) async def move_player( self, player_id: str, dx: int, dy: int, direction_name: str ) -> MoveResponse: async with self._lock: player = self.players.get(player_id) if not player: raise KeyError(f"Player '{player_id}' not found") if player.party_id and not player.is_party_leader: party = self.parties.get(player.party_id) leader_name = party.leader_name if party else "Leader" raise PermissionError( f"Party member '{player.name}' cannot move individually. Only party leader '{leader_name}' controls movement for the party." ) current_turn_player = self._get_current_player() if not current_turn_player or current_turn_player.id != player_id: curr_name = current_turn_player.name if current_turn_player else "Nobody" curr_id = current_turn_player.id if current_turn_player else "None" raise PermissionError( f"It is not your turn. Current turn belongs to '{curr_name}' ({curr_id})." ) occupied = self._get_occupied_coordinates() check = self._check_move_internal(player, dx, dy, direction_name, occupied) if not check.available: raise ValueError(f"Illegal move: {check.reason}") prev_pos = {"x": player.x, "y": player.y} affected_players: List[Player] = [] # Move party in unison or single bot 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 = check.target_x player.y = check.target_y player.visited_locations.append({"x": player.x, "y": player.y}) affected_players.append(player) new_pos = {"x": player.x, "y": player.y} # Check if moving party / bot engages another party in battle 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: # Automatic battle engagement! battle_result = self._resolve_3bout_battle_internal(my_party, opposing_party) battle_triggered = True self._advance_turn() turn_info = self._get_turn_info() return MoveResponse( success=True, player=player, direction=direction_name, party_moved=bool(player.party_id), affected_players=affected_players, previous_position=prev_pos, new_position=new_pos, battle_triggered=battle_triggered, battle_result=battle_result, turn=turn_info, ) async def pass_turn(self, player_id: str) -> TurnInfo: 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: curr_name = current_turn_player.name if current_turn_player else "Nobody" curr_id = current_turn_player.id if current_turn_player else "None" raise PermissionError( f"Cannot pass: it is not your turn. Current turn belongs to '{curr_name}' ({curr_id})." ) self._advance_turn() return self._get_turn_info() # ========================================== # 3-Bout D20 Battle Mechanics # ========================================== def _find_adjacent_opposing_party(self, party: Party) -> Optional[Party]: my_members = [self.players[mid] for mid in party.member_ids if mid in self.players] for other_party in self.parties.values(): if other_party.id == party.id: continue other_members = [self.players[mid] for mid in other_party.member_ids if mid in self.players] for m1 in my_members: for m2 in other_members: if self._are_adjacent(m1, m2): return other_party 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) bouts: List[BattleBout] = [] p1_bouts_won = 0 p2_bouts_won = 0 p1_total_score = 0 p2_total_score = 0 for i in range(1, 4): roll1 = random.randint(1, 20) roll2 = random.randint(1, 20) score1 = str1 * roll1 score2 = str2 * roll2 p1_total_score += score1 p2_total_score += score2 if score1 > score2: winner_name = party1.name p1_bouts_won += 1 elif score2 > score1: winner_name = party2.name p2_bouts_won += 1 else: tie_roll1 = random.randint(1, 20) tie_roll2 = random.randint(1, 20) if tie_roll1 >= tie_roll2: winner_name = party1.name p1_bouts_won += 1 else: winner_name = party2.name p2_bouts_won += 1 bouts.append( BattleBout( bout_number=i, party1_roll=roll1, party1_strength=str1, party1_score=score1, party2_roll=roll2, party2_strength=str2, party2_score=score2, winner_name=winner_name, ) ) # Overall battle winner (most bouts won, or higher total score) if p1_bouts_won > p2_bouts_won: winner_party, defeated_party = party1, party2 elif p2_bouts_won > p1_bouts_won: winner_party, defeated_party = party2, party1 else: if p1_total_score >= p2_total_score: winner_party, defeated_party = party1, party2 else: winner_party, defeated_party = party2, party1 # Defeated Party loses leader: leader gets -1 point and respawns killed_leader_id = defeated_party.leader_id killed_leader = self.players.get(killed_leader_id) if killed_leader: killed_leader.score -= 1 killed_leader.party_id = None killed_leader.is_party_leader = False rx, ry = self._find_random_free_position() killed_leader.x = rx killed_leader.y = ry killed_leader.visited_locations.append({"x": rx, "y": ry}) respawn_pos = {"x": rx, "y": ry} else: respawn_pos = {"x": 0, "y": 0} # Rest of losing party loses 0 points (scores remain unchanged) # Winning leader receives +2 points, and the rest of the winning party receives +1 point for mid in list(winner_party.member_ids): member = self.players.get(mid) if member: if mid == winner_party.leader_id: member.score += 2 else: member.score += 1 # Remainder of defeated party joins the winning party absorbed_members = [] for mid in list(defeated_party.member_ids): if mid != killed_leader_id: m = self.players.get(mid) if m: m.party_id = winner_party.id m.is_party_leader = False if mid not in winner_party.member_ids: winner_party.member_ids.append(mid) absorbed_members.append(mid) # Defeated party is dissolved if defeated_party.id in self.parties: del self.parties[defeated_party.id] # Update winning party strength self._update_party_strength(winner_party) return BattleResult( bouts=bouts, party1_name=party1.name, party2_name=party2.name, party1_bouts_won=p1_bouts_won, party2_bouts_won=p2_bouts_won, party1_total_score=p1_total_score, party2_total_score=p2_total_score, winner_party_id=winner_party.id, winner_party_name=winner_party.name, winner_leader_id=winner_party.leader_id, winner_leader_name=winner_party.leader_name, defeated_party_id=defeated_party.id, defeated_party_name=defeated_party.name, killed_leader_id=killed_leader_id, killed_leader_name=killed_leader.name if killed_leader else "Unknown", killed_leader_new_score=killed_leader.score if killed_leader else -1, killed_leader_respawn_position=respawn_pos, absorbed_members=absorbed_members, new_party_size=len(winner_party.member_ids), new_party_strength=winner_party.total_strength, ) async def defeat_party(self, party_id: str) -> PartyDefeatResult: async with self._lock: party = self.parties.get(party_id) if not party: raise KeyError(f"Party '{party_id}' not found") old_leader_id = party.leader_id leader = self.players.get(old_leader_id) if not leader: raise KeyError(f"Leader '{old_leader_id}' not found") leader.score -= 1 leader.party_id = None leader.is_party_leader = False if old_leader_id in party.member_ids: party.member_ids.remove(old_leader_id) rx, ry = self._find_random_free_position() leader.x = rx leader.y = ry leader.visited_locations.append({"x": rx, "y": ry}) respawn_pos = {"x": rx, "y": ry} new_leader_id = None new_leader_name = None party_dissolved = False if len(party.member_ids) > 0: new_leader_id = random.choice(party.member_ids) party.leader_id = new_leader_id new_leader = self.players[new_leader_id] new_leader.is_party_leader = True new_leader_name = new_leader.name party.leader_name = new_leader_name self._update_party_strength(party) else: del self.parties[party_id] party_dissolved = True return PartyDefeatResult( party_id=party_id, killed_leader_id=leader.id, killed_leader_name=leader.name, killed_leader_new_score=leader.score, killed_leader_respawn_position=respawn_pos, new_leader_id=new_leader_id, new_leader_name=new_leader_name, remaining_members=list(party.member_ids), party_dissolved=party_dissolved, ) async def battle(self, challenger_id: str, defender_id: str) -> BattleResult: async with self._lock: p1 = self.players.get(challenger_id) p2 = self.players.get(defender_id) if not p1 or not p2: raise KeyError("Both combatants must exist") if p1.party_id and p1.party_id == p2.party_id: raise ValueError("Cannot battle your own party member") if not self._are_adjacent(p1, p2): raise ValueError( f"Players are not adjacent. Combat distance must be <= 1 (current distance: ({abs(p1.x - p2.x)}, {abs(p1.y - p2.y)}))" ) # Form temporary 1-bot parties if they don't have one party1 = self.parties.get(p1.party_id) if p1.party_id else None if not party1: party1_id = f"party_{uuid.uuid4().hex[:8]}" party1 = Party( id=party1_id, name=f"Squad {p1.name}", leader_id=p1.id, leader_name=p1.name, member_ids=[p1.id], total_strength=p1.strength, ) p1.party_id = party1_id p1.is_party_leader = True self.parties[party1_id] = party1 party2 = self.parties.get(p2.party_id) if p2.party_id else None if not party2: party2_id = f"party_{uuid.uuid4().hex[:8]}" party2 = Party( id=party2_id, name=f"Squad {p2.name}", leader_id=p2.id, leader_name=p2.name, member_ids=[p2.id], total_strength=p2.strength, ) p2.party_id = party2_id p2.is_party_leader = True self.parties[party2_id] = party2 return self._resolve_3bout_battle_internal(party1, party2) # Global game engine instance game_engine = GameEngine()