Merging from api
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -2,7 +2,7 @@
|
||||
.venv/
|
||||
.python-version
|
||||
__pycache__/
|
||||
uv.lock
|
||||
*.lock
|
||||
|
||||
# Save/Load files for testing
|
||||
*.json
|
||||
38
README.md
38
README.md
@@ -1,13 +1,15 @@
|
||||
# Wyvern&Castle
|
||||
Projet de NLP 2025-2026. Modèle MCP de D&D.
|
||||
Ceci est un projet de **modèle MCP** ([Model Context Protocol](https://modelcontextprotocol.io/docs/getting-started/intro)) pour le cours de **Natural Language Programming** de l'année 2025-2026.
|
||||
|
||||
L'objectif du projet a été de concevoir une **version simplifié du jeu Donjon & Dragon** avec un LLM capable de générer des parties et des scénarios qui n'ont de limite que votre imagination (et celles du LLM aussi!).
|
||||
Le projet contient un serveur (`server.py`) qui intéragit avec notre API de jeu (`game.py`).
|
||||
|
||||
|
||||
# Initialisation du jeu
|
||||
## Initialisation du projet
|
||||
Pour lancer une partie de notre jeu, nous vous conseillons d'installer **[Claude Desktop](https://claude.com/fr-fr/download)** (disponible sur Windows
|
||||
et Mac) qui va servir de LLM. Nous n'avons pas essayé mais il serait aussi possible d'utiliser la **version Desktop de ChatGPT**
|
||||
|
||||
Pour lancer la partie il faut tout d'abord installer [Claude Desktop](https://claude.com/fr-fr/download) (disponible sur Windows
|
||||
et Mac).
|
||||
|
||||
## Installer l'utilitaire python UV :
|
||||
1. Installer l'utilitaire python UV :
|
||||
```bash
|
||||
# Mac/Linux
|
||||
curl -LsSf https://astral.sh/uv/install.sh | sh
|
||||
@@ -15,14 +17,14 @@ curl -LsSf https://astral.sh/uv/install.sh | sh
|
||||
powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"
|
||||
```
|
||||
|
||||
## Initialiser le dossier pour l'installation
|
||||
2. Initialiser le dossier pour l'installation
|
||||
Creer un dossier et cloner le projet :
|
||||
```bash
|
||||
uv init wyvern-castle
|
||||
cd wyvern-castle
|
||||
mkdir wyvern_castle
|
||||
cd wyvern_castle
|
||||
git clone "https://gitea.galaxynoliro.fr/KuMiShi/Wyvern-Castle.git"
|
||||
```
|
||||
## Creation de l'environnement virtuel
|
||||
3. Creation de l'environnement virtuel
|
||||
```bash
|
||||
uv venv
|
||||
```
|
||||
@@ -35,18 +37,24 @@ Windows
|
||||
.\.venv\Scripts\activate
|
||||
```
|
||||
|
||||
## Installation du client mcp
|
||||
4. Installation des dependances/requirements
|
||||
```bash
|
||||
uv add mcp[cli] httpx
|
||||
# Synchronise l'environnement virtuel du dossier avec les dependances du projet
|
||||
uv pip sync pyproject.toml
|
||||
|
||||
# Si cela ne fonctionne pas correctement, vous pouvez le générer un fichier de dependances avec la commande suivante à partir du .toml:
|
||||
uv pip compile --upgrade pyproject.toml -o uv.lock
|
||||
# Puis synchroniser à nouveau (avec le nouveau fichier cette fois)
|
||||
uv pip sync uv.lock
|
||||
```
|
||||
|
||||
## Changement de la config de Claude Desktop
|
||||
5. Changement de la config de Claude Desktop
|
||||
Modifier le fichier `claude_desktop_config.json`
|
||||
|
||||
```json
|
||||
{
|
||||
"mcpServers": {
|
||||
"weather": {
|
||||
"wyvern_castle": {
|
||||
"command": "uv",
|
||||
"args": [
|
||||
"--directory",
|
||||
@@ -59,3 +67,5 @@ Modifier le fichier `claude_desktop_config.json`
|
||||
}
|
||||
```
|
||||
|
||||
## Utilisation
|
||||
Le projet est assez simple d'utilisation car une fois le serveur lancé, il vous suffit d'écrire des prompts à l'aide de votre application Desktop de LLM. Il est aussi possible d'avoir accès à une aide de génération de prompt intégrée.
|
||||
|
||||
@@ -1,95 +1,114 @@
|
||||
# Game imports
|
||||
from serializable import Serializable
|
||||
# Game imports
|
||||
from utils.serializable import Serializable
|
||||
from utils.item import Item
|
||||
|
||||
# Native imports
|
||||
import uuid
|
||||
|
||||
class Entity(Serializable):
|
||||
def __init__(self, name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item=None):
|
||||
def __init__(self, name:str, strength:int, dexterity:int, intelligence:int, wisdom:int, charisma:int, hp:int, armor:int, speed:int, equipped_item:Item=None):
|
||||
self.id = str(uuid.uuid4())
|
||||
self.name = name
|
||||
self.strength = strength
|
||||
self.dexterity = dexterity
|
||||
self.intelligence = intelligence
|
||||
self.wisdom = wisdom
|
||||
self.charisma = charisma
|
||||
self.hp = hp
|
||||
self.armor = armor
|
||||
self.speed = speed
|
||||
self.strength = 20
|
||||
self.dexterity = 20
|
||||
self.intelligence = 20
|
||||
self.wisdom = 20
|
||||
self.charisma = 20
|
||||
self.hp = 100
|
||||
self.armor = 100
|
||||
self.speed = 100
|
||||
|
||||
self.set_strength(strength)
|
||||
self.set_dexterity(dexterity)
|
||||
self.set_intelligence(intelligence)
|
||||
self.set_wisdom(wisdom)
|
||||
self.set_charisma(charisma)
|
||||
self.set_hp(hp)
|
||||
self.set_armor(armor)
|
||||
self.set_speed(speed)
|
||||
|
||||
self.equipped_item = None
|
||||
|
||||
if equipped_item:
|
||||
self.set_equipped_item(equipped_item)
|
||||
|
||||
|
||||
def clamp(self, valeur, min_val, max_val):
|
||||
return max(min_val, min(valeur, max_val))
|
||||
|
||||
def get_id(self):
|
||||
return self.id
|
||||
|
||||
def get_strength(self):
|
||||
if self.equipped_item and "strength" in self.equipped_item.stat_modifier.keys():
|
||||
return self.strength + self.equipped_item.stat_modifier["strength"]
|
||||
return self.strength
|
||||
return self.clamp(self.strength + self.equipped_item.stat_modifier["strength"], 0, 20)
|
||||
return self.clamp(self.strength, 0, 20)
|
||||
|
||||
def get_dexterity(self):
|
||||
if self.equipped_item and "dexterity" in self.equipped_item.stat_modifier.keys():
|
||||
return self.dexterity + self.equipped_item.stat_modifier["dexterity"]
|
||||
return self.dexterity
|
||||
return self.clamp(self.dexterity + self.equipped_item.stat_modifier["dexterity"], 0, 20)
|
||||
return self.clamp(self.dexterity, 0, 20)
|
||||
|
||||
def get_intelligence(self):
|
||||
if self.equipped_item and "intelligence" in self.equipped_item.stat_modifier.keys():
|
||||
return self.intelligence + self.equipped_item.stat_modifier["intelligence"]
|
||||
return self.intelligence
|
||||
return self.clamp(self.intelligence + self.equipped_item.stat_modifier["intelligence"], 0, 20)
|
||||
return self.clamp(self.intelligence, 0, 20)
|
||||
|
||||
def get_wisdom(self):
|
||||
if self.equipped_item and "wisdom" in self.equipped_item.stat_modifier.keys():
|
||||
return self.wisdom + self.equipped_item.stat_modifier["wisdom"]
|
||||
return self.wisdom
|
||||
return self.clamp(self.wisdom + self.equipped_item.stat_modifier["wisdom"], 0, 20)
|
||||
return self.clamp(self.wisdom, 0, 20)
|
||||
|
||||
def get_charisma(self):
|
||||
if self.equipped_item and "charisma" in self.equipped_item.stat_modifier.keys():
|
||||
return self.charisma + self.equipped_item.stat_modifier["charisma"]
|
||||
return self.charisma
|
||||
return self.clamp(self.charisma + self.equipped_item.stat_modifier["charisma"], 0, 20)
|
||||
return self.clamp(self.charisma, 0, 20)
|
||||
|
||||
def get_hp(self):
|
||||
if self.equipped_item and "hp" in self.equipped_item.stat_modifier.keys():
|
||||
return self.hp + self.equipped_item.stat_modifier["hp"]
|
||||
return self.hp
|
||||
return self.clamp(self.hp + self.equipped_item.stat_modifier["hp"], 0, 100)
|
||||
return self.clamp(self.hp, 0, 100)
|
||||
|
||||
def get_armor(self):
|
||||
if self.equipped_item and "armor" in self.equipped_item.stat_modifier.keys():
|
||||
return self.armor + self.equipped_item.stat_modifier["armor"]
|
||||
return self.armor
|
||||
return self.clamp(self.armor + self.equipped_item.stat_modifier["armor"], 0, 100)
|
||||
return self.clamp(self.armor, 0, 100)
|
||||
|
||||
def get_speed(self):
|
||||
if self.equipped_item and "speed" in self.equipped_item.stat_modifier.keys():
|
||||
return self.speed + self.equipped_item.stat_modifier["speed"]
|
||||
return self.speed
|
||||
return self.clamp(self.speed + self.equipped_item.stat_modifier["speed"], 0, 100)
|
||||
return self.clamp(self.speed, 0, 100)
|
||||
|
||||
|
||||
def get_equipped_item(self):
|
||||
return self.equipped_item
|
||||
|
||||
def set_strength(self, value):
|
||||
self.strength = value
|
||||
def set_strength(self, value:int):
|
||||
self.strength = self.clamp(value, 0, 20)
|
||||
|
||||
def set_dexterity(self, value):
|
||||
self.dexterity = value
|
||||
def set_dexterity(self, value:int):
|
||||
self.dexterity = self.clamp(value, 0, 20)
|
||||
|
||||
def set_intelligence(self, value):
|
||||
self.intelligence = value
|
||||
def set_intelligence(self, value:int):
|
||||
self.intelligence = self.clamp(value, 0, 20)
|
||||
|
||||
def set_wisdom(self, value):
|
||||
self.wisdom = value
|
||||
def set_wisdom(self, value:int):
|
||||
self.wisdom = self.clamp(value, 0, 20)
|
||||
|
||||
def set_charisma(self, value):
|
||||
self.charisma = value
|
||||
def set_charisma(self, value:int):
|
||||
self.charisma = self.clamp(value, 0, 20)
|
||||
|
||||
def set_hp(self, value):
|
||||
self.hp = value
|
||||
def set_hp(self, value:int):
|
||||
self.hp = self.clamp(value, 0, 100)
|
||||
|
||||
def set_armor(self, value):
|
||||
self.armor = value
|
||||
def set_armor(self, value:int):
|
||||
self.armor = self.clamp(value, 0, 100)
|
||||
|
||||
def set_speed(self, value):
|
||||
self.speed = value
|
||||
def set_speed(self, value:int):
|
||||
self.speed = self.clamp(value, 0, 100)
|
||||
|
||||
def set_equipped_item(self, item):
|
||||
def set_equipped_item(self, item:Item):
|
||||
self.equipped_item = item
|
||||
|
||||
def deal_damage(self, dmg_amount:int):
|
||||
current_hp = self.get_hp()
|
||||
self.set_hp(current_hp - dmg_amount)
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
from entity import Entity
|
||||
# Game imports
|
||||
from entities.entity import Entity
|
||||
|
||||
class NPC(Entity):
|
||||
def __init__(self, name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed):
|
||||
super().__init__(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed)
|
||||
def __init__(self, name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item = None):
|
||||
super().__init__(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
from entity import Entity
|
||||
# Game imports
|
||||
from entities.entity import Entity
|
||||
|
||||
class Player(Entity):
|
||||
def __init__(self, name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item=None):
|
||||
super().__init__(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
|
||||
|
||||
|
||||
@@ -1,14 +1,42 @@
|
||||
# Game imports
|
||||
from serializable import Serializable
|
||||
from utils.serializable import Serializable
|
||||
from entities.entity import Entity
|
||||
from turn import Turn, TurnAction
|
||||
|
||||
# Native imports
|
||||
import json
|
||||
import uuid
|
||||
|
||||
class Event(Serializable):
|
||||
def __init__(self, location:str):
|
||||
def __init__(self, location:str, initial_description:str, entities:list[str]):
|
||||
super().__init__()
|
||||
self.id = str(uuid.uuid4())
|
||||
self.location = location
|
||||
self.description = ""
|
||||
self.id:str = str(uuid.uuid4())
|
||||
self.location:str = location
|
||||
self.initial_description:str = initial_description
|
||||
|
||||
self.entities:list[str] = entities
|
||||
self.turns:list[Turn] = []
|
||||
self.add_turn()
|
||||
|
||||
def remove_entity(self, entity_id:str):
|
||||
if entity_id in self.entities:
|
||||
self.entities.remove(entity_id)
|
||||
|
||||
def get_current_turn(self):
|
||||
idx = len(self.turns) - 1
|
||||
if idx < 0:
|
||||
raise IndexError("There is no turns yet, you should create one!")
|
||||
return self.turns[idx]
|
||||
|
||||
def add_turn(self):
|
||||
self.turns.append(Turn())
|
||||
|
||||
def perform_action(self, action:TurnAction, entity_id:str, description:str):
|
||||
current_turn = self.get_current_turn()
|
||||
current_turn.add_action(action_type=action, entity_id=entity_id, description=description)
|
||||
|
||||
if current_turn.is_finished():
|
||||
self.add_turn()
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
@@ -1,14 +1,21 @@
|
||||
# Game import
|
||||
from utils.serializable import Serializable
|
||||
|
||||
# Native imports
|
||||
from enum import Enum, IntEnum
|
||||
from enum import Enum
|
||||
|
||||
class Action(Enum):
|
||||
ATTACK = 'strength' # Physical Battle action
|
||||
FORCE = 'strength' # Actions that requires physical effort
|
||||
SPELL = 'intelligence' # Many kind of spell (battle or not)
|
||||
SCAN = 'wisdom' # Danger in environment or NPC's lies
|
||||
SPEECH = 'charisma' # To persuade or deceive
|
||||
AGILE = 'dexterity' # Avoid traps or incoming attacks & spell
|
||||
class TurnAction(Enum):
|
||||
DAMAGE = 'deal_damage'
|
||||
STATS = 'modify_stat'
|
||||
BASIC = 'basic_action'
|
||||
|
||||
class BonusAction(IntEnum):
|
||||
EQUIP_ITEM = 0
|
||||
USE_CONSUMMABLE = 1
|
||||
class Turn(Serializable):
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
self.actions = {}
|
||||
|
||||
def add_action(self, action_type:TurnAction, entity_id:str, description:str):
|
||||
self.actions[entity_id] = f'[{action_type.value}]: ' + description
|
||||
|
||||
def is_finished(self, nb_entities:int):
|
||||
return len(self.actions.keys()) == nb_entities
|
||||
43
game.py
43
game.py
@@ -1,43 +0,0 @@
|
||||
from serializable import Serializable
|
||||
from utils.dice import Dice
|
||||
from events.event import Event
|
||||
from entities.player import Player
|
||||
from entities.npc import NPC
|
||||
from utils.item import Item
|
||||
|
||||
class Game(Serializable):
|
||||
def __init__(self, seed:int=42):
|
||||
self.active_players:list[Player] = []
|
||||
self.active_npcs:list[NPC] = []
|
||||
self.active_items:list[Item] = []
|
||||
|
||||
self.events:list[Event] = []
|
||||
|
||||
def get_player(self, player_id:str):
|
||||
for player in self.active_players:
|
||||
if player.id == player_id:
|
||||
return player
|
||||
raise ReferenceError(f"The player #{player_id} doesn't exist!")
|
||||
|
||||
def get_npc(self, npc_id:str):
|
||||
for npc in self.active_npcs:
|
||||
if npc.id == npc_id:
|
||||
return npc
|
||||
raise ReferenceError(f"The npc #{npc_id} doesn't exist!")
|
||||
|
||||
def get_item(self, item_id:str):
|
||||
for item in self.active_items:
|
||||
if item.id == item_id:
|
||||
return item
|
||||
raise ReferenceError(f"The item #{item_id} doesn't exist!")
|
||||
|
||||
def get_current_event(self):
|
||||
idx = len(self.events) - 1
|
||||
if idx < 0:
|
||||
raise IndexError("There is no event yet, you should create one!")
|
||||
return self.events[idx]
|
||||
|
||||
def add_event(self, new_event:Event):
|
||||
self.events.append(new_event)
|
||||
|
||||
#TODO: Add State Summary as Resource?
|
||||
130
server.py
130
server.py
@@ -1,18 +1,26 @@
|
||||
# Game imports
|
||||
from utils.dice import Dice
|
||||
from utils.game import Game
|
||||
from utils.serializable import Serializable
|
||||
from events.event import Event
|
||||
|
||||
# Native imports
|
||||
from typing import Any, Dict
|
||||
import logging
|
||||
import httpx
|
||||
from mcp.server.fastmcp import FastMCP
|
||||
from utils.dice import Dice
|
||||
from entities.player import Player
|
||||
from items.item import Item
|
||||
from game import Game
|
||||
from entities.npc import NPC
|
||||
from serializable import Serializable
|
||||
import json
|
||||
import os
|
||||
|
||||
# Constants
|
||||
HISTORY_FILE = "game_history.json"
|
||||
SAVE_PATH = "save_"
|
||||
|
||||
# Global Parameters
|
||||
mcp = FastMCP("wyvern-castle")
|
||||
game: Game = None
|
||||
|
||||
# Logging config
|
||||
logging.basicConfig(
|
||||
level=logging.INFO,
|
||||
format='%(asctime)s - %(name)s - %(levelname)s - %(message)s',
|
||||
@@ -21,10 +29,7 @@ logging.basicConfig(
|
||||
]
|
||||
)
|
||||
|
||||
# Constants
|
||||
HISTORY_FILE = "game_history.json"
|
||||
SAVE_PATH = "save_"
|
||||
|
||||
# SAVING & LOADING GAME STATE
|
||||
@mcp.tool()
|
||||
async def load_game(slot:int):
|
||||
"""Loads an already existing game.
|
||||
@@ -69,6 +74,7 @@ async def save_game(slot:int):
|
||||
"error": str(e)
|
||||
}
|
||||
|
||||
@DeprecationWarning
|
||||
def append_to_history(event: Dict[str, Any]):
|
||||
"""Append a game event to the history file."""
|
||||
history = []
|
||||
@@ -82,6 +88,7 @@ def append_to_history(event: Dict[str, Any]):
|
||||
with open(HISTORY_FILE, "w", encoding="utf-8") as f:
|
||||
json.dump(history, f, ensure_ascii=False, indent=2)
|
||||
|
||||
@DeprecationWarning
|
||||
def read_history() -> list:
|
||||
"""Read the game history from the file."""
|
||||
if os.path.exists(HISTORY_FILE):
|
||||
@@ -92,6 +99,26 @@ def read_history() -> list:
|
||||
return []
|
||||
return []
|
||||
|
||||
# EVENTS TOOLS
|
||||
@mcp.tool()
|
||||
async def start_event(location:str, initial_description:str, entity_list:list[str]):
|
||||
new_event = Event(location=location, initial_description=initial_description, entities=entity_list)
|
||||
game.add_event(new_event)
|
||||
|
||||
@mcp.tool()
|
||||
async def perform_action():
|
||||
pass
|
||||
|
||||
# ITEM TOOLS
|
||||
@mcp.tool()
|
||||
async def create_item():
|
||||
pass
|
||||
|
||||
@mcp.tool()
|
||||
async def add_item_to_entity():
|
||||
pass
|
||||
|
||||
# OTHER UTILS
|
||||
@mcp.tool()
|
||||
async def throw_a_dice(n_faces: int) -> Any:
|
||||
"""Throw a dice with n faces. If n==2 its a coin toss.
|
||||
@@ -102,18 +129,27 @@ async def throw_a_dice(n_faces: int) -> Any:
|
||||
logging.info(f"Throwing a dice with {n_faces} faces")
|
||||
|
||||
if n_faces < 1:
|
||||
raise ValueError("Number of faces must be at least 1")
|
||||
elif n_faces == 1:
|
||||
return 1
|
||||
return {
|
||||
"success": False,
|
||||
"error": "Number of faces must be at least 1"
|
||||
}
|
||||
elif n_faces == 2:
|
||||
return Dice.head_or_tails()
|
||||
return {
|
||||
"success": True,
|
||||
"toss_result": Dice.head_or_tails()
|
||||
}
|
||||
else:
|
||||
return Dice.roll(n_faces)
|
||||
|
||||
|
||||
return {
|
||||
"success": True,
|
||||
"roll_result": Dice.roll(n_faces)
|
||||
}
|
||||
|
||||
@mcp.tool()
|
||||
async def create_player(name: str, strength: int, dexterity: int, intelligence: int, wisdom: int, charisma: int, hp: int, armor: int, speed: int, item: str = "") -> Dict[str, Any]:
|
||||
async def get_entity_status():
|
||||
pass
|
||||
|
||||
@mcp.tool()
|
||||
async def create_player(name: str, strength: int, dexterity: int, intelligence: int, wisdom: int, charisma: int, hp: int, armor: int, speed: int, item_id:str):
|
||||
"""Create a new player. Need all the stats to function properly. Throw a d20 for every stats you don't have,
|
||||
and a d6 for hp, armor and speed.
|
||||
|
||||
@@ -129,14 +165,25 @@ async def create_player(name: str, strength: int, dexterity: int, intelligence:
|
||||
speed: Speed of the player
|
||||
item: Item carried by the player
|
||||
"""
|
||||
logging.info(f"Creating player with name={name}")
|
||||
player = Player(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed)
|
||||
logging.info(f"Created player: {player}")
|
||||
game.active_players.append(player)
|
||||
return player.serialize_dict()
|
||||
logging.info(f"Creating NPC named {name}")
|
||||
try:
|
||||
player_id = game.create_player(name=name, strength=strength, dexterity=dexterity, intelligence=intelligence, wisdom=wisdom, charisma=charisma, hp=hp, armor=armor, speed=speed)
|
||||
game.add_item_to_entity(item_id=item_id, entity_id=player_id)
|
||||
player_dict = game.get_player(player_id=player_id).serialize()
|
||||
logging.info(f"Creation of NPC successful")
|
||||
return {
|
||||
"success": True,
|
||||
"npc_properties": player_dict
|
||||
}
|
||||
except ReferenceError as e:
|
||||
logging.info(f"ReferenceError: " + str(e))
|
||||
return {
|
||||
"success": False,
|
||||
"error": str(e)
|
||||
}
|
||||
|
||||
@mcp.tool()
|
||||
async def create_npc(name: str, strength: int, dexterity: int, intelligence: int, wisdom: int, charisma: int, hp: int, armor: int, speed: int, item: str = "") -> Dict[str, Any]:
|
||||
async def create_npc(name: str, strength: int, dexterity: int, intelligence: int, wisdom: int, charisma: int, hp: int, armor: int, speed: int, item_id:str):
|
||||
"""Create a new NPC. Need all the stats to function properly. Throw a d20 for every stats you don't have,
|
||||
and a d6 for hp, armor and speed.
|
||||
|
||||
@@ -152,14 +199,25 @@ async def create_npc(name: str, strength: int, dexterity: int, intelligence: int
|
||||
speed: Speed of the NPC
|
||||
item: Item carried by the NPC
|
||||
"""
|
||||
logging.info(f"Creating NPC with name={name}")
|
||||
npc = NPC(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed)
|
||||
logging.info(f"Created NPC: {npc}")
|
||||
game.active_npcs.append(npc)
|
||||
return npc.serialize_dict()
|
||||
logging.info(f"Creating NPC named {name}")
|
||||
try:
|
||||
npc_id = game.create_npc(name=name, strength=strength, dexterity=dexterity, intelligence=intelligence, wisdom=wisdom, charisma=charisma, hp=hp, armor=armor, speed=speed)
|
||||
game.add_item_to_entity(item_id=item_id, entity_id=npc_id)
|
||||
npc_dict = game.get_npc(npc_id=npc_id).serialize()
|
||||
logging.info(f"Creation of NPC successful")
|
||||
return {
|
||||
"success": True,
|
||||
"npc_properties": npc_dict
|
||||
}
|
||||
except ReferenceError as e:
|
||||
logging.info(f"ReferenceError: " + str(e))
|
||||
return {
|
||||
"success": False,
|
||||
"error": str(e)
|
||||
}
|
||||
|
||||
@mcp.tool()
|
||||
async def create_item(name: str, description: str, bonus: str) -> Dict[str, Any]:
|
||||
async def create_item(name: str, description: str, stat_modifier: dict[str,int]):
|
||||
"""Create a new item.
|
||||
|
||||
Args:
|
||||
@@ -167,11 +225,13 @@ async def create_item(name: str, description: str, bonus: str) -> Dict[str, Any]
|
||||
description: Description of the item
|
||||
bonus: Bonus of the item ex: strength+1,hp+5
|
||||
"""
|
||||
logging.info(f"Creating item with name={name}")
|
||||
item = Item(name, description, bonus)
|
||||
logging.info(f"Created item: {item}")
|
||||
game.active_items.append(item)
|
||||
return item.serialize_dict()
|
||||
logging.info(f"Creating item, name={name} ; description={description}")
|
||||
item_id = game.create_item(name, description, stat_modifier)
|
||||
item_dict = game.get_item(item_id).serialize()
|
||||
return {
|
||||
"success": True,
|
||||
"item_properties": item_dict
|
||||
}
|
||||
|
||||
@mcp.tool()
|
||||
async def add_item_to_player(player_name: str, item_name: str) -> Dict[str, Any]:
|
||||
|
||||
215
utils/game.py
Normal file
215
utils/game.py
Normal file
@@ -0,0 +1,215 @@
|
||||
# Game imports
|
||||
from serializable import Serializable
|
||||
from dice import Dice
|
||||
from events.event import Event
|
||||
from entities.player import Player
|
||||
from entities.npc import NPC
|
||||
from utils.item import Item
|
||||
from events.turn import TurnAction
|
||||
|
||||
# Native imports
|
||||
from enum import IntEnum
|
||||
|
||||
class Stat(IntEnum):
|
||||
STRENGTH = 0,
|
||||
INTELLIGENCE = 1,
|
||||
DEXTERITY = 2,
|
||||
WISDOM = 3,
|
||||
CHARISMA = 4,
|
||||
HP = 5,
|
||||
ARMOR = 6,
|
||||
SPEED = 7
|
||||
|
||||
class Game(Serializable):
|
||||
def __init__(self, seed:int=42):
|
||||
self.active_players:list[Player] = []
|
||||
self.active_npcs:list[NPC] = []
|
||||
self.active_items:list[Item] = []
|
||||
|
||||
self.events:list[Event] = []
|
||||
self.turn_order:list[str] = []
|
||||
self.turn_idx = 0
|
||||
|
||||
def get_entity(self, entity_id:str):
|
||||
for entity in (self.active_players + self.active_npcs):
|
||||
if entity.id == entity_id:
|
||||
return entity
|
||||
raise ReferenceError(f"The player #{entity_id} doesn't exist!")
|
||||
|
||||
def get_player(self, player_id:str):
|
||||
for player in self.active_players:
|
||||
if player.id == player_id:
|
||||
return player
|
||||
raise ReferenceError(f"The player #{player_id} doesn't exist!")
|
||||
|
||||
def create_player(self, name:str, strength:int, dexterity:int, intelligence:int, wisdom:int, charisma:int, hp:int, armor:int, speed:int, equipped_item:Item=None):
|
||||
new_player = Player(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
|
||||
self.active_players.append(new_player)
|
||||
return new_player.id
|
||||
|
||||
def get_npc(self, npc_id:str):
|
||||
for npc in self.active_npcs:
|
||||
if npc.id == npc_id:
|
||||
return npc
|
||||
raise ReferenceError(f"The npc #{npc_id} doesn't exist!")
|
||||
|
||||
def create_npc(self, name:str, strength:int, dexterity:int, intelligence:int, wisdom:int, charisma:int, hp:int, armor:int, speed:int, equipped_item:Item=None):
|
||||
new_npc = NPC(name, strength, dexterity, intelligence, wisdom, charisma, hp, armor, speed, equipped_item)
|
||||
self.active_players.append(new_npc)
|
||||
return new_npc.id
|
||||
|
||||
def get_item(self, item_id:str):
|
||||
for item in self.active_items:
|
||||
if item.id == item_id:
|
||||
return item
|
||||
raise ReferenceError(f"The item #{item_id} doesn't exist!")
|
||||
|
||||
def create_item(self,name:str, description:str, stat_modifier:dict[str, int]):
|
||||
new_item = Item(name, description, stat_modifier)
|
||||
self.active_items.append(new_item)
|
||||
return new_item.id
|
||||
|
||||
def add_player(self, new_player:Player):
|
||||
if new_player.id in [player.id for player in self.active_players]:
|
||||
raise ReferenceError(f"Player id #{new_player.id} already present in game!")
|
||||
self.active_players.append(new_player)
|
||||
|
||||
def add_ncp(self, new_ncp:NPC):
|
||||
if new_ncp.id in [npc.id for npc in self.active_npcs]:
|
||||
raise ReferenceError(f"NCP id #{new_ncp.id} already present in game!")
|
||||
self.active_npcs.append(new_ncp)
|
||||
|
||||
def add_item(self, new_item:Item):
|
||||
if new_item.id in [item.id for item in self.active_items]:
|
||||
raise ReferenceError(f"Item id #{new_item.id} already present in game!")
|
||||
self.active_items.append(new_item)
|
||||
|
||||
def add_item_to_entity(self, item_id:str, entity_id:str):
|
||||
item = self.get_item(item_id)
|
||||
entity = self.get_entity(entity_id)
|
||||
|
||||
entity.set_equipped_item(item)
|
||||
self.active_items.remove(item)
|
||||
|
||||
def get_current_event(self):
|
||||
idx = len(self.events) - 1
|
||||
if idx < 0:
|
||||
raise IndexError("There is no event yet, you should create one!")
|
||||
return self.events[idx]
|
||||
|
||||
def add_event(self, new_event:Event):
|
||||
self.events.append(new_event)
|
||||
self.update_turn_order()
|
||||
self.turn_idx = 0
|
||||
|
||||
def check_turn_ended(self):
|
||||
if self.turn_idx == len(self.turn_order)-1:
|
||||
# Turn end
|
||||
self.get_current_event().add_turn()
|
||||
self.update_turn_order()
|
||||
|
||||
def update_turn_order(self):
|
||||
active_entities = self.get_current_event().entities
|
||||
entity_list = [self.get_entity(id) for id in active_entities]
|
||||
|
||||
entity_list = self.sort_entities_by_speed(entity_list)
|
||||
|
||||
self.turn_order = [entity.id for entity in entity_list]
|
||||
self.turn_idx = 0
|
||||
|
||||
# Selection sort based on entity's speed
|
||||
def sort_entities_by_speed(self, entity_list:list[NPC|Player]):
|
||||
n = len(entity_list)
|
||||
|
||||
for i in range(n):
|
||||
max_idx = i # Current fastest entity
|
||||
for j in range(i+1, n):
|
||||
entity_max = entity_list[max_idx]
|
||||
entity_j = entity_list[j]
|
||||
|
||||
if entity_max.speed < entity_j.speed:
|
||||
max_idx = j # New Maximum Speed for j entity
|
||||
|
||||
# Swapping current index i with the new maximum in i+1, n-1
|
||||
entity_list[i], entity_list[max_idx] = entity_list[max_idx], entity_list[i]
|
||||
|
||||
return entity_list
|
||||
|
||||
def kill_entity(self, entity_id:str):
|
||||
dead_entity = self.get_entity(entity_id)
|
||||
self.get_current_event().remove_entity(entity_id=entity_id)
|
||||
|
||||
if isinstance(dead_entity, NPC):
|
||||
self.active_npcs.remove(dead_entity)
|
||||
if isinstance(dead_entity, Player):
|
||||
self.active_players.remove(dead_entity)
|
||||
|
||||
def is_turn_coherent(self, entity_id:str):
|
||||
return self.turn_order[self.turn_idx] == entity_id
|
||||
|
||||
def deal_damage(self, src:str, target:str, roll:int, stat:int, description:str):
|
||||
if not self.is_turn_coherent(src):
|
||||
raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
|
||||
|
||||
src_entity = self.get_entity(src)
|
||||
target_entity = self.get_entity(target)
|
||||
|
||||
dmg_amount = 0
|
||||
if stat == Stat.STRENGTH: # Strength damages physical and long closed range weapons
|
||||
dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_strength()
|
||||
elif stat == Stat.INTELLIGENCE: # Using magic
|
||||
dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_intelligence()
|
||||
elif stat == Stat.DEXTERITY: # Using daggers, bows or throws
|
||||
dmg_amount += (roll * 5 / target_entity.get_armor()) * src_entity.get_dexterity()
|
||||
|
||||
target_entity.deal_damage(dmg_amount)
|
||||
|
||||
additional_info = f"; {target_entity.name}({target_entity.get_id()}) took {dmg_amount} damage, {target_entity.get_hp()}hp remaining!"
|
||||
|
||||
if target_entity.get_hp() <= 0:
|
||||
self.kill_entity(target_entity)
|
||||
additional_info = f"; {target_entity.name}({target_entity.get_id()}) took {dmg_amount} damage, {target_entity.name} died!"
|
||||
|
||||
turn_finished = self.get_current_event().perform_action(TurnAction.DAMAGE, src, description=description+additional_info)
|
||||
self.turn_idx += 1
|
||||
if turn_finished:
|
||||
self.update_turn_order()
|
||||
|
||||
def modifying_stat(self, src:str, value:int, stat:int, description:str):
|
||||
if not self.is_turn_coherent(src):
|
||||
raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
|
||||
|
||||
src_entity = self.get_entity(src)
|
||||
match(stat):
|
||||
case Stat.STRENGTH:
|
||||
src_entity.set_strength(src_entity.strength + value)
|
||||
case Stat.INTELLIGENCE:
|
||||
src_entity.set_intelligence(src_entity.intelligence + value)
|
||||
case Stat.DEXTERITY:
|
||||
src_entity.set_dexterity(src_entity.dexterity + value)
|
||||
case Stat.WISDOM:
|
||||
src_entity.set_wisdom(src_entity.wisdom + value)
|
||||
case Stat.CHARISMA:
|
||||
src_entity.set_charisma(src_entity.charisma + value)
|
||||
|
||||
case Stat.HP:
|
||||
src_entity.set_hp(src_entity.hp + value)
|
||||
case Stat.ARMOR:
|
||||
src_entity.set_armor(src_entity.armor + value)
|
||||
case Stat.SPEED:
|
||||
src_entity.set_speed(src_entity.speed + value)
|
||||
|
||||
turn_finished = self.get_current_event().perform_action(TurnAction.STATS, src, description=description)
|
||||
self.turn_idx += 1
|
||||
if turn_finished:
|
||||
self.update_turn_order()
|
||||
|
||||
def simple_action(self, src:str, description:str):
|
||||
if not self.is_turn_coherent(src):
|
||||
raise ReferenceError(f"Entity #{src} tried performing an action while it was #{self.turn_order[self.turn_idx]}'s turn!")
|
||||
|
||||
turn_finished = self.get_current_event().perform_action(TurnAction.BASIC, src, description=description)
|
||||
self.turn_idx += 1
|
||||
if turn_finished:
|
||||
self.update_turn_order()
|
||||
#TODO: Add State Summary as Resource?
|
||||
@@ -1,10 +1,11 @@
|
||||
from typing import Dict
|
||||
# Game imports
|
||||
from serializable import Serializable
|
||||
|
||||
# Native imports
|
||||
import uuid
|
||||
|
||||
class Item(Serializable):
|
||||
def __init__(self,name:str, description:str, stat_modifier:Dict[str, int]):
|
||||
def __init__(self,name:str, description:str, stat_modifier:dict[str, int]):
|
||||
super().__init__()
|
||||
self.id = str(uuid.uuid4())
|
||||
self.name = name
|
||||
@@ -13,4 +14,3 @@ class Item(Serializable):
|
||||
|
||||
def __str__(self):
|
||||
return f"{self.name}: {self.description}"
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
# Native imports
|
||||
import json
|
||||
from typing import Any, Dict, List, Type, TypeVar
|
||||
|
||||
Reference in New Issue
Block a user