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Delete HuggingWizards-upload

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  1. HuggingWizards-upload/.gitignore +0 -11
  2. HuggingWizards-upload/README.md +0 -107
  3. HuggingWizards-upload/app.py +0 -357
  4. HuggingWizards-upload/game/__init__.py +0 -0
  5. HuggingWizards-upload/game/__pycache__/__init__.cpython-313.pyc +0 -0
  6. HuggingWizards-upload/game/__pycache__/engine.cpython-313.pyc +0 -0
  7. HuggingWizards-upload/game/__pycache__/gamemaster.cpython-313.pyc +0 -0
  8. HuggingWizards-upload/game/__pycache__/skills.cpython-313.pyc +0 -0
  9. HuggingWizards-upload/game/engine.py +0 -1537
  10. HuggingWizards-upload/game/gamemaster.py +0 -480
  11. HuggingWizards-upload/game/skills.py +0 -123
  12. HuggingWizards-upload/requirements.txt +0 -9
  13. HuggingWizards-upload/static/assets/bosses/aegis.png +0 -0
  14. HuggingWizards-upload/static/assets/bosses/toaster_attack.png +0 -0
  15. HuggingWizards-upload/static/assets/bosses/toaster_boss.png +0 -0
  16. HuggingWizards-upload/static/assets/bosses/toaster_damaged.png +0 -0
  17. HuggingWizards-upload/static/assets/bosses/toaster_death.png +0 -0
  18. HuggingWizards-upload/static/assets/bosses/toaster_idle.png +0 -0
  19. HuggingWizards-upload/static/assets/bosses/toaster_run.png +0 -0
  20. HuggingWizards-upload/static/assets/buildings/black_castle.png +0 -0
  21. HuggingWizards-upload/static/assets/buildings/black_house1.png +0 -0
  22. HuggingWizards-upload/static/assets/buildings/black_tower.png +0 -0
  23. HuggingWizards-upload/static/assets/buildings/blue_archery.png +0 -0
  24. HuggingWizards-upload/static/assets/buildings/blue_castle.png +0 -0
  25. HuggingWizards-upload/static/assets/buildings/blue_monastery.png +0 -0
  26. HuggingWizards-upload/static/assets/buildings/blue_tower.png +0 -0
  27. HuggingWizards-upload/static/assets/buildings/red_barracks.png +0 -0
  28. HuggingWizards-upload/static/assets/buildings/red_castle.png +0 -0
  29. HuggingWizards-upload/static/assets/buildings/red_tower.png +0 -0
  30. HuggingWizards-upload/static/assets/characters/orc/Orc-Attack01.png +0 -0
  31. HuggingWizards-upload/static/assets/characters/orc/Orc-Attack02.png +0 -0
  32. HuggingWizards-upload/static/assets/characters/orc/Orc-Death.png +0 -0
  33. HuggingWizards-upload/static/assets/characters/orc/Orc-Hurt.png +0 -0
  34. HuggingWizards-upload/static/assets/characters/orc/Orc-Idle.png +0 -0
  35. HuggingWizards-upload/static/assets/characters/orc/Orc-Walk.png +0 -0
  36. HuggingWizards-upload/static/assets/characters/soldier/Soldier-Attack01.png +0 -0
  37. HuggingWizards-upload/static/assets/characters/soldier/Soldier-Attack02.png +0 -0
  38. HuggingWizards-upload/static/assets/characters/soldier/Soldier-Attack03.png +0 -0
  39. HuggingWizards-upload/static/assets/characters/soldier/Soldier-Death.png +0 -0
  40. HuggingWizards-upload/static/assets/characters/soldier/Soldier-Hurt.png +0 -0
  41. HuggingWizards-upload/static/assets/characters/soldier/Soldier-Idle.png +0 -0
  42. HuggingWizards-upload/static/assets/characters/soldier/Soldier-Walk.png +0 -0
  43. HuggingWizards-upload/static/assets/chars/archer_idle.png +0 -0
  44. HuggingWizards-upload/static/assets/chars/archer_run.png +0 -0
  45. HuggingWizards-upload/static/assets/chars/lancer_idle.png +0 -0
  46. HuggingWizards-upload/static/assets/chars/pawn_idle.png +0 -0
  47. HuggingWizards-upload/static/assets/chars/pawn_run.png +0 -0
  48. HuggingWizards-upload/static/assets/chars/warrior_idle.png +0 -0
  49. HuggingWizards-upload/static/assets/chars/warrior_run.png +0 -0
  50. HuggingWizards-upload/static/assets/effects/10_weaponhit_spritesheet.png +0 -0
HuggingWizards-upload/.gitignore DELETED
@@ -1,11 +0,0 @@
1
- __pycache__/
2
- *.pyc
3
- .DS_Store
4
-
5
- # Generated agent traces (keep the directory, ignore the contents)
6
- traces/*.json
7
-
8
- # Don't commit the raw asset archives
9
- *.zip
10
- *.rar
11
- New Resources/
 
 
 
 
 
 
 
 
 
 
 
 
HuggingWizards-upload/README.md DELETED
@@ -1,107 +0,0 @@
1
- ---
2
- title: HuggingWizards
3
- emoji: 🧙
4
- colorFrom: purple
5
- colorTo: indigo
6
- sdk: gradio
7
- sdk_version: 5.9.1
8
- app_file: app.py
9
- pinned: false
10
- short_description: Co-op pixel wizard arena where Nemotron-4B is the Game Master
11
- ---
12
-
13
- # 🧙 HuggingWizards
14
-
15
- A small 2D pixel-wizard **co-op arena** that runs as a Gradio Space on **ZeroGPU**.
16
- Up to **8 players** join one shared arena, fight a central **boss** and the
17
- **minions** it spawns, and upgrade their magic between rounds. Everyone else can
18
- **spectate** live. Controls: **WASD** to move, **Space** to attack.
19
-
20
- The hackathon twist: **NVIDIA Nemotron-Mini-4B-Instruct** is the **Game Master**.
21
- At the end of every round it decides:
22
-
23
- - **Rewards** — how much gold each wizard earns (based on damage / survival).
24
- - **Blessings** — individual boons for wizards who earned them: any timed aura,
25
- a `full_heal`, or even an `extra_life` for a struggling player.
26
- - **Boss attack pattern** — `balanced`, `sniper` (fast aimed bolts), `artillery`
27
- (slow heavy orbs + dense shockwaves), `swarm` (minion floods), or `berserker`
28
- (relentless charges). The active pattern shows next to the boss's name.
29
- - **Boss attack speed (with decaying mercy)** — the GM reads every wizard's
30
- HP% and lives and tunes `boss_attack_speed` (0.5–2.0): slower for a wounded
31
- party, faster for a healthy one. Guardrail: the allowed floor rises each
32
- wave (no mercy left by ~wave 13), out-of-range or malformed values are
33
- clamped, and every trace records `requested` vs `applied` plus the floor.
34
- - **Boss & minion reset** — next-round boss HP, minion count/HP, spawn rate,
35
- boss damage, aggression, and the enemy archetype mix.
36
- - **Card pool** — which level-up cards may be offered next wave.
37
-
38
- Every round produces a structured **agent trace** (prompt → raw model output →
39
- parsed decision → applied effect), saved under `traces/` and shown live in the
40
- Gradio dashboard.
41
-
42
- ## Architecture
43
-
44
- - **Client** (`static/`): HTML5 canvas game loop in the browser (rendering + input).
45
- - **Server** (`app.py`, `game/`): FastAPI WebSocket + a ~20 Hz authoritative game
46
- tick on CPU. Gradio is mounted for the trace/leaderboard dashboard.
47
- - **Game Master** (`game/gamemaster.py`): `@spaces.GPU` burst inference at round
48
- boundaries only — the pattern ZeroGPU is built for. Falls back to deterministic
49
- logic if the model/GPU is unavailable (so it runs locally too).
50
-
51
- ## Run locally
52
-
53
- ```bash
54
- pip install -r requirements.txt
55
- python app.py
56
- # open http://localhost:7860
57
- ```
58
-
59
- The Game Master uses Nemotron only when a GPU + the `spaces`/`transformers` stack
60
- is present; otherwise it transparently uses the deterministic fallback so local
61
- dev and CI still work.
62
-
63
- ## Game Master model
64
-
65
- On a Space the model is loaded **at startup** (the ZeroGPU pattern: weights are
66
- downloaded and staged before any `@spaces.GPU` call, so the 60 s GPU window is
67
- spent purely on inference). Locally it is lazy-loaded on the first round.
68
-
69
- Environment variables:
70
-
71
- | Variable | Values | Effect |
72
- |---|---|---|
73
- | `HUGGINGWIZARDS_NO_LLM` | `1` | Skip the model entirely; deterministic Game Master (CI / quick dev). |
74
- | `HUGGINGWIZARDS_QUANT` | `auto` (default), `none`, `4bit`, `8bit` | Quantization via bitsandbytes. `auto` = bf16 on Spaces/big GPUs, NF4 4-bit on local GPUs with <12 GB VRAM. |
75
-
76
- Quantization notes: 4-bit NF4 shrinks the 4B model from ~8.5 GB to ~3 GB of
77
- VRAM and speeds up cold loads — ideal for small local GPUs. On ZeroGPU's H200
78
- plain bf16 is both comfortable and faster per token, so `auto` keeps bf16 there.
79
-
80
- ## Assets
81
-
82
- Pixel art / audio from free packs (Tiny RPG Character Pack, Tiny Swords,
83
- Free Pixel Effects, Retro Impact Effect Pack, Pixel UI pack 3, Pixel RPG Music
84
- Pack). See each pack's license.
85
-
86
- - **Maps**: each boss faction has its own territory — the Tiny Swords grass
87
- tileset plus a per-theme ground tint, landmark buildings
88
- (`static/assets/buildings/`: orc camp huts, the Iron Legion's blue castle,
89
- the Lancer Host's red keep, the Archer Coven's monastery & ranges) and a
90
- seeded scenery mix (bushland / rockfields / forest). Scenery is purely
91
- cosmetic — the server simulation is unchanged.
92
- - **Effects**: spell-cast muzzle flashes, impact bursts (on boss/minion/player
93
- hits) and death poofs are drawn client-side from the Free Pixel Effects
94
- spritesheets, triggered by snapshot flags (`hurt`, attack, minion id removal).
95
- Skill activations and GM blessings are server-driven events rendered with
96
- more of the pack: freezing novas, felspell blasts, protection circles,
97
- vortex summons, sunburn blessings, magic-bubble heals.
98
- - **Characters**: pick a champion (Warrior / Archer / Lancer / Pawn) on the
99
- name screen — Tiny Swords blue units (`static/assets/chars/`), all size-normalized
100
- and growing with level.
101
- - **Special bosses**: **Aegis** (red wave, holy-spell attacks) on waves 3/9/15… and
102
- **Toaster Bot** (green wave, glitch-portal attacks) on waves 5/11/17… Beat one and
103
- every survivor gains its signature attack as a permanent power.
104
- - **Timed auras**: rare floor-only power-ups (30–60 s) visualized with the Retro
105
- Impact Effect Pack (`static/assets/retro/`) wreathing the wizard.
106
- - **Music**: a looping track from the Pixel RPG Music Pack starts on the first
107
- join/spectate click (browser autoplay policy); a 🔊 button toggles it.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
HuggingWizards-upload/app.py DELETED
@@ -1,357 +0,0 @@
1
- """HuggingWizards — co-op pixel wizard arena with a Nemotron-4B Game Master.
2
-
3
- Single process:
4
- * FastAPI serves the canvas client (`/`) and a WebSocket (`/ws`).
5
- * A ~20 Hz asyncio task runs the authoritative simulation on CPU and
6
- broadcasts snapshots to every connected client (players + spectators).
7
- * At each round boundary the Game Master (Nemotron, burst GPU) decides rewards
8
- and the next round; every decision is logged as an agent trace.
9
- * A Gradio dashboard is mounted at `/dashboard` (live traces + leaderboard).
10
- """
11
- from __future__ import annotations
12
-
13
- import asyncio
14
- import contextlib
15
- import json
16
- import os
17
- import time
18
- import uuid
19
-
20
- import gradio as gr
21
- from fastapi import FastAPI, WebSocket, WebSocketDisconnect
22
- from fastapi.responses import FileResponse
23
- from fastapi.staticfiles import StaticFiles
24
-
25
- from game import gamemaster
26
- from game.engine import Engine, MAX_PLAYERS, TICK_HZ
27
-
28
- HERE = os.path.dirname(__file__)
29
- engine = Engine()
30
-
31
- # Active websocket connections: ws -> {"pid", "role", "name", "char"}
32
- clients: dict[WebSocket, dict] = {}
33
- # Ordered waiting line for when the 8-slot arena is full.
34
- queue: list[WebSocket] = []
35
-
36
- # ---- persistent leaderboard ----------------------------------------------
37
- LEADERBOARD_FILE = os.path.join(HERE, "traces", "leaderboard.json")
38
- _leaderboard: list[dict] = []
39
-
40
-
41
- def _load_leaderboard():
42
- global _leaderboard
43
- try:
44
- with open(LEADERBOARD_FILE, encoding="utf-8") as f:
45
- _leaderboard = json.load(f)
46
- except Exception:
47
- _leaderboard = []
48
-
49
-
50
- def _save_leaderboard():
51
- with contextlib.suppress(Exception):
52
- with open(LEADERBOARD_FILE, "w", encoding="utf-8") as f:
53
- json.dump(_leaderboard[:100], f, indent=2)
54
-
55
-
56
- def add_score(name: str, gold: int, level: int, wave: int) -> list[dict]:
57
- _leaderboard.append({
58
- "name": str(name)[:16] or "Wizard", "gold": int(gold),
59
- "level": int(level), "wave": int(wave),
60
- "ts": time.strftime("%Y-%m-%d %H:%M"),
61
- })
62
- _leaderboard.sort(key=lambda e: (e["gold"], e["wave"], e["level"]), reverse=True)
63
- del _leaderboard[100:]
64
- _save_leaderboard()
65
- return _leaderboard[:20]
66
-
67
-
68
- _load_leaderboard()
69
-
70
-
71
- async def broadcast(payload: dict):
72
- if not clients:
73
- return
74
- msg = json.dumps(payload)
75
- dead = []
76
- for ws in list(clients.keys()):
77
- try:
78
- await ws.send_text(msg)
79
- except Exception:
80
- dead.append(ws)
81
- for ws in dead:
82
- _drop(ws)
83
-
84
-
85
- def _drop(ws: WebSocket):
86
- info = clients.pop(ws, None)
87
- if info and info.get("pid"):
88
- engine.remove_player(info["pid"])
89
- if not engine.players and engine.status != "lobby":
90
- engine.status = "lobby"
91
- engine.status_msg = "All wizards left. Waiting for players..."
92
-
93
-
94
- async def _send(ws: WebSocket, payload: dict):
95
- with contextlib.suppress(Exception):
96
- await ws.send_text(json.dumps(payload))
97
-
98
-
99
- async def handle_skill_request(ws: WebSocket, pid: str, prompt: str):
100
- """The round's top wizard asks the Game Master for a custom power-up."""
101
- if engine.status != "intermission" or engine.skill_request_used \
102
- or engine.skill_request_pid != pid or not prompt.strip():
103
- await _send(ws, {"type": "skill_result", "ok": False,
104
- "reason": "Not available right now."})
105
- return
106
- engine.skill_request_used = True # one wish per intermission
107
- ctx = {"round": engine.round, "player_level": engine.players[pid].level
108
- if pid in engine.players else 1}
109
- spec = await asyncio.to_thread(gamemaster.generate_skill, prompt, ctx)
110
- granted = engine.add_runtime_skill(pid, spec) if spec else None
111
- await _send(ws, {"type": "skill_result", "ok": bool(granted), "skill": granted,
112
- "reason": None if granted else "The arcane energies fizzled — try again."})
113
-
114
-
115
- def _ws_for_pid(pid: str):
116
- for ws, info in clients.items():
117
- if info.get("pid") == pid:
118
- return ws
119
- return None
120
-
121
-
122
- async def _broadcast_queue():
123
- """Tell each queued connection its current place in line."""
124
- for i, ws in enumerate(list(queue)):
125
- await _send(ws, {"type": "queue", "pos": i + 1, "size": len(queue)})
126
-
127
-
128
- async def promote_queue():
129
- """Fill open arena slots from the front of the queue."""
130
- while engine.can_join() and queue:
131
- ws = queue.pop(0)
132
- info = clients.get(ws)
133
- if info is None: # disconnected while waiting
134
- continue
135
- pid = uuid.uuid4().hex[:8]
136
- engine.add_player(pid, info.get("name", "Wizard"), info.get("char", "warrior"))
137
- clients[ws] = {**info, "pid": pid, "role": "player"}
138
- await _send(ws, {"type": "welcome", "pid": pid, "role": "player", "reason": "from_queue"})
139
-
140
-
141
- async def manage_slots():
142
- """Eliminate out-of-lives wizards, then promote the queue into free slots."""
143
- for pid, p in list(engine.players.items()):
144
- if p.lives <= 0 and not p.alive:
145
- ws = _ws_for_pid(pid)
146
- engine.remove_player(pid)
147
- if ws is not None:
148
- info = clients.get(ws, {})
149
- clients[ws] = {**info, "pid": None, "role": "spectator"}
150
- await _send(ws, {"type": "eliminated",
151
- "score": {"gold": p.gold, "level": p.level, "wave": engine.round}})
152
- if not engine.players and engine.status != "lobby":
153
- engine.status = "lobby"
154
- engine.status_msg = "Waiting for wizards to join..."
155
- await promote_queue()
156
- await _broadcast_queue()
157
-
158
-
159
- async def game_loop():
160
- last = time.time()
161
- prev_status = engine.status
162
- gm_task: asyncio.Task | None = None
163
- gm_applied = False
164
- interval = 1.0 / TICK_HZ
165
- slot_accum = 0.0
166
- while True:
167
- now = time.time()
168
- dt = min(0.1, now - last)
169
- last = now
170
-
171
- engine.tick(dt)
172
- # eliminate / promote queue / broadcast positions a few times a second
173
- slot_accum += dt
174
- if slot_accum >= 0.4:
175
- slot_accum = 0.0
176
- await manage_slots()
177
-
178
- # Round just ended -> ask the Game Master (off the loop thread).
179
- if engine.status == "intermission" and prev_status == "active":
180
- summary = engine.round_summary()
181
- prev_cfg = dict(engine.cfg)
182
- gm_task = asyncio.create_task(
183
- asyncio.to_thread(gamemaster.decide, summary, prev_cfg)
184
- )
185
- gm_applied = False
186
-
187
- # Apply the decision as soon as it's ready (enables shopping this break).
188
- if gm_task is not None and gm_task.done() and not gm_applied:
189
- with contextlib.suppress(Exception):
190
- engine.apply_gm_decision(gm_task.result())
191
- gm_applied = True
192
-
193
- # Start the next round once the break is over AND the decision is in.
194
- if engine.status == "intermission" and gm_applied and time.time() >= engine.intermission_until:
195
- if engine.players:
196
- engine.start_round()
197
- else:
198
- engine.status = "lobby"
199
- engine.status_msg = "Waiting for wizards to join..."
200
- gm_task = None
201
- gm_applied = False
202
-
203
- prev_status = engine.status
204
- await broadcast(engine.snapshot())
205
- await asyncio.sleep(max(0, interval - (time.time() - now)))
206
-
207
-
208
- # --------------------------------------------------------------------------
209
- # FastAPI app
210
- # --------------------------------------------------------------------------
211
- app = FastAPI(title="HuggingWizards")
212
-
213
- _loop_task: asyncio.Task | None = None
214
-
215
-
216
- def ensure_loop():
217
- """Start the game loop once. Robust to Gradio overriding the app lifespan."""
218
- global _loop_task
219
- if _loop_task is None or _loop_task.done():
220
- _loop_task = asyncio.create_task(game_loop())
221
-
222
-
223
- @app.get("/")
224
- async def index():
225
- return FileResponse(os.path.join(HERE, "static", "index.html"))
226
-
227
-
228
- @app.get("/traces")
229
- async def traces():
230
- """Recent Game Master agent traces, trimmed for the in-game panel."""
231
- out = []
232
- for t in gamemaster.RECENT_TRACES[:15]:
233
- out.append({
234
- "trace_id": t.get("trace_id"), "round": t.get("round"),
235
- "ts": t.get("ts"), "model": t.get("model"),
236
- "source": t.get("source"), "latency_sec": t.get("latency_sec"),
237
- "kind": t.get("kind", "round_decision"), "error": t.get("error"),
238
- "mercy": t.get("mercy"),
239
- "raw_output": str(t.get("raw_output", ""))[:600],
240
- "decision": t.get("decision"),
241
- })
242
- return {"traces": out}
243
-
244
-
245
- @app.websocket("/ws")
246
- async def ws_endpoint(ws: WebSocket):
247
- await ws.accept()
248
- ensure_loop()
249
- clients[ws] = {"pid": None, "role": "spectator", "name": "Wizard", "char": "warrior"}
250
- try:
251
- while True:
252
- data = json.loads(await ws.receive_text())
253
- mtype = data.get("type")
254
-
255
- if mtype == "join":
256
- name = str(data.get("name", "Wizard"))[:16] or "Wizard"
257
- char = str(data.get("char", "warrior"))[:16] or "soldier"
258
- clients[ws]["name"] = name
259
- clients[ws]["char"] = char
260
- if clients[ws]["pid"]:
261
- continue
262
- if engine.can_join():
263
- pid = uuid.uuid4().hex[:8]
264
- engine.add_player(pid, name, char)
265
- clients[ws] = {**clients[ws], "pid": pid, "role": "player"}
266
- await _send(ws, {"type": "welcome", "pid": pid, "role": "player"})
267
- else:
268
- # game full -> join the queue
269
- if ws not in queue:
270
- queue.append(ws)
271
- pos = queue.index(ws) + 1
272
- await _send(ws, {"type": "welcome", "pid": None, "role": "spectator",
273
- "reason": "queued", "pos": pos, "size": len(queue)})
274
-
275
- elif mtype == "spectate":
276
- clients[ws]["name"] = str(data.get("name", "Wizard"))[:16] or "Wizard"
277
- clients[ws]["char"] = str(data.get("char", "warrior"))[:16] or "soldier"
278
-
279
- elif mtype == "leave_queue":
280
- if ws in queue:
281
- queue.remove(ws)
282
-
283
- elif mtype == "get_leaderboard":
284
- await _send(ws, {"type": "leaderboard", "top": _leaderboard[:20]})
285
-
286
- elif mtype == "submit_score":
287
- top = add_score(str(data.get("name", "Wizard")), int(data.get("gold", 0)),
288
- int(data.get("level", 1)), int(data.get("wave", 0)))
289
- await _send(ws, {"type": "leaderboard", "top": top, "submitted": True})
290
-
291
- elif mtype == "input" and clients[ws]["pid"]:
292
- engine.set_input(clients[ws]["pid"], data)
293
-
294
- elif mtype == "choose_card" and clients[ws]["pid"]:
295
- engine.choose_card(clients[ws]["pid"], data.get("key", ""))
296
-
297
- elif mtype == "request_skill" and clients[ws]["pid"]:
298
- await handle_skill_request(ws, clients[ws]["pid"], str(data.get("prompt", "")))
299
-
300
- elif mtype == "start" and clients[ws]["pid"]:
301
- if engine.status == "lobby":
302
- engine.start_round()
303
- except WebSocketDisconnect:
304
- pass
305
- except Exception:
306
- pass
307
- finally:
308
- if ws in queue:
309
- queue.remove(ws)
310
- _drop(ws)
311
-
312
-
313
- app.mount("/static", StaticFiles(directory=os.path.join(HERE, "static")), name="static")
314
-
315
-
316
- # --------------------------------------------------------------------------
317
- # Gradio dashboard (mounted at /dashboard)
318
- # --------------------------------------------------------------------------
319
- def _dashboard_state():
320
- players = sorted(engine.players.values(), key=lambda p: p.gold, reverse=True)
321
- if players:
322
- lb = "| Wizard | Level | Gold | Last-round dmg | Kills |\n|---|---|---|---|---|\n"
323
- lb += "\n".join(
324
- f"| {p.name} | {p.level} | {p.gold} | {round(p.dmg_dealt)} | {p.kills} |"
325
- for p in players
326
- )
327
- else:
328
- lb = "_No wizards in the arena yet._"
329
- header = (f"### Round {engine.round} — `{engine.status}`\n"
330
- f"{engine.status_msg}\n\n"
331
- f"Players: {len(engine.players)}/{MAX_PLAYERS} · "
332
- f"GM: _{engine.gm_message or '—'}_")
333
- traces = gamemaster.RECENT_TRACES[:10]
334
- return header, lb, traces
335
-
336
-
337
- with gr.Blocks(title="HuggingWizards — Game Master Dashboard") as demo:
338
- gr.Markdown("# 🧙 HuggingWizards — Game Master Dashboard\n"
339
- "Play at the [arena](/). Below: live state, leaderboard, and the "
340
- "per-round **agent traces** produced by Nemotron-4B.")
341
- header_md = gr.Markdown()
342
- with gr.Row():
343
- leaderboard_md = gr.Markdown()
344
- gr.Markdown("## Agent traces (most recent first)")
345
- traces_json = gr.JSON()
346
- timer = gr.Timer(2.0)
347
- timer.tick(_dashboard_state, outputs=[header_md, leaderboard_md, traces_json])
348
- demo.load(_dashboard_state, outputs=[header_md, leaderboard_md, traces_json])
349
-
350
- app = gr.mount_gradio_app(app, demo, path="/dashboard")
351
-
352
-
353
- if __name__ == "__main__":
354
- import uvicorn
355
-
356
- port = int(os.environ.get("PORT", 7860))
357
- uvicorn.run(app, host="0.0.0.0", port=port)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
HuggingWizards-upload/game/__init__.py DELETED
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HuggingWizards-upload/game/__pycache__/__init__.cpython-313.pyc DELETED
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HuggingWizards-upload/game/__pycache__/engine.cpython-313.pyc DELETED
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HuggingWizards-upload/game/__pycache__/gamemaster.cpython-313.pyc DELETED
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HuggingWizards-upload/game/__pycache__/skills.cpython-313.pyc DELETED
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HuggingWizards-upload/game/engine.py DELETED
@@ -1,1537 +0,0 @@
1
- """Authoritative co-op arena simulation.
2
-
3
- One shared arena: a boss in the center, minions that spawn, and up to
4
- MAX_PLAYERS wizards. The engine ticks on the CPU at TICK_HZ and produces a
5
- JSON-serialisable snapshot that is broadcast to every connected client.
6
-
7
- The engine knows nothing about networking or the LLM. The server drives it:
8
- - feed inputs via `set_input` / `add_player` / `remove_player`
9
- - call `tick(dt)` every frame
10
- - when `status == "intermission"`, ask the Game Master for a decision and pass
11
- it to `apply_gm_decision`, then call `start_round`.
12
- """
13
- from __future__ import annotations
14
-
15
- import math
16
- import random
17
- import time
18
- from dataclasses import dataclass, field
19
-
20
- from game import skills as skillmod
21
-
22
- ARENA_W = 1280
23
- ARENA_H = 720
24
- CENTER = (ARENA_W / 2, ARENA_H / 2)
25
-
26
- MAX_PLAYERS = 8
27
- TICK_HZ = 20
28
-
29
- # Upgrade definitions: id -> (label, cost). Cost is legacy (gold shop); the
30
- # survivors-mode progression hands these out as level-up cards instead.
31
- UPGRADES = {
32
- "damage": ("Spell Power", 30),
33
- "attack_speed": ("Cast Speed", 30),
34
- "move_speed": ("Boots", 25),
35
- "max_hp": ("Vitality", 25),
36
- "multishot": ("Multishot", 60),
37
- }
38
-
39
- # Level-up cards. id -> (label, description, rarity). The stat ids above plus a
40
- # few survivors-flavored extras. The Game Master picks which cards are offered.
41
- CARDS = {
42
- # --- originals ---
43
- "auto_attack": ("Auto-Cast", "Attack automatically — no need to hold Space", "common"),
44
- "damage": ("Spell Power", "+6 spell damage", "common"),
45
- "attack_speed": ("Quick Cast", "Cast faster", "common"),
46
- "move_speed": ("Swift Boots", "+22 move speed", "common"),
47
- "max_hp": ("Vitality", "+25 max HP (and heal)", "common"),
48
- "multishot": ("Multishot", "+1 projectile", "rare"),
49
- "pierce": ("Piercing Bolt", "Shots pierce +1 enemy", "rare"),
50
- "regen": ("Regeneration", "+2 HP/sec", "uncommon"),
51
- "projectile_speed": ("Arcane Velocity", "Faster, longer shots", "uncommon"),
52
- "aoe": ("Arcane Nova", "Periodic burst damages nearby foes", "rare"),
53
- "summoner": ("Spirit Caller", "Summon spirits that fight for you", "rare"),
54
- # --- 20 new base power-ups ---
55
- "crit": ("Critical Strike", "+8% chance to deal double damage", "uncommon"),
56
- "lifesteal": ("Vampirism", "Heal for a % of damage dealt", "uncommon"),
57
- "armor": ("Iron Hide", "-2 flat damage taken", "common"),
58
- "dodge": ("Evasion", "+5% chance to avoid a hit", "uncommon"),
59
- "thorns": ("Spiked Aura", "Melee attackers take damage back", "uncommon"),
60
- "magnet": ("Lodestone", "Pull XP gems from much farther", "common"),
61
- "xp_boost": ("Quick Study", "+15% XP from gems", "uncommon"),
62
- "gold_boost": ("Prosperity", "+20% gold from rewards", "common"),
63
- "knockback": ("Force Bolt", "Shots knock enemies back", "common"),
64
- "explosive": ("Explosive Shots", "Shots burst for splash damage", "rare"),
65
- "burn": ("Ignite", "Shots set enemies on fire (damage over time)", "uncommon"),
66
- "chain": ("Chain Spark", "Hits arc to a nearby enemy", "rare"),
67
- "big_shots": ("Heavy Orbs", "Bigger, easier-to-land projectiles", "common"),
68
- "homing": ("Seeker Bolts", "Shots curve toward enemies", "rare"),
69
- "giant": ("Titan Growth", "+30 max HP and you grow larger", "uncommon"),
70
- "glass_cannon": ("Glass Cannon", "+12 damage but -15 max HP", "rare"),
71
- "berserker": ("Berserker", "Big damage boost while below half HP", "uncommon"),
72
- "shield": ("Aegis", "Start each wave with a damage-absorbing shield", "uncommon"),
73
- "slow_aura": ("Frost Presence", "Nearby enemies are slowed", "uncommon"),
74
- "fortune": ("Lucky Charm", "Better gem tiers and rarer drops", "rare"),
75
- # --- boss-exclusive (only offered during the matching boss; see THEME_CARDS) ---
76
- "war_drums": ("War Drums", "Periodically summon a warband", "rare"),
77
- "savage_roar": ("Savage Roar", "Each kill erupts in an AoE blast", "rare"),
78
- "iron_nova": ("Iron Detonation", "Heavy slowing nova every few casts", "rare"),
79
- "bulwark": ("Bulwark", "Periodically restore a chunk of HP", "rare"),
80
- "impaling_charge": ("Impaling Charge", "Burst of piercing lances", "rare"),
81
- "arrow_storm": ("Arrow Storm", "A constant rain of arrows", "rare"),
82
- }
83
- ALL_CARD_IDS = list(CARDS.keys())
84
- # Cards that grant a runtime skill spec rather than a stat point.
85
- SKILL_CARDS = set(skillmod.CARD_SKILLS.keys())
86
- # One-time cards excluded from draws once owned.
87
- # (auto_attack handled below in BINARY_CARDS)
88
-
89
- # Boss-exclusive cards: each is ONLY offered while its boss theme is active.
90
- # theme index = (round-1)//5 -> Orc / Iron Legion / Lancer / Archer (then cycles)
91
- THEME_CARDS = {
92
- 0: ["war_drums", "savage_roar"], # Orc Horde
93
- 1: ["iron_nova", "bulwark"], # Iron Legion
94
- 2: ["impaling_charge"], # Lancer Host
95
- 3: ["arrow_storm"], # Archer Coven
96
- }
97
- # Every theme-exclusive id, so they can be filtered out of normal draws.
98
- THEME_ONLY = {cid for ids in THEME_CARDS.values() for cid in ids}
99
-
100
- def theme_cards_for(theme: int) -> list[str]:
101
- return THEME_CARDS.get(theme % len(THEME_CARDS), [])
102
- # One-time cards excluded from draws once owned: Auto-Cast and every skill card
103
- # (re-granting a skill would just duplicate it).
104
- BINARY_CARDS = {"auto_attack"} | SKILL_CARDS
105
-
106
- # XP gem tiers 1..7 -> XP value (increasing). The client colors/sizes by tier.
107
- GEM_TIER_XP = {1: 1, 2: 2, 3: 4, 4: 7, 5: 12, 6: 20, 7: 35}
108
-
109
- # Timed AURAS — ONLY found as floor pickups (never cards). Each lasts dur seconds
110
- # and applies temporary multipliers. "sheet" picks a Retro Impact effect sheet.
111
- AURAS = {
112
- "inferno": {"label": "Inferno Aura", "dur": 40, "sheet": "a", "color": "#ff7a4a",
113
- "dmg": 1.6},
114
- "frost": {"label": "Frost Aura", "dur": 50, "sheet": "b", "color": "#7ee0ff",
115
- "enemy_slow": 0.45, "move": 1.15},
116
- "haste": {"label": "Haste Aura", "dur": 35, "sheet": "c", "color": "#a6ff8c",
117
- "atk": 0.6, "move": 1.4},
118
- "vampire": {"label": "Vampiric Aura", "dur": 40, "sheet": "d", "color": "#ff6e6e",
119
- "lifesteal": 0.18},
120
- "warding": {"label": "Warding Aura", "dur": 55, "sheet": "e", "color": "#ffd45e",
121
- "dmg_red": 0.45},
122
- "fury": {"label": "Fury Aura", "dur": 30, "sheet": "f", "color": "#c08cff",
123
- "dmg": 1.35, "atk": 0.7},
124
- }
125
- ALL_AURA_IDS = list(AURAS.keys())
126
- PENDING_AUTOPICK_SEC = 15.0 # auto-choose a card if the player dithers
127
-
128
- # Special boss encounters. They replace the themed boss on certain waves, tint the
129
- # whole screen, attack with a unique projectile style, and — when defeated — grant
130
- # every surviving wizard the boss's own attack power.
131
- SPECIAL_BOSSES = {
132
- "aegis": {"name": "AEGIS", "hue": "red", "hp_mult": 2.3, "dmg_mult": 1.3,
133
- "style": "holy", "reward": "holy_judgment"},
134
- "toaster": {"name": "TOASTER BOT", "hue": "green", "hp_mult": 1.9, "dmg_mult": 1.15,
135
- "style": "glitch", "reward": "glitch_rift"},
136
- }
137
-
138
-
139
- def special_boss_for(rnd: int) -> str | None:
140
- """Aegis on waves 3,9,15… Toaster Bot on waves 5,11,17…"""
141
- if rnd >= 3 and (rnd - 3) % 6 == 0:
142
- return "aegis"
143
- if rnd >= 5 and (rnd - 5) % 6 == 0:
144
- return "toaster"
145
- return None
146
-
147
- # Enemy archetypes: id -> stat multipliers/overrides relative to the base minion.
148
- MINION_TYPES = {
149
- "grunt": {"hp": 1.0, "speed": 1.0, "dmg": 1.0, "scale": 1.0},
150
- "fast": {"hp": 0.6, "speed": 1.8, "dmg": 0.7, "scale": 0.85},
151
- "tank": {"hp": 2.6, "speed": 0.6, "dmg": 1.6, "scale": 1.3},
152
- }
153
-
154
- # Boss attack patterns — the Game Master picks one per round. Multipliers scale
155
- # how often each attack fires (>1 = more often); flags switch firing styles.
156
- BOSS_PATTERNS = {
157
- "balanced": {"shoot": 1.0, "nova": 1.0, "charge": 1.0, "spawn": 1.0,
158
- "label": ""},
159
- "artillery": {"shoot": 0.6, "nova": 2.0, "charge": 0.4, "spawn": 0.8,
160
- "label": "ARTILLERY", "slow_heavy": True},
161
- "sniper": {"shoot": 1.5, "nova": 0.45, "charge": 0.6, "spawn": 0.7,
162
- "label": "SNIPER", "snipe": True},
163
- "swarm": {"shoot": 0.55, "nova": 0.6, "charge": 0.5, "spawn": 2.4,
164
- "label": "SWARMLORD"},
165
- "berserker": {"shoot": 0.7, "nova": 0.8, "charge": 2.6, "spawn": 0.7,
166
- "label": "BERSERKER"},
167
- }
168
- ALL_PATTERN_IDS = list(BOSS_PATTERNS.keys())
169
-
170
- # Blessings the Game Master may bestow on individual wizards between rounds:
171
- # any timed aura, an extra life, or a full heal. Applied at next round start.
172
- BLESSINGS = ["extra_life", "full_heal"] + ALL_AURA_IDS
173
- MAX_LIVES = 5
174
-
175
-
176
- def _clamp(v, lo, hi):
177
- return lo if v < lo else hi if v > hi else v
178
-
179
-
180
- @dataclass
181
- class Projectile:
182
- x: float
183
- y: float
184
- vx: float
185
- vy: float
186
- dmg: float
187
- owner: str # player id, or "boss"/"minion"
188
- hostile: bool # True = damages players, False = damages enemies
189
- ttl: float = 2.5
190
- radius: float = 10.0
191
- pierce: int = 0 # remaining extra enemies this shot can pass through
192
- hit_ids: set = field(default_factory=set) # minion uids already hit (for pierce)
193
- # power-up effect payload (player shots only)
194
- homing: bool = False
195
- burn: float = 0.0 # burn dps applied on hit (Ignite)
196
- explode: float = 0.0 # AoE radius on hit (Explosive)
197
- knock: float = 0.0 # knockback impulse (Force Bolt)
198
- chain: int = 0 # extra chain hits (Chain Spark)
199
- crit: bool = False # was a critical hit (visual)
200
- style: str = "" # visual style: "" | "holy" | "glitch"
201
-
202
- def to_dict(self):
203
- d = {"x": round(self.x, 1), "y": round(self.y, 1),
204
- "hostile": self.hostile, "r": self.radius}
205
- if self.style:
206
- d["s"] = self.style
207
- return d
208
-
209
-
210
- @dataclass
211
- class Minion:
212
- x: float
213
- y: float
214
- hp: float
215
- max_hp: float
216
- speed: float
217
- dmg: float
218
- uid: int = 0 # stable id so the client can track hit/death effects
219
- kind: str = "grunt" # grunt | fast | tank
220
- scale: float = 1.0
221
- attack_cd: float = 0.0
222
- hurt: float = 0.0
223
- burn: float = 0.0 # burn damage-per-second (Ignite)
224
- burn_t: float = 0.0 # burn time remaining
225
- alive: bool = True
226
-
227
- def to_dict(self):
228
- return {"id": self.uid,
229
- "x": round(self.x, 1), "y": round(self.y, 1),
230
- "hp": self.hp, "max_hp": self.max_hp, "kind": self.kind,
231
- "scale": self.scale, "hurt": self.hurt > 0,
232
- "burn": self.burn_t > 0}
233
-
234
-
235
- @dataclass
236
- class Ally:
237
- """A summoned spirit that fights for a player (from a summon_ally skill)."""
238
- x: float
239
- y: float
240
- owner: str # player id (kills/damage credit the summoner)
241
- uid: int = 0
242
- hp: float = 30.0
243
- max_hp: float = 30.0
244
- speed: float = 150.0
245
- dmg: float = 12.0
246
- attack_cd: float = 0.0
247
- ttl: float = 14.0
248
- color: str = "#a6ff8c"
249
-
250
- def to_dict(self):
251
- return {"id": self.uid, "x": round(self.x, 1), "y": round(self.y, 1),
252
- "hp": self.hp, "max_hp": self.max_hp, "color": self.color}
253
-
254
-
255
- @dataclass
256
- class Pickup:
257
- """A rare floor power-up. kind 'card' grants a permanent card; kind 'aura'
258
- grants a timed aura buff. Walk over it to claim."""
259
- x: float
260
- y: float
261
- card: str # card id (kind=card) or aura id (kind=aura)
262
- kind: str = "card" # card | aura
263
- uid: int = 0
264
- ttl: float = 22.0
265
-
266
- def to_dict(self):
267
- d = {"id": self.uid, "x": round(self.x, 1), "y": round(self.y, 1),
268
- "card": self.card, "kind": self.kind}
269
- if self.kind == "aura":
270
- d["color"] = AURAS.get(self.card, {}).get("color", "#fff")
271
- d["sheet"] = AURAS.get(self.card, {}).get("sheet", "a")
272
- return d
273
-
274
-
275
- @dataclass
276
- class Gem:
277
- x: float
278
- y: float
279
- value: int = 1
280
- tier: int = 1
281
- ttl: float = 18.0
282
-
283
- def to_dict(self):
284
- return {"x": round(self.x, 1), "y": round(self.y, 1),
285
- "v": self.value, "t": self.tier}
286
-
287
-
288
- @dataclass
289
- class Boss:
290
- hp: float = 1000
291
- max_hp: float = 1000
292
- dmg: float = 12
293
- x: float = CENTER[0]
294
- y: float = CENTER[1]
295
- shoot_cd: float = 0.0
296
- spawn_cd: float = 0.0
297
- spawn_interval: float = 4.0
298
- hurt: float = 0.0
299
- # attack state machine
300
- state: str = "idle" # idle | telegraph | charge
301
- state_t: float = 0.0 # time remaining in the current state
302
- charge_cd: float = 6.0 # until next charge
303
- nova_cd: float = 5.0 # until next ground shockwave
304
- cvx: float = 0.0
305
- cvy: float = 0.0
306
- aggro: float = 1.0 # Director-tunable attack frequency multiplier
307
- special: str = "" # "" | "aegis" | "toaster"
308
- name: str = "" # display name (special bosses)
309
- special_cd: float = 4.0 # until next signature attack
310
- pattern: str = "balanced" # Director-chosen attack pattern
311
- atk_speed: float = 1.0 # Director-chosen attack cadence multiplier
312
-
313
- def to_dict(self):
314
- return {"x": round(self.x, 1), "y": round(self.y, 1),
315
- "hp": self.hp, "max_hp": self.max_hp,
316
- "hurt": self.hurt > 0, "state": self.state,
317
- "special": self.special, "name": self.name,
318
- "pattern": self.pattern, "atk_speed": self.atk_speed,
319
- "pattern_label": BOSS_PATTERNS.get(self.pattern, {}).get("label", ""),
320
- "phase": 1 if self.hp > self.max_hp * 0.5 else 2}
321
-
322
-
323
- @dataclass
324
- class Player:
325
- pid: str
326
- name: str
327
- x: float = 200.0
328
- y: float = 360.0
329
- hp: float = 100.0
330
- max_hp: float = 100.0
331
- speed: float = 180.0
332
- facing: float = 0.0 # radians, last aim direction
333
- alive: bool = True
334
- gold: int = 0
335
- level: int = 1
336
- # input
337
- up: bool = False
338
- down: bool = False
339
- left: bool = False
340
- right: bool = False
341
- attacking: bool = False
342
- attack_timer: float = 0.0
343
- moving: bool = False
344
- hurt: float = 0.0
345
- # upgrade levels (gained via level-up cards)
346
- up_damage: int = 0
347
- up_attack_speed: int = 0
348
- up_move_speed: int = 0
349
- up_max_hp: int = 0
350
- up_multishot: int = 0
351
- up_pierce: int = 0
352
- up_regen: int = 0
353
- up_projectile_speed: int = 0
354
- up_auto_attack: int = 0
355
- # new base power-ups
356
- up_crit: int = 0
357
- up_lifesteal: int = 0
358
- up_armor: int = 0
359
- up_dodge: int = 0
360
- up_thorns: int = 0
361
- up_magnet: int = 0
362
- up_xp_boost: int = 0
363
- up_gold_boost: int = 0
364
- up_knockback: int = 0
365
- up_explosive: int = 0
366
- up_burn: int = 0
367
- up_chain: int = 0
368
- up_big_shots: int = 0
369
- up_homing: int = 0
370
- up_giant: int = 0
371
- up_glass_cannon: int = 0
372
- up_berserker: int = 0
373
- up_shield: int = 0
374
- up_slow_aura: int = 0
375
- up_fortune: int = 0
376
- shield: float = 0.0 # current absorb (from Aegis)
377
- flash: str = "" # transient pickup/announce text for this player
378
- flash_t: float = 0.0
379
- # lives / character / timed auras
380
- lives: int = 3
381
- char: str = "warrior" # chosen character sprite set
382
- respawn_t: float = 0.0 # >0 while waiting to respawn after a death
383
- auras: list = field(default_factory=list) # active timed auras [{type,t}]
384
- pending_until: float = 0.0 # auto-pick deadline for pending_cards
385
- # XP / character level
386
- xp: int = 0
387
- xp_needed: int = 5
388
- pending_cards: list = field(default_factory=list) # card ids offered now
389
- skill_cards: set = field(default_factory=set) # owned skill-card ids
390
- # runtime skill specs (from cards or Game-Master-authored requests) + state
391
- skills: list = field(default_factory=list)
392
- _attack_count: int = 0
393
- # per-round stats
394
- dmg_dealt: float = 0.0
395
- kills: int = 0
396
-
397
- # ---- timed-aura helpers ----
398
- def _aura_prod(self, key: str, default: float = 1.0) -> float:
399
- v = default
400
- for a in self.auras:
401
- spec = AURAS.get(a["type"], {})
402
- if key in spec:
403
- v *= spec[key]
404
- return v
405
-
406
- def _aura_max(self, key: str) -> float:
407
- v = 0.0
408
- for a in self.auras:
409
- spec = AURAS.get(a["type"], {})
410
- if key in spec:
411
- v = max(v, spec[key])
412
- return v
413
-
414
- # derived stats
415
- @property
416
- def damage(self) -> float:
417
- # base + Spell Power + Glass Cannon; Berserker adds more while wounded
418
- d = 14 + self.up_damage * 6 + self.up_glass_cannon * 12
419
- if self.up_berserker and self.hp < self.max_hp * 0.5:
420
- d *= 1 + 0.15 * self.up_berserker
421
- return d * self._aura_prod("dmg")
422
-
423
- @property
424
- def size_mult(self) -> float:
425
- # Wizards start minion-sized (0.55) and grow a step every level, capped
426
- # a touch above boss size (2.9) — a long run literally makes you a
427
- # bigger, harder-to-dodge-with target. Titan Growth stacks on top.
428
- return min(2.9, 0.55 + 0.12 * (self.level - 1)) * (1 + self.up_giant * 0.18)
429
-
430
- @property
431
- def hit_radius(self) -> float:
432
- # Server-authoritative hurtbox — grows with size, so dodging gets
433
- # harder as you level (the client renders at the same scale).
434
- return 10.0 + 12.0 * self.size_mult
435
-
436
- @property
437
- def attack_interval(self) -> float:
438
- return max(0.12, (0.55 - self.up_attack_speed * 0.05) * self._aura_prod("atk"))
439
-
440
- @property
441
- def move_speed(self) -> float:
442
- return (180 + self.up_move_speed * 22) * self._aura_prod("move")
443
-
444
- @property
445
- def shots(self) -> int:
446
- return 1 + self.up_multishot
447
-
448
- @property
449
- def projectile_speed(self) -> float:
450
- return 520 + self.up_projectile_speed * 90
451
-
452
- @property
453
- def projectile_ttl(self) -> float:
454
- return 2.5 + self.up_projectile_speed * 0.6
455
-
456
- @property
457
- def regen(self) -> float:
458
- return self.up_regen * 2.0 # hp per second
459
-
460
- def to_dict(self):
461
- return {
462
- "id": self.pid, "name": self.name,
463
- "x": round(self.x, 1), "y": round(self.y, 1),
464
- "hp": round(self.hp, 1), "max_hp": self.max_hp,
465
- "facing": round(self.facing, 3), "alive": self.alive,
466
- "gold": self.gold, "level": self.level, "moving": self.moving,
467
- "attacking": self.attack_timer > 0, "hurt": self.hurt > 0,
468
- "xp": self.xp, "xp_needed": self.xp_needed,
469
- "pending_cards": list(self.pending_cards),
470
- "pending_left": round(max(0.0, self.pending_until - time.time()), 1) if self.pending_cards else 0,
471
- "lives": self.lives, "char": self.char,
472
- "auras": [{"type": a["type"], "t": round(a["t"], 1),
473
- "color": AURAS.get(a["type"], {}).get("color", "#fff"),
474
- "label": AURAS.get(a["type"], {}).get("label", a["type"])}
475
- for a in self.auras],
476
- "size": round(self.size_mult, 2),
477
- "shield": round(self.shield, 1),
478
- "flash": self.flash if self.flash_t > 0 else "",
479
- "skills": [{"name": s["name"], "effect": s["effect"], "color": s.get("color", "#b48cff")}
480
- for s in self.skills],
481
- # owned level per card (skill cards report 1 when owned)
482
- "upgrades": {k: (1 if k in self.skill_cards else getattr(self, f"up_{k}", 0))
483
- for k in CARDS},
484
- "stats": {"dmg": round(self.dmg_dealt), "kills": self.kills},
485
- }
486
-
487
-
488
- class Engine:
489
- def __init__(self):
490
- self.players: dict[str, Player] = {}
491
- self.minions: list[Minion] = []
492
- self._minion_seq = 0
493
- self.projectiles: list[Projectile] = []
494
- self.gems: list[Gem] = []
495
- self.allies: list[Ally] = []
496
- self._ally_seq = 0
497
- self.pickups: list[Pickup] = []
498
- self._pickup_seq = 0
499
- self.boss = Boss()
500
- self.round = 0
501
- self.status = "lobby" # lobby | active | intermission
502
- self.status_msg = "Waiting for wizards to join..."
503
- self.gm_message = ""
504
- self.intermission_until = 0.0
505
- self.round_started_at = 0.0
506
- self.skill_request_pid: str | None = None
507
- self.skill_request_used = False
508
- # Cards the Game Master is currently offering on level-up (ids). Empty =>
509
- # the full set is available (deterministic default).
510
- self.card_pool: list[str] = list(ALL_CARD_IDS)
511
- # config applied each round (mutated by the Game Master)
512
- self.cfg = {
513
- "boss_hp": 1000, "boss_damage": 12,
514
- "minion_hp": 40, "minion_count": 6, "spawn_interval": 4.0,
515
- "boss_aggro": 1.0, # Director-tunable attack frequency
516
- "boss_attack_speed": 1.0, # Director-tunable cadence (mercy-floored)
517
- "boss_pattern": "balanced", # Director-chosen attack pattern
518
- # wave composition: relative weights of each enemy archetype
519
- "wave": {"grunt": 1.0, "fast": 0.0, "tank": 0.0},
520
- }
521
- # one-shot blessings the GM granted for the coming round: {pid: blessing}
522
- self.pending_blessings: dict[str, str] = {}
523
- # transient FX events for the client (drained each snapshot)
524
- self._events: list[dict] = []
525
-
526
- def _event(self, fx: str, x: float, y: float, **kw):
527
- """Queue a one-shot visual event for the next snapshot broadcast."""
528
- if len(self._events) < 40:
529
- self._events.append({"fx": fx, "x": round(x, 1), "y": round(y, 1), **kw})
530
-
531
- # ---- lobby management -------------------------------------------------
532
- @property
533
- def active_players(self) -> list[Player]:
534
- return list(self.players.values())
535
-
536
- def can_join(self) -> bool:
537
- return len(self.players) < MAX_PLAYERS
538
-
539
- def add_player(self, pid: str, name: str, char: str = "warrior") -> Player:
540
- spawn_angle = random.uniform(0, math.tau)
541
- p = Player(
542
- pid=pid, name=name[:16] or "Wizard", char=char or "soldier",
543
- x=CENTER[0] + math.cos(spawn_angle) * 420,
544
- y=CENTER[1] + math.sin(spawn_angle) * 280,
545
- )
546
- p.x = _clamp(p.x, 40, ARENA_W - 40)
547
- p.y = _clamp(p.y, 40, ARENA_H - 40)
548
- # if joining mid-wave, jump straight into the fight
549
- if self.status == "active":
550
- p.hp = p.max_hp
551
- self.players[pid] = p
552
- if self.status == "lobby" and len(self.players) >= 1:
553
- self.status_msg = "Press START or wait for more wizards."
554
- return p
555
-
556
- def remove_player(self, pid: str):
557
- self.players.pop(pid, None)
558
-
559
- def set_input(self, pid: str, data: dict):
560
- p = self.players.get(pid)
561
- if not p:
562
- return
563
- p.up = bool(data.get("up"))
564
- p.down = bool(data.get("down"))
565
- p.left = bool(data.get("left"))
566
- p.right = bool(data.get("right"))
567
- p.attacking = bool(data.get("attack"))
568
-
569
- def _apply_card(self, p: Player, key: str):
570
- """Apply a chosen level-up card's effect to a player."""
571
- if key in SKILL_CARDS:
572
- self._add_skill(p, skillmod.CARD_SKILLS[key])
573
- p.skill_cards.add(key)
574
- return
575
- setattr(p, f"up_{key}", getattr(p, f"up_{key}") + 1)
576
- if key in ("max_hp", "giant", "glass_cannon"):
577
- self._recompute_max_hp(p)
578
- if key == "max_hp":
579
- p.hp = min(p.max_hp, p.hp + 25)
580
- if key == "shield":
581
- p.shield = max(p.shield, 20 * p.up_shield)
582
-
583
- def _recompute_max_hp(self, p: Player):
584
- p.max_hp = max(20, 100 + p.up_max_hp * 25 + p.up_giant * 30 - p.up_glass_cannon * 15)
585
- p.hp = min(p.hp, p.max_hp)
586
-
587
- def _add_skill(self, p: Player, spec: dict) -> dict | None:
588
- """Validate and attach a skill spec to a player (caps the count)."""
589
- safe = skillmod.validate_skill(spec)
590
- if not safe:
591
- return None
592
- safe = dict(safe)
593
- safe["_cd"] = safe.get("interval", 0.0) # periodic cooldown timer
594
- if len(p.skills) >= skillmod.MAX_SKILLS_PER_PLAYER:
595
- p.skills.pop(0)
596
- p.skills.append(safe)
597
- return safe
598
-
599
- def add_runtime_skill(self, pid: str, spec: dict) -> dict | None:
600
- """Hot-plug a Game-Master-authored skill onto a player (the LLM flow)."""
601
- p = self.players.get(pid)
602
- if not p:
603
- return None
604
- return self._add_skill(p, spec)
605
-
606
- def top_player_id(self) -> str | None:
607
- """Highest-damage player of the round just ended (gets the skill request)."""
608
- if not self.players:
609
- return None
610
- return max(self.players.values(), key=lambda p: p.dmg_dealt).pid
611
-
612
- def choose_card(self, pid: str, key: str) -> bool:
613
- """Player picks one of the cards currently offered to them."""
614
- p = self.players.get(pid)
615
- if not p or key not in CARDS or key not in p.pending_cards:
616
- return False
617
- self._apply_card(p, key)
618
- p.pending_cards = [] # one pick per level-up
619
- p.pending_until = 0.0
620
- return True
621
-
622
- def buy_upgrade(self, pid: str, key: str) -> bool:
623
- """Legacy gold shop (kept for compatibility; survivors mode uses cards)."""
624
- p = self.players.get(pid)
625
- if not p or key not in UPGRADES:
626
- return False
627
- if self.status not in ("intermission", "lobby"):
628
- return False
629
- _, cost = UPGRADES[key]
630
- if p.gold < cost:
631
- return False
632
- p.gold -= cost
633
- self._apply_card(p, key)
634
- return True
635
-
636
- def _owns(self, p: Player, cid: str) -> bool:
637
- """Whether a one-time card is already taken (stat binary or a skill card)."""
638
- if cid in SKILL_CARDS:
639
- return cid in p.skill_cards
640
- return bool(getattr(p, f"up_{cid}", 0))
641
-
642
- def _draw_cards(self, p: Player, n: int = 3) -> list[str]:
643
- """Draw up to n distinct card ids for a player, honoring boss-exclusive gating."""
644
- theme = max(0, (self.round - 1) // 5)
645
- theme_cards = theme_cards_for(theme)
646
- pool = [c for c in self.card_pool if c in CARDS] or list(ALL_CARD_IDS)
647
- # boss-exclusive cards: only the current boss's; drop all other themes'
648
- pool = [c for c in pool if c not in THEME_ONLY or c in theme_cards]
649
- # ensure this boss's exclusives are eligible even if the Director omitted them
650
- for tc in theme_cards:
651
- if tc not in pool:
652
- pool.append(tc)
653
- # drop one-time cards already owned
654
- pool = [c for c in pool if not (c in BINARY_CARDS and self._owns(p, c))]
655
- chosen: list[str] = []
656
- # guarantee Auto-Cast is offered early so it doesn't get lost in RNG
657
- if not p.up_auto_attack and p.level <= 3:
658
- chosen.append("auto_attack")
659
- rest = [c for c in pool if c not in chosen]
660
- random.shuffle(rest)
661
- # bias one slot toward a boss-exclusive card when available (feels special)
662
- avail_theme = [c for c in theme_cards if c in rest]
663
- if avail_theme and len(chosen) < n:
664
- pick = random.choice(avail_theme)
665
- chosen.append(pick); rest.remove(pick)
666
- for c in rest:
667
- if len(chosen) >= n:
668
- break
669
- chosen.append(c)
670
- return chosen[:n]
671
-
672
- def _grant_xp(self, p: Player, amount: int):
673
- if not p.alive:
674
- return
675
- p.xp += amount
676
- leveled = False
677
- while p.xp >= p.xp_needed:
678
- p.xp -= p.xp_needed
679
- p.level += 1
680
- p.xp_needed = int(p.xp_needed * 1.45) + 3
681
- leveled = True
682
- if leveled and not p.pending_cards:
683
- p.pending_cards = self._draw_cards(p, 3)
684
- p.pending_until = time.time() + PENDING_AUTOPICK_SEC
685
-
686
- # ---- round lifecycle --------------------------------------------------
687
- def start_round(self):
688
- if not self.players:
689
- self.status = "lobby"
690
- return
691
- self.round += 1
692
- self.minions.clear()
693
- self.projectiles.clear()
694
- self.gems.clear()
695
- self.allies.clear()
696
- self.pickups.clear()
697
- self.boss = Boss(
698
- hp=self.cfg["boss_hp"], max_hp=self.cfg["boss_hp"],
699
- dmg=self.cfg["boss_damage"], spawn_interval=self.cfg["spawn_interval"],
700
- aggro=self.cfg.get("boss_aggro", 1.0),
701
- pattern=self.cfg.get("boss_pattern", "balanced"),
702
- atk_speed=self.cfg.get("boss_attack_speed", 1.0),
703
- )
704
- # special boss encounter? (Aegis / Toaster Bot) — buff and rename it
705
- sp = special_boss_for(self.round)
706
- if sp:
707
- cfg = SPECIAL_BOSSES[sp]
708
- self.boss.special = sp
709
- self.boss.name = cfg["name"]
710
- hp = int(self.cfg["boss_hp"] * cfg["hp_mult"])
711
- self.boss.hp = self.boss.max_hp = hp
712
- self.boss.dmg = int(self.cfg["boss_damage"] * cfg["dmg_mult"])
713
- # XP / level / cards persist across the run; only revive & reset per-round
714
- # combat stats. Pending card picks carry over so a level-up isn't lost.
715
- for p in self.players.values():
716
- self._recompute_max_hp(p)
717
- p.hp = p.max_hp
718
- p.alive = p.lives > 0 # eliminated wizards stay down (awaiting removal)
719
- p.respawn_t = 0.0
720
- p.dmg_dealt = 0.0
721
- p.kills = 0
722
- p.shield = 20 * p.up_shield # Aegis refreshes each wave
723
- ang = random.uniform(0, math.tau)
724
- p.x = _clamp(CENTER[0] + math.cos(ang) * 420, 40, ARENA_W - 40)
725
- p.y = _clamp(CENTER[1] + math.sin(ang) * 280, 40, ARENA_H - 40)
726
- self._apply_blessings()
727
- self.status = "active"
728
- if self.boss.special:
729
- self.status_msg = f"Wave {self.round} — {self.boss.name} has arrived!"
730
- else:
731
- self.status_msg = f"Wave {self.round} — survive and slay the boss!"
732
- self.round_started_at = time.time()
733
-
734
- def _grant_boss_reward(self, special: str):
735
- """All living wizards gain the defeated special boss's signature attack."""
736
- cfg = SPECIAL_BOSSES.get(special, {})
737
- reward = cfg.get("reward")
738
- spec = skillmod.CARD_SKILLS.get(reward)
739
- if not spec:
740
- return
741
- name = spec.get("name", reward)
742
- for p in self.players.values():
743
- if p.alive and reward not in p.skill_cards:
744
- self._add_skill(p, spec)
745
- p.skill_cards.add(reward)
746
- p.flash = f"Gained {name} from {cfg.get('name', 'the boss')}!"
747
- p.flash_t = 3.0
748
-
749
- def _apply_blessings(self):
750
- """Consume the Game Master's one-shot blessings at round start."""
751
- for pid, blessing in self.pending_blessings.items():
752
- p = self.players.get(pid)
753
- if not p or blessing not in BLESSINGS:
754
- continue
755
- if blessing == "extra_life":
756
- p.lives = min(MAX_LIVES, p.lives + 1)
757
- if p.lives > 0 and not p.alive and p.respawn_t <= 0:
758
- p.alive = True
759
- p.hp = p.max_hp
760
- p.flash = "🙏 Blessed: an extra life!"
761
- elif blessing == "full_heal":
762
- p.hp = p.max_hp
763
- p.flash = "🙏 Blessed: fully healed!"
764
- else: # a timed aura
765
- spec = AURAS.get(blessing, {})
766
- existing = next((a for a in p.auras if a["type"] == blessing), None)
767
- if existing:
768
- existing["t"] = spec.get("dur", 40)
769
- else:
770
- p.auras.append({"type": blessing, "t": spec.get("dur", 40)})
771
- p.flash = f"🙏 Blessed: {spec.get('label', blessing)}!"
772
- p.flash_t = 4.0
773
- self._event("bless", p.x, p.y, color="#ffe9a0")
774
- self.pending_blessings = {}
775
-
776
- def _respawn(self, p: Player):
777
- p.alive = True
778
- p.respawn_t = 0.0
779
- p.hp = p.max_hp
780
- p.hurt = 1.0 # brief invuln flicker
781
- ang = random.uniform(0, math.tau)
782
- p.x = _clamp(CENTER[0] + math.cos(ang) * 420, 40, ARENA_W - 40)
783
- p.y = _clamp(CENTER[1] + math.sin(ang) * 280, 40, ARENA_H - 40)
784
-
785
- def round_summary(self) -> dict:
786
- """Compact, model-friendly summary of the round that just ended."""
787
- won = self.boss.hp <= 0
788
- return {
789
- "round": self.round,
790
- "result": "victory" if won else "defeat",
791
- "duration_sec": round(time.time() - self.round_started_at, 1),
792
- "boss_max_hp": self.boss.max_hp,
793
- "players": [
794
- {
795
- "id": p.pid, "name": p.name, "level": p.level,
796
- "survived": p.alive,
797
- "damage_dealt": round(p.dmg_dealt),
798
- "kills": p.kills, "gold": p.gold,
799
- "lives_left": p.lives,
800
- "hp_pct": round(100 * p.hp / p.max_hp) if p.alive else 0,
801
- }
802
- for p in self.players.values()
803
- ],
804
- }
805
-
806
- def apply_gm_decision(self, decision: dict):
807
- """Apply a (validated) Game Master decision to rewards + next config."""
808
- rewards = decision.get("rewards", {}) or {}
809
- for pid, amount in rewards.items():
810
- p = self.players.get(pid)
811
- if p:
812
- amt = int(_clamp(int(amount), 0, 1000)) * (1 + 0.2 * p.up_gold_boost) # Prosperity
813
- p.gold += int(amt)
814
- nxt = decision.get("next_round", {}) or {}
815
- self.cfg["boss_hp"] = int(_clamp(int(nxt.get("boss_hp", self.cfg["boss_hp"])), 300, 100000))
816
- self.cfg["boss_damage"] = int(_clamp(int(nxt.get("boss_damage", self.cfg["boss_damage"])), 4, 80))
817
- self.cfg["minion_hp"] = int(_clamp(int(nxt.get("minion_hp", self.cfg["minion_hp"])), 15, 2000))
818
- self.cfg["minion_count"] = int(_clamp(int(nxt.get("minion_count", self.cfg["minion_count"])), 0, 40))
819
- self.cfg["spawn_interval"] = float(_clamp(float(nxt.get("spawn_interval", self.cfg["spawn_interval"])), 1.0, 10.0))
820
- self.cfg["boss_aggro"] = float(_clamp(float(nxt.get("boss_aggro", self.cfg["boss_aggro"])), 0.6, 3.0))
821
- self.cfg["boss_attack_speed"] = float(_clamp(float(nxt.get("boss_attack_speed", self.cfg["boss_attack_speed"])), 0.5, 2.0))
822
- # boss attack pattern for the coming round
823
- pattern = nxt.get("boss_pattern", decision.get("boss_pattern"))
824
- if pattern in BOSS_PATTERNS:
825
- self.cfg["boss_pattern"] = pattern
826
- # per-player blessings (validated against roster + known blessings)
827
- blessings = decision.get("blessings")
828
- if isinstance(blessings, dict):
829
- self.pending_blessings = {
830
- pid: b for pid, b in blessings.items()
831
- if pid in self.players and b in BLESSINGS
832
- }
833
- # wave composition (enemy archetype weights)
834
- wave = nxt.get("wave")
835
- if isinstance(wave, dict):
836
- clean = {}
837
- for k in MINION_TYPES:
838
- try:
839
- clean[k] = max(0.0, float(wave.get(k, 0.0)))
840
- except Exception:
841
- clean[k] = 0.0
842
- if sum(clean.values()) > 0:
843
- self.cfg["wave"] = clean
844
- # offered level-up card pool
845
- pool = decision.get("card_pool")
846
- if isinstance(pool, list):
847
- valid = [c for c in pool if c in CARDS]
848
- self.card_pool = valid if valid else list(ALL_CARD_IDS)
849
- self.gm_message = str(decision.get("message", ""))[:240]
850
-
851
- def _pick_minion_kind(self) -> str:
852
- weights = self.cfg.get("wave") or {"grunt": 1.0}
853
- kinds = [k for k in MINION_TYPES if weights.get(k, 0) > 0] or ["grunt"]
854
- w = [weights.get(k, 0) for k in kinds]
855
- return random.choices(kinds, weights=w, k=1)[0]
856
-
857
- def begin_intermission(self, seconds: float = 12.0):
858
- self.status = "intermission"
859
- self.intermission_until = time.time() + seconds
860
- won = self.boss.hp <= 0
861
- self.status_msg = ("Victory! " if won else "Defeated... ") + \
862
- "The Game Master is deciding rewards & the next round."
863
- # the round's top damage-dealer may ask the GM for a custom power-up
864
- self.skill_request_pid = self.top_player_id()
865
- self.skill_request_used = False
866
-
867
- # ---- simulation -------------------------------------------------------
868
- def _spawn_minion(self):
869
- # Minions are summoned by the boss: they emerge from around it.
870
- ang = random.uniform(0, math.tau)
871
- dist = random.uniform(50, 95)
872
- x = _clamp(self.boss.x + math.cos(ang) * dist, 30, ARENA_W - 30)
873
- y = _clamp(self.boss.y + math.sin(ang) * dist, 30, ARENA_H - 30)
874
- kind = self._pick_minion_kind()
875
- t = MINION_TYPES[kind]
876
- hp = self.cfg["minion_hp"] * t["hp"]
877
- self._minion_seq += 1
878
- self.minions.append(Minion(
879
- x=x, y=y, hp=hp, max_hp=hp,
880
- speed=(70 + self.round * 4) * t["speed"],
881
- dmg=(6 + self.round) * t["dmg"],
882
- uid=self._minion_seq, kind=kind, scale=t["scale"],
883
- ))
884
-
885
- def _nearest_player(self, x, y):
886
- best, bd = None, 1e18
887
- for p in self.players.values():
888
- if not p.alive:
889
- continue
890
- d = (p.x - x) ** 2 + (p.y - y) ** 2
891
- if d < bd:
892
- best, bd = p, d
893
- return best
894
-
895
- def _nearest_enemy(self, x, y):
896
- """Closest minion, else the boss."""
897
- best, bd = None, 1e18
898
- for m in self.minions:
899
- if not m.alive:
900
- continue
901
- d = (m.x - x) ** 2 + (m.y - y) ** 2
902
- if d < bd:
903
- best, bd = m, d
904
- if self.boss.hp > 0:
905
- d = (self.boss.x - x) ** 2 + (self.boss.y - y) ** 2
906
- if d < bd or best is None:
907
- best, bd = self.boss, d
908
- return best
909
-
910
- def tick(self, dt: float):
911
- if self.status != "active":
912
- return
913
-
914
- for p in self.players.values():
915
- p.hurt = max(0.0, p.hurt - dt)
916
- p.attack_timer = max(0.0, p.attack_timer - dt)
917
- if p.flash_t > 0:
918
- p.flash_t -= dt
919
- # timed auras count down and expire
920
- if p.auras:
921
- for a in p.auras:
922
- a["t"] -= dt
923
- p.auras = [a for a in p.auras if a["t"] > 0]
924
- # auto-pick a pending card if the player dithers past the deadline
925
- if p.pending_cards and time.time() >= p.pending_until:
926
- self.choose_card(p.pid, p.pending_cards[0])
927
- if not p.alive:
928
- # respawn after a short delay while lives remain
929
- if p.lives > 0 and p.respawn_t > 0:
930
- p.respawn_t -= dt
931
- if p.respawn_t <= 0:
932
- self._respawn(p)
933
- continue
934
- if p.regen and p.hp < p.max_hp:
935
- p.hp = min(p.max_hp, p.hp + p.regen * dt)
936
- # periodic skills
937
- for sk in p.skills:
938
- if sk["trigger"] == "periodic":
939
- sk["_cd"] = sk.get("_cd", sk.get("interval", 5.0)) - dt
940
- if sk["_cd"] <= 0:
941
- sk["_cd"] = sk.get("interval", 5.0)
942
- self._fire_skill(p, sk)
943
- dx = (1 if p.right else 0) - (1 if p.left else 0)
944
- dy = (1 if p.down else 0) - (1 if p.up else 0)
945
- p.moving = dx != 0 or dy != 0
946
- if p.moving:
947
- inv = 1.0 / math.hypot(dx, dy)
948
- p.x = _clamp(p.x + dx * inv * p.move_speed * dt, 24, ARENA_W - 24)
949
- p.y = _clamp(p.y + dy * inv * p.move_speed * dt, 24, ARENA_H - 24)
950
- # aim at nearest enemy for satisfying co-op feel
951
- tgt = self._nearest_enemy(p.x, p.y)
952
- if tgt is not None:
953
- p.facing = math.atan2(tgt.y - p.y, tgt.x - p.x)
954
- # attack (Auto-Cast fires without holding the key)
955
- if (p.attacking or p.up_auto_attack) and p.attack_timer <= 0:
956
- self._player_shoot(p)
957
- p.attack_timer = p.attack_interval
958
-
959
- self._tick_minions(dt)
960
- self._tick_boss(dt)
961
- self._tick_allies(dt)
962
- self._tick_projectiles(dt)
963
- self._tick_gems(dt)
964
- self._tick_pickups(dt)
965
-
966
- self.minions = [m for m in self.minions if m.alive]
967
- self.allies = [a for a in self.allies if a.ttl > 0 and a.hp > 0]
968
-
969
- # round end conditions
970
- if self.boss.hp <= 0:
971
- # boss drops a shower of high-tier gems
972
- for _ in range(10):
973
- ang = random.uniform(0, math.tau)
974
- d = random.uniform(20, 140)
975
- gx = _clamp(self.boss.x + math.cos(ang) * d, 30, ARENA_W - 30)
976
- gy = _clamp(self.boss.y + math.sin(ang) * d, 30, ARENA_H - 30)
977
- g = self._make_gem(gx, gy, "tank")
978
- g.tier = int(_clamp(g.tier + 2, 1, 7))
979
- g.value = GEM_TIER_XP[g.tier]
980
- self.gems.append(g)
981
- # special boss defeated -> every survivor gains its attack power
982
- if self.boss.special:
983
- self._grant_boss_reward(self.boss.special)
984
- self.begin_intermission()
985
- elif self.players and all(not p.alive and p.respawn_t <= 0 for p in self.players.values()):
986
- # every wizard is down with no respawn pending (all eliminated)
987
- self.begin_intermission()
988
-
989
- def _tick_allies(self, dt: float):
990
- """Summoned spirits chase the nearest enemy and fire bolts at it."""
991
- for a in self.allies:
992
- a.ttl -= dt
993
- a.attack_cd = max(0.0, a.attack_cd - dt)
994
- tgt = self._nearest_enemy(a.x, a.y)
995
- if tgt is None:
996
- continue
997
- dist = math.hypot(tgt.x - a.x, tgt.y - a.y)
998
- ang = math.atan2(tgt.y - a.y, tgt.x - a.x)
999
- if dist > 180:
1000
- a.x += math.cos(ang) * a.speed * dt
1001
- a.y += math.sin(ang) * a.speed * dt
1002
- if a.attack_cd <= 0:
1003
- self.projectiles.append(Projectile(
1004
- x=a.x, y=a.y, vx=math.cos(ang) * 480, vy=math.sin(ang) * 480,
1005
- dmg=a.dmg, owner=a.owner, hostile=False, radius=7, ttl=1.5,
1006
- ))
1007
- a.attack_cd = 0.8
1008
-
1009
- def _tick_gems(self, dt: float):
1010
- """XP gems drift toward nearby living players and are auto-collected."""
1011
- alive = []
1012
- for g in self.gems:
1013
- g.ttl -= dt
1014
- if g.ttl <= 0:
1015
- continue
1016
- tgt = self._nearest_player(g.x, g.y)
1017
- collected = False
1018
- if tgt is not None:
1019
- pull = 130.0 + tgt.up_magnet * 55 # Lodestone
1020
- grab = 26.0 + tgt.up_magnet * 10
1021
- d = math.hypot(tgt.x - g.x, tgt.y - g.y)
1022
- if d <= grab:
1023
- amount = g.value * (1 + 0.15 * tgt.up_xp_boost) # Quick Study
1024
- self._grant_xp(tgt, max(1, round(amount)))
1025
- collected = True
1026
- elif d <= pull:
1027
- ang = math.atan2(tgt.y - g.y, tgt.x - g.x)
1028
- g.x += math.cos(ang) * 240 * dt
1029
- g.y += math.sin(ang) * 240 * dt
1030
- if not collected:
1031
- alive.append(g)
1032
- self.gems = alive
1033
-
1034
- def _tick_pickups(self, dt: float):
1035
- """Floor power-ups: walk over one to claim the card instantly."""
1036
- alive = []
1037
- for pk in self.pickups:
1038
- pk.ttl -= dt
1039
- if pk.ttl <= 0:
1040
- continue
1041
- taken = False
1042
- for p in self.players.values():
1043
- if p.alive and (p.x - pk.x) ** 2 + (p.y - pk.y) ** 2 < 34 ** 2:
1044
- if pk.kind == "aura":
1045
- spec = AURAS.get(pk.card, {})
1046
- # refresh if already active, else add
1047
- existing = next((a for a in p.auras if a["type"] == pk.card), None)
1048
- if existing:
1049
- existing["t"] = spec.get("dur", 40)
1050
- else:
1051
- p.auras.append({"type": pk.card, "t": spec.get("dur", 40)})
1052
- p.flash = f"{spec.get('label', pk.card)}!"
1053
- else:
1054
- self._apply_card(p, pk.card)
1055
- p.flash = f"Power-up: {CARDS.get(pk.card, (pk.card,))[0]}!"
1056
- p.flash_t = 2.5
1057
- taken = True
1058
- break
1059
- if not taken:
1060
- alive.append(pk)
1061
- self.pickups = alive
1062
-
1063
- def _player_shoot(self, p: Player):
1064
- spread = 0.18
1065
- n = p.shots
1066
- base = p.facing
1067
- radius = 9 + p.up_big_shots * 4
1068
- for i in range(n):
1069
- off = 0 if n == 1 else (i - (n - 1) / 2) * spread
1070
- ang = base + off
1071
- dmg = p.damage
1072
- crit = p.up_crit and random.random() < min(0.6, 0.08 * p.up_crit)
1073
- if crit:
1074
- dmg *= 2
1075
- self.projectiles.append(Projectile(
1076
- x=p.x, y=p.y,
1077
- vx=math.cos(ang) * p.projectile_speed,
1078
- vy=math.sin(ang) * p.projectile_speed,
1079
- dmg=dmg, owner=p.pid, hostile=False, radius=radius,
1080
- ttl=p.projectile_ttl, pierce=p.up_pierce,
1081
- homing=p.up_homing > 0, burn=p.up_burn * 4.0,
1082
- explode=60.0 if p.up_explosive else 0.0,
1083
- knock=p.up_knockback * 9.0, chain=p.up_chain, crit=bool(crit),
1084
- ))
1085
- # attack-triggered skills
1086
- p._attack_count += 1
1087
- for sk in p.skills:
1088
- if sk["trigger"] == "every_n_attacks" and p._attack_count % sk.get("n", 5) == 0:
1089
- self._fire_skill(p, sk)
1090
-
1091
- # ---- skill effects ----------------------------------------------------
1092
- def _fire_skill(self, p: Player, sk: dict):
1093
- eff = sk["effect"]
1094
- color = sk.get("color", "#b48cff")
1095
- if eff == "aoe_damage":
1096
- self._event("aoe_frost" if sk.get("slow") else "aoe", p.x, p.y,
1097
- r=sk["radius"], color=color)
1098
- r2 = sk["radius"] ** 2
1099
- for m in self.minions:
1100
- if m.alive and (m.x - p.x) ** 2 + (m.y - p.y) ** 2 <= r2:
1101
- m.hp -= sk["damage"]; m.hurt = 0.15
1102
- if sk.get("slow"):
1103
- m.speed *= (1 - sk["slow"])
1104
- p.dmg_dealt += sk["damage"]
1105
- if m.hp <= 0:
1106
- m.alive = False
1107
- self._on_minion_killed(m, p)
1108
- if self.boss.hp > 0 and (self.boss.x - p.x) ** 2 + (self.boss.y - p.y) ** 2 <= r2:
1109
- self.boss.hp -= sk["damage"]; self.boss.hurt = 0.1; p.dmg_dealt += sk["damage"]
1110
- elif eff == "projectile_nova":
1111
- self._event("nova", p.x, p.y, color=color)
1112
- cnt = sk["count"]
1113
- for k in range(cnt):
1114
- ang = k * math.tau / cnt
1115
- self.projectiles.append(Projectile(
1116
- x=p.x, y=p.y, vx=math.cos(ang) * 460, vy=math.sin(ang) * 460,
1117
- dmg=sk["damage"], owner=p.pid, hostile=False, radius=8, ttl=1.8,
1118
- ))
1119
- elif eff == "heal":
1120
- self._event("heal", p.x, p.y, color=color)
1121
- p.hp = min(p.max_hp, p.hp + sk["amount"])
1122
- elif eff == "shield":
1123
- self._event("shield", p.x, p.y, color=color)
1124
- p.shield = min(120.0, p.shield + sk["amount"])
1125
- elif eff == "summon_ally":
1126
- self._event("summon", p.x, p.y, color=color)
1127
- for _ in range(sk["count"]):
1128
- self._summon_ally(p)
1129
-
1130
- def _summon_ally(self, p: Player):
1131
- if len(self.allies) >= 24:
1132
- return
1133
- self._ally_seq += 1
1134
- ang = random.uniform(0, math.tau)
1135
- self.allies.append(Ally(
1136
- x=_clamp(p.x + math.cos(ang) * 40, 24, ARENA_W - 24),
1137
- y=_clamp(p.y + math.sin(ang) * 40, 24, ARENA_H - 24),
1138
- owner=p.pid, uid=self._ally_seq,
1139
- hp=30 + p.level * 3, max_hp=30 + p.level * 3,
1140
- dmg=10 + p.up_damage * 3,
1141
- ))
1142
-
1143
- def _tick_minions(self, dt: float):
1144
- for m in self.minions:
1145
- m.hurt = max(0.0, m.hurt - dt)
1146
- m.attack_cd = max(0.0, m.attack_cd - dt)
1147
- # Ignite: burn damage over time
1148
- if m.burn_t > 0:
1149
- m.burn_t -= dt
1150
- m.hp -= m.burn * dt
1151
- if m.hp <= 0:
1152
- m.alive = False
1153
- self._on_minion_killed(m, None)
1154
- continue
1155
- tgt = self._nearest_player(m.x, m.y)
1156
- if tgt is None:
1157
- continue
1158
- # Frost Presence card + Frost Aura: nearby enemies move slower
1159
- speed = m.speed
1160
- slow = 0.12 * tgt.up_slow_aura + tgt._aura_max("enemy_slow")
1161
- if slow and (tgt.x - m.x) ** 2 + (tgt.y - m.y) ** 2 < 150 ** 2:
1162
- speed *= max(0.25, 1 - slow)
1163
- ang = math.atan2(tgt.y - m.y, tgt.x - m.x)
1164
- dist = math.hypot(tgt.x - m.x, tgt.y - m.y)
1165
- reach = 20 + tgt.hit_radius # bigger wizards are easier to reach
1166
- if dist > reach:
1167
- m.x += math.cos(ang) * speed * dt
1168
- m.y += math.sin(ang) * speed * dt
1169
- elif m.attack_cd <= 0:
1170
- self._damage_player(tgt, m.dmg)
1171
- # Spiked Aura: reflect damage to the attacker
1172
- if tgt.up_thorns:
1173
- m.hp -= 5 * tgt.up_thorns
1174
- m.hurt = 0.15
1175
- if m.hp <= 0:
1176
- m.alive = False
1177
- self._on_minion_killed(m, tgt)
1178
- m.attack_cd = 1.0
1179
-
1180
- def _tick_boss(self, dt: float):
1181
- b = self.boss
1182
- if b.hp <= 0:
1183
- return
1184
- b.hurt = max(0.0, b.hurt - dt)
1185
- b.shoot_cd = max(0.0, b.shoot_cd - dt)
1186
- b.spawn_cd = max(0.0, b.spawn_cd - dt)
1187
- b.charge_cd = max(0.0, b.charge_cd - dt)
1188
- b.nova_cd = max(0.0, b.nova_cd - dt)
1189
- phase2 = b.hp <= b.max_hp * 0.5
1190
- # combined attack cadence: aggro (difficulty) x atk_speed (GM mercy knob)
1191
- agg = b.aggro * (1.3 if phase2 else 1.0) * _clamp(b.atk_speed, 0.5, 2.0)
1192
- pat = BOSS_PATTERNS.get(b.pattern, BOSS_PATTERNS["balanced"])
1193
-
1194
- # ---- charge attack: telegraph, then rush a player and melee hard ----
1195
- if b.state == "telegraph":
1196
- b.state_t -= dt
1197
- if b.state_t <= 0:
1198
- b.state = "charge"
1199
- b.state_t = 0.55
1200
- return # boss is winding up, no other actions
1201
- if b.state == "charge":
1202
- b.state_t -= dt
1203
- b.x = _clamp(b.x + b.cvx * dt, 40, ARENA_W - 40)
1204
- b.y = _clamp(b.y + b.cvy * dt, 40, ARENA_H - 40)
1205
- for p in self.players.values():
1206
- if p.alive and (p.x - b.x) ** 2 + (p.y - b.y) ** 2 < (54 + p.hit_radius) ** 2:
1207
- self._damage_player(p, b.dmg * 2.5) # massive melee
1208
- if b.state_t <= 0:
1209
- b.state = "idle"
1210
- b.charge_cd = max(2.0, 8.0 / (agg * pat["charge"]))
1211
- return
1212
- # drift back toward the centre when idle
1213
- b.x += (CENTER[0] - b.x) * min(1.0, dt * 0.6)
1214
- b.y += (CENTER[1] - b.y) * min(1.0, dt * 0.6)
1215
-
1216
- # decide whether to start a charge (hunts down players who keep distance)
1217
- if b.charge_cd <= 0:
1218
- tgt = self._nearest_player(b.x, b.y)
1219
- if tgt:
1220
- ang = math.atan2(tgt.y - b.y, tgt.x - b.x)
1221
- speed = 620 + self.round * 8
1222
- b.cvx, b.cvy = math.cos(ang) * speed, math.sin(ang) * speed
1223
- b.state = "telegraph"
1224
- b.state_t = 0.7
1225
- return
1226
-
1227
- # everything below creates boss projectiles; tag them with the boss's
1228
- # visual style (holy / glitch) at the end.
1229
- n0 = len(self.projectiles)
1230
- bstyle = SPECIAL_BOSSES.get(b.special, {}).get("style", "")
1231
-
1232
- # spawn minions (the SWARMLORD pattern leans hard on this)
1233
- if b.spawn_cd <= 0 and len(self.minions) < 30:
1234
- burst = max(1, round((self.cfg["minion_count"] / 3) * pat["spawn"]))
1235
- for _ in range(burst):
1236
- self._spawn_minion()
1237
- b.spawn_cd = b.spawn_interval
1238
-
1239
- # ---- special boss signature attacks ----
1240
- if b.special:
1241
- b.special_cd = max(0.0, b.special_cd - dt)
1242
- if b.special_cd <= 0:
1243
- self._boss_signature(b)
1244
- b.special_cd = max(2.5, 5.0 / agg)
1245
-
1246
- # ---- ground shockwave: dense ring that punishes standing still ----
1247
- if b.nova_cd <= 0:
1248
- heavy = pat.get("slow_heavy")
1249
- n = 20 if phase2 else 14
1250
- spd, rad, dmul = (160, 18, 1.3) if heavy else (200, 13, 1.0)
1251
- for k in range(n):
1252
- ang = k * math.tau / n
1253
- self.projectiles.append(Projectile(
1254
- x=b.x, y=b.y, vx=math.cos(ang) * spd, vy=math.sin(ang) * spd,
1255
- dmg=b.dmg * dmul, owner="boss", hostile=True, ttl=4.5, radius=rad,
1256
- ))
1257
- b.nova_cd = max(1.8, 6.0 / (agg * pat["nova"]))
1258
-
1259
- # ---- aimed spread / radial bursts (style depends on the pattern) ----
1260
- if b.shoot_cd <= 0:
1261
- tgt = self._nearest_player(b.x, b.y)
1262
- if pat.get("snipe") and tgt:
1263
- # SNIPER: one fast, painful, well-aimed bolt
1264
- ang = math.atan2(tgt.y - b.y, tgt.x - b.x)
1265
- self.projectiles.append(Projectile(
1266
- x=b.x, y=b.y, vx=math.cos(ang) * 540, vy=math.sin(ang) * 540,
1267
- dmg=b.dmg * 1.8, owner="boss", hostile=True, ttl=3.5, radius=9,
1268
- ))
1269
- b.shoot_cd = 1.3 / (agg * pat["shoot"])
1270
- elif pat.get("slow_heavy") and tgt:
1271
- # ARTILLERY: lob big slow orbs at the target
1272
- ang = math.atan2(tgt.y - b.y, tgt.x - b.x) + random.uniform(-0.15, 0.15)
1273
- self.projectiles.append(Projectile(
1274
- x=b.x, y=b.y, vx=math.cos(ang) * 170, vy=math.sin(ang) * 170,
1275
- dmg=b.dmg * 1.4, owner="boss", hostile=True, ttl=5.5, radius=20,
1276
- ))
1277
- b.shoot_cd = 1.6 / (agg * pat["shoot"])
1278
- elif phase2:
1279
- for k in range(12):
1280
- ang = k * math.tau / 12 + random.uniform(-0.1, 0.1)
1281
- self.projectiles.append(Projectile(
1282
- x=b.x, y=b.y, vx=math.cos(ang) * 240, vy=math.sin(ang) * 240,
1283
- dmg=b.dmg, owner="boss", hostile=True, ttl=4, radius=12,
1284
- ))
1285
- b.shoot_cd = 2.2 / (agg * pat["shoot"])
1286
- elif tgt:
1287
- ang = math.atan2(tgt.y - b.y, tgt.x - b.x)
1288
- for off in (-0.22, -0.11, 0, 0.11, 0.22):
1289
- self.projectiles.append(Projectile(
1290
- x=b.x, y=b.y,
1291
- vx=math.cos(ang + off) * 280, vy=math.sin(ang + off) * 280,
1292
- dmg=b.dmg, owner="boss", hostile=True, ttl=4, radius=12,
1293
- ))
1294
- b.shoot_cd = 1.8 / (agg * pat["shoot"])
1295
-
1296
- # apply the boss's projectile style to everything it just fired
1297
- if bstyle:
1298
- for pr in self.projectiles[n0:]:
1299
- pr.style = bstyle
1300
-
1301
- def _boss_signature(self, b: Boss):
1302
- """A unique telegraphed attack per special boss."""
1303
- if b.special == "aegis":
1304
- # Holy Cross: a rotating + and x of holy bolts that punish all angles
1305
- base = random.uniform(0, math.tau)
1306
- for k in range(8):
1307
- ang = base + k * math.tau / 8
1308
- self.projectiles.append(Projectile(
1309
- x=b.x, y=b.y, vx=math.cos(ang) * 260, vy=math.sin(ang) * 260,
1310
- dmg=b.dmg * 1.2, owner="boss", hostile=True, ttl=4.5, radius=16,
1311
- ))
1312
- # plus aimed holy spears at the nearest two players
1313
- for p in list(self.players.values())[:2]:
1314
- if p.alive:
1315
- ang = math.atan2(p.y - b.y, p.x - b.x)
1316
- self.projectiles.append(Projectile(
1317
- x=b.x, y=b.y, vx=math.cos(ang) * 360, vy=math.sin(ang) * 360,
1318
- dmg=b.dmg * 1.6, owner="boss", hostile=True, ttl=4, radius=18,
1319
- ))
1320
- elif b.special == "toaster":
1321
- # Glitch Portals: open rifts near players that spit projectiles outward
1322
- for _ in range(3):
1323
- tgt = self._nearest_player(b.x, b.y)
1324
- px = random.uniform(150, ARENA_W - 150)
1325
- py = random.uniform(120, ARENA_H - 120)
1326
- if tgt and random.random() < 0.6:
1327
- px, py = tgt.x + random.uniform(-80, 80), tgt.y + random.uniform(-80, 80)
1328
- for k in range(6):
1329
- ang = k * math.tau / 6
1330
- self.projectiles.append(Projectile(
1331
- x=px, y=py, vx=math.cos(ang) * 210, vy=math.sin(ang) * 210,
1332
- dmg=b.dmg, owner="boss", hostile=True, ttl=3.5, radius=14,
1333
- ))
1334
-
1335
- def _tick_projectiles(self, dt: float):
1336
- alive = []
1337
- for pr in self.projectiles:
1338
- # Seeker Bolts: steer toward the nearest enemy
1339
- if pr.homing and not pr.hostile:
1340
- tgt = self._nearest_enemy(pr.x, pr.y)
1341
- if tgt is not None:
1342
- sp = math.hypot(pr.vx, pr.vy) or 1.0
1343
- want = math.atan2(tgt.y - pr.y, tgt.x - pr.x)
1344
- cur = math.atan2(pr.vy, pr.vx)
1345
- d = (want - cur + math.pi) % math.tau - math.pi
1346
- cur += max(-6 * dt, min(6 * dt, d))
1347
- pr.vx, pr.vy = math.cos(cur) * sp, math.sin(cur) * sp
1348
- pr.x += pr.vx * dt
1349
- pr.y += pr.vy * dt
1350
- pr.ttl -= dt
1351
- if pr.ttl <= 0 or pr.x < -40 or pr.x > ARENA_W + 40 or pr.y < -40 or pr.y > ARENA_H + 40:
1352
- continue
1353
- hit = False
1354
- if pr.hostile:
1355
- for p in self.players.values():
1356
- if p.alive and (p.x - pr.x) ** 2 + (p.y - pr.y) ** 2 < (pr.radius + p.hit_radius) ** 2:
1357
- self._damage_player(p, pr.dmg)
1358
- hit = True
1359
- break
1360
- else:
1361
- owner = self.players.get(pr.owner)
1362
- for m in self.minions:
1363
- if not m.alive or m.uid in pr.hit_ids:
1364
- continue
1365
- if (m.x - pr.x) ** 2 + (m.y - pr.y) ** 2 < (pr.radius + 22) ** 2:
1366
- m.hp -= pr.dmg
1367
- m.hurt = 0.15
1368
- pr.hit_ids.add(m.uid)
1369
- if owner:
1370
- owner.dmg_dealt += pr.dmg
1371
- self._apply_hit_effects(pr, m, owner)
1372
- if m.hp <= 0:
1373
- m.alive = False
1374
- self._on_minion_killed(m, owner)
1375
- hit = True
1376
- break
1377
- if not hit and self.boss.hp > 0 and \
1378
- (self.boss.x - pr.x) ** 2 + (self.boss.y - pr.y) ** 2 < (pr.radius + 70) ** 2:
1379
- self.boss.hp -= pr.dmg
1380
- self.boss.hurt = 0.1
1381
- if owner:
1382
- owner.dmg_dealt += pr.dmg
1383
- if owner.up_lifesteal:
1384
- self._heal(owner, pr.dmg * 0.03 * owner.up_lifesteal)
1385
- hit = True
1386
- # pierce: a player shot can pass through extra enemies before dying
1387
- if hit and not pr.hostile and pr.pierce > 0:
1388
- pr.pierce -= 1
1389
- hit = False
1390
- if not hit:
1391
- alive.append(pr)
1392
- self.projectiles = alive
1393
-
1394
- def _heal(self, p: Player, amt: float):
1395
- p.hp = min(p.max_hp, p.hp + amt)
1396
-
1397
- def _apply_hit_effects(self, pr: Projectile, m: Minion, owner: "Player | None"):
1398
- """Run on a player shot striking a minion: lifesteal/burn/knock/explode/chain."""
1399
- if owner:
1400
- ls = 0.03 * owner.up_lifesteal + owner._aura_max("lifesteal")
1401
- if ls:
1402
- self._heal(owner, pr.dmg * ls)
1403
- if pr.burn:
1404
- m.burn = max(m.burn, pr.burn)
1405
- m.burn_t = 3.0
1406
- if pr.knock:
1407
- ang = math.atan2(m.y - pr.y, m.x - pr.x)
1408
- m.x = _clamp(m.x + math.cos(ang) * pr.knock, 20, ARENA_W - 20)
1409
- m.y = _clamp(m.y + math.sin(ang) * pr.knock, 20, ARENA_H - 20)
1410
- if pr.explode:
1411
- r2 = pr.explode ** 2
1412
- for o in self.minions:
1413
- if o is m or not o.alive or o.uid in pr.hit_ids:
1414
- continue
1415
- if (o.x - m.x) ** 2 + (o.y - m.y) ** 2 <= r2:
1416
- o.hp -= pr.dmg * 0.5
1417
- o.hurt = 0.15
1418
- if owner:
1419
- owner.dmg_dealt += pr.dmg * 0.5
1420
- if o.hp <= 0:
1421
- o.alive = False
1422
- self._on_minion_killed(o, owner)
1423
- if pr.chain:
1424
- hit_extra = 0
1425
- for o in sorted(self.minions, key=lambda q: (q.x - m.x) ** 2 + (q.y - m.y) ** 2):
1426
- if hit_extra >= pr.chain:
1427
- break
1428
- if o is m or not o.alive or o.uid in pr.hit_ids:
1429
- continue
1430
- if (o.x - m.x) ** 2 + (o.y - m.y) ** 2 <= 170 ** 2:
1431
- o.hp -= pr.dmg * 0.5
1432
- o.hurt = 0.15
1433
- pr.hit_ids.add(o.uid)
1434
- hit_extra += 1
1435
- if owner:
1436
- owner.dmg_dealt += pr.dmg * 0.5
1437
- if o.hp <= 0:
1438
- o.alive = False
1439
- self._on_minion_killed(o, owner)
1440
-
1441
- def _on_minion_killed(self, m: Minion, owner: "Player | None"):
1442
- fortune = owner.up_fortune if owner else 0
1443
- if owner:
1444
- owner.kills += 1
1445
- for sk in owner.skills:
1446
- if sk["trigger"] == "on_kill":
1447
- self._fire_skill(owner, sk)
1448
- self.gems.append(self._make_gem(m.x, m.y, m.kind, fortune))
1449
- # ~1/100 chance a minion drops a power-up card (Lucky Charm raises it)
1450
- if random.random() < 0.01 * (1 + 0.5 * fortune):
1451
- self._drop_pickup(m.x, m.y)
1452
- # rarer: a timed aura drops on the floor (~1/200, Lucky Charm raises it)
1453
- if random.random() < 0.005 * (1 + 0.5 * fortune):
1454
- self._drop_aura(m.x, m.y)
1455
-
1456
- def _drop_pickup(self, x: float, y: float):
1457
- pool = [c for c in ALL_CARD_IDS
1458
- if c not in THEME_ONLY and c not in SKILL_CARDS and c != "auto_attack"]
1459
- if not pool:
1460
- return
1461
- self._pickup_seq += 1
1462
- self.pickups.append(Pickup(x=x, y=y, card=random.choice(pool), uid=self._pickup_seq))
1463
-
1464
- def _drop_aura(self, x: float, y: float):
1465
- self._pickup_seq += 1
1466
- self.pickups.append(Pickup(x=x, y=y, card=random.choice(ALL_AURA_IDS),
1467
- kind="aura", uid=self._pickup_seq, ttl=18.0))
1468
-
1469
- def _make_gem(self, x: float, y: float, kind: str, fortune: int = 0) -> Gem:
1470
- """Pick a gem tier (1..7) by enemy type + wave, with a little variance."""
1471
- base = {"grunt": 1, "fast": 2, "tank": 4}.get(kind, 1)
1472
- tier = base + (1 if random.random() < 0.3 else 0) + self.round // 6 + fortune
1473
- tier = int(_clamp(tier, 1, 7))
1474
- return Gem(x=x, y=y, tier=tier, value=GEM_TIER_XP[tier])
1475
-
1476
- def _damage_player(self, p: Player, dmg: float):
1477
- if not p.alive or p.hurt > 0:
1478
- return
1479
- # Evasion: chance to avoid the hit entirely
1480
- if p.up_dodge and random.random() < min(0.5, 0.05 * p.up_dodge):
1481
- p.hurt = 0.2
1482
- return
1483
- # Iron Hide: flat damage reduction
1484
- if p.up_armor:
1485
- dmg = max(1.0, dmg - 2 * p.up_armor)
1486
- # Warding aura: percent damage reduction
1487
- red = p._aura_max("dmg_red")
1488
- if red:
1489
- dmg *= (1 - red)
1490
- # Aegis: shield absorbs first
1491
- if p.shield > 0:
1492
- absorbed = min(p.shield, dmg)
1493
- p.shield -= absorbed
1494
- dmg -= absorbed
1495
- p.hp -= dmg
1496
- p.hurt = 0.4
1497
- if p.hp <= 0:
1498
- p.hp = 0
1499
- p.alive = False
1500
- p.lives -= 1 # spend a life; >0 respawns, 0 = eliminated
1501
- if p.lives > 0:
1502
- p.respawn_t = 3.0
1503
- p.auras = [] # auras fade on death
1504
-
1505
- # ---- snapshot ---------------------------------------------------------
1506
- def snapshot(self) -> dict:
1507
- events, self._events = self._events, []
1508
- return {
1509
- "events": events,
1510
- "t": round(time.time(), 2),
1511
- "round": self.round,
1512
- "status": self.status,
1513
- "status_msg": self.status_msg,
1514
- "gm_message": self.gm_message,
1515
- "intermission_left": max(0, round(self.intermission_until - time.time(), 1))
1516
- if self.status == "intermission" else 0,
1517
- "boss": self.boss.to_dict() if self.boss.hp > 0 or self.status != "lobby" else None,
1518
- "theme": max(0, (self.round - 1) // 5), # enemy skin set, swaps every 5 waves
1519
- "hue": SPECIAL_BOSSES[self.boss.special]["hue"]
1520
- if self.boss.special and self.boss.hp > 0 else None,
1521
- "players": [p.to_dict() for p in self.players.values()],
1522
- "minions": [m.to_dict() for m in self.minions],
1523
- "allies": [a.to_dict() for a in self.allies],
1524
- "projectiles": [pr.to_dict() for pr in self.projectiles],
1525
- "gems": [g.to_dict() for g in self.gems],
1526
- "pickups": [pk.to_dict() for pk in self.pickups],
1527
- "arena": {"w": ARENA_W, "h": ARENA_H},
1528
- "max_players": MAX_PLAYERS,
1529
- "upgrades": {k: {"label": v[0], "cost": v[1]} for k, v in UPGRADES.items()},
1530
- "cards": {k: {"label": v[0], "desc": v[1], "rarity": v[2]}
1531
- for k, v in CARDS.items()},
1532
- "card_pool": list(self.card_pool),
1533
- "skill_request": (
1534
- {"pid": self.skill_request_pid, "used": self.skill_request_used}
1535
- if self.status == "intermission" else None
1536
- ),
1537
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
HuggingWizards-upload/game/gamemaster.py DELETED
@@ -1,480 +0,0 @@
1
- """Nemotron-4B Game Master.
2
-
3
- At each round boundary the engine hands us a `round_summary`. We ask
4
- NVIDIA's Nemotron-Mini-4B-Instruct to return a JSON decision covering:
5
-
6
- - rewards: {player_id: gold}
7
- - next_round: {boss_hp, boss_damage, minion_hp, minion_count, spawn_interval}
8
- - message: short flavor line shown to players
9
- - reasoning: why (kept in the trace)
10
-
11
- This is *burst* GPU work that fits ZeroGPU's `@spaces.GPU` model perfectly: we
12
- grab the GPU for one short inference per round, then release it. If the model
13
- or GPU is unavailable (e.g. local dev / CI) we fall back to deterministic logic
14
- so the game always keeps running.
15
-
16
- Every decision is written to `traces/` as a self-contained agent trace.
17
- """
18
- from __future__ import annotations
19
-
20
- import json
21
- import os
22
- import re
23
- import time
24
- import uuid
25
-
26
- from game.engine import ALL_CARD_IDS, ALL_PATTERN_IDS, BLESSINGS, MINION_TYPES
27
- from game import skills as skillmod
28
-
29
- MODEL_ID = "nvidia/Nemotron-Mini-4B-Instruct"
30
- TRACE_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "traces")
31
- os.makedirs(TRACE_DIR, exist_ok=True)
32
-
33
- # Lazily-initialised globals (loaded once, on first GPU call).
34
- _tokenizer = None
35
- _model = None
36
- _load_failed = False
37
-
38
- # In-memory ring of recent traces for the dashboard.
39
- RECENT_TRACES: list[dict] = []
40
- _MAX_RECENT = 25
41
-
42
- # True when running inside a Hugging Face Space (ZeroGPU or otherwise).
43
- _ON_SPACES = bool(os.environ.get("SPACE_ID"))
44
-
45
- try: # `spaces` only exists on HF infra; degrade gracefully elsewhere.
46
- import spaces # type: ignore
47
-
48
- def _gpu(fn):
49
- return spaces.GPU(duration=60)(fn)
50
- except Exception: # pragma: no cover - local dev path
51
- def _gpu(fn):
52
- return fn
53
-
54
-
55
- SYSTEM_PROMPT = (
56
- "You are the Game Master / Director AI for HuggingWizards, a co-op pixel "
57
- "survivors-arena where wizards fight waves of enemies and a boss. After each "
58
- "wave you direct: rewards, the next wave's difficulty, the enemy mix, and the "
59
- "pool of level-up cards players may be offered. Reply with ONE JSON object and "
60
- "nothing else. Schema:\n"
61
- '{"message": str (<=120 chars, in-character narration),'
62
- ' "reasoning": str (one sentence),'
63
- ' "rewards": {player_id: int gold 0-300},'
64
- ' "blessings": {player_id: blessing_id} (optional, bless 0-3 wizards),'
65
- ' "next_round": {"boss_hp": int, "boss_damage": int, "minion_hp": int,'
66
- ' "minion_count": int, "spawn_interval": float, "boss_aggro": float 0.7-3,'
67
- ' "boss_attack_speed": float 0.5-2.0, "boss_pattern": pattern_id,'
68
- ' "wave": {"grunt": float, "fast": float, "tank": float}},'
69
- ' "card_pool": [card_id, ...]}\n'
70
- f"Enemy archetypes (wave weights, must sum > 0): {list(MINION_TYPES)}.\n"
71
- f"Boss attack patterns: {ALL_PATTERN_IDS}. Switch the pattern between rounds "
72
- "to keep fights fresh — sniper punishes kiting, artillery punishes camping, "
73
- "swarm floods the arena, berserker charges relentlessly.\n"
74
- f"Blessings: {BLESSINGS}. Bless wizards who earned it — surviving a brutal "
75
- "wave, clutch plays, or to help a struggling wizard back on their feet "
76
- "(extra_life / full_heal). Auras last one wave.\n"
77
- f"Valid card_pool ids (offer 4-8): {ALL_CARD_IDS}.\n"
78
- "boss_attack_speed sets how fast the boss attacks next wave (1.0 = normal). "
79
- "Check every player's hp_pct and lives_left: if the party is badly hurt, "
80
- "slow the boss (<1.0) so they can recover; if they are healthy, speed it up "
81
- "(>1.0). MERCY DECAYS: each round the user prompt states the minimum you may "
82
- "set — in later waves you can no longer slow the boss to protect them. "
83
- "Values outside the allowed range are clamped.\n"
84
- "Reward players for damage dealt, kills, and surviving. Scale difficulty up "
85
- "after a victory and ease it slightly after a defeat. Introduce tougher enemy "
86
- "archetypes as rounds progress. Curate cards to keep the run fun and winnable "
87
- "for the number of players."
88
- )
89
-
90
-
91
- def _build_user_prompt(summary: dict, prev_cfg: dict) -> str:
92
- rnd = summary.get("round") or 0
93
- return (
94
- "Current next-round config (you may adjust): "
95
- + json.dumps(prev_cfg)
96
- + "\nRound that just ended:\n"
97
- + json.dumps(summary, indent=2)
98
- + f"\nMercy floor this round: boss_attack_speed must be between "
99
- + f"{_mercy_floor(rnd)} and {MERCY_MAX}."
100
- + "\nReturn the JSON decision now."
101
- )
102
-
103
-
104
- def _load_model():
105
- """Load tokenizer + model, optionally quantized.
106
-
107
- HUGGINGWIZARDS_QUANT = none | 4bit | 8bit | auto (default).
108
- `auto` picks 4-bit on small local GPUs (<12 GB VRAM) and bf16 everywhere
109
- else — ZeroGPU's H200 runs the 4B model comfortably in bf16, where it is
110
- also faster per token than bitsandbytes 4-bit.
111
- """
112
- import torch
113
- from transformers import AutoModelForCausalLM, AutoTokenizer
114
-
115
- tokenizer = AutoTokenizer.from_pretrained(MODEL_ID)
116
- has_cuda = torch.cuda.is_available()
117
- quant = os.environ.get("HUGGINGWIZARDS_QUANT", "auto").lower()
118
- if quant == "auto":
119
- if has_cuda and not _ON_SPACES:
120
- vram = torch.cuda.get_device_properties(0).total_memory
121
- quant = "4bit" if vram < 12 * 1024**3 else "none"
122
- else:
123
- quant = "none"
124
-
125
- if quant in ("4bit", "8bit") and has_cuda:
126
- from transformers import BitsAndBytesConfig
127
-
128
- qcfg = (
129
- BitsAndBytesConfig(load_in_4bit=True, bnb_4bit_quant_type="nf4",
130
- bnb_4bit_compute_dtype=torch.bfloat16)
131
- if quant == "4bit"
132
- else BitsAndBytesConfig(load_in_8bit=True)
133
- )
134
- model = AutoModelForCausalLM.from_pretrained(
135
- MODEL_ID, quantization_config=qcfg, device_map={"": 0}
136
- )
137
- else:
138
- model = AutoModelForCausalLM.from_pretrained(
139
- MODEL_ID, dtype=torch.bfloat16 if has_cuda else torch.float32
140
- )
141
- if has_cuda:
142
- model = model.to("cuda") # ZeroGPU-safe (device_map="auto" is not)
143
- model.eval()
144
- print(f"[gamemaster] loaded {MODEL_ID} (quant={quant}, cuda={has_cuda})")
145
- return tokenizer, model
146
-
147
-
148
- def _ensure_model():
149
- global _tokenizer, _model, _load_failed
150
- if _model is not None or _load_failed:
151
- return _model is not None
152
- if os.environ.get("HUGGINGWIZARDS_NO_LLM"):
153
- _load_failed = True # force deterministic fallback (local dev / CI)
154
- return False
155
- try:
156
- _tokenizer, _model = _load_model()
157
- return True
158
- except Exception as e: # pragma: no cover
159
- print(f"[gamemaster] model load failed, using fallback: {e}")
160
- _load_failed = True
161
- return False
162
-
163
-
164
- # On Spaces, load the model at startup (ZeroGPU replays the .to("cuda") once a
165
- # real GPU is attached) so the @spaces.GPU window is spent on inference only —
166
- # lazy-loading inside the first GPU call would blow the 60 s duration on the
167
- # weight download. Locally we stay lazy so dev/CI never downloads weights.
168
- if _ON_SPACES and not os.environ.get("HUGGINGWIZARDS_NO_LLM"):
169
- _ensure_model()
170
-
171
-
172
- # ---- mercy guardrail -------------------------------------------------------
173
- # The GM may slow the boss's attack speed to help wounded parties, but its
174
- # willingness to help decays as waves progress: the allowed floor rises from
175
- # 0.5 toward 1.0 (no mercy) by ~wave 13. The ceiling is always 2.0.
176
- MERCY_MAX = 2.0
177
-
178
-
179
- def _mercy_floor(rnd: int) -> float:
180
- return round(min(1.0, 0.5 + 0.04 * max(0, int(rnd or 0))), 2)
181
-
182
-
183
- def _clamp_attack_speed(value, rnd: int) -> float:
184
- try:
185
- v = float(value)
186
- except Exception:
187
- v = 1.0
188
- return round(max(_mercy_floor(rnd), min(MERCY_MAX, v)), 2)
189
-
190
-
191
- @_gpu
192
- def _run_model(system: str, user: str) -> str:
193
- """Single short generation on the GPU. Returns raw text."""
194
- if not _ensure_model():
195
- raise RuntimeError("model unavailable")
196
- import torch
197
-
198
- messages = [{"role": "system", "content": system},
199
- {"role": "user", "content": user}]
200
- inputs = _tokenizer.apply_chat_template(
201
- messages, add_generation_prompt=True, return_tensors="pt"
202
- ).to(_model.device)
203
- with torch.no_grad():
204
- out = _model.generate(
205
- inputs, max_new_tokens=400, do_sample=True, temperature=0.7, top_p=0.9,
206
- pad_token_id=_tokenizer.eos_token_id,
207
- )
208
- text = _tokenizer.decode(out[0][inputs.shape[1]:], skip_special_tokens=True)
209
- return text
210
-
211
-
212
- def _extract_json(text: str) -> dict | None:
213
- m = re.search(r"\{.*\}", text, re.DOTALL)
214
- if not m:
215
- return None
216
- try:
217
- return json.loads(m.group(0))
218
- except Exception:
219
- return None
220
-
221
-
222
- def _deterministic(summary: dict, prev_cfg: dict) -> dict:
223
- """Fallback Game Master logic — also a sane validation target."""
224
- won = summary.get("result") == "victory"
225
- rewards = {}
226
- for p in summary.get("players", []):
227
- gold = 20 + int(p.get("damage_dealt", 0) / 25) + p.get("kills", 0) * 5
228
- if p.get("survived"):
229
- gold += 25
230
- rewards[p["id"]] = min(300, gold)
231
- cfg = dict(prev_cfg)
232
- n_players = max(1, len(summary.get("players", [])))
233
- rnd = int(summary.get("round") or 1)
234
- if won:
235
- cfg["boss_hp"] = int(prev_cfg["boss_hp"] * 1.35) + 200 * n_players
236
- cfg["boss_damage"] = min(80, prev_cfg["boss_damage"] + 2)
237
- cfg["minion_count"] = min(40, prev_cfg["minion_count"] + 2)
238
- cfg["minion_hp"] = int(prev_cfg["minion_hp"] * 1.15)
239
- cfg["spawn_interval"] = max(1.5, prev_cfg["spawn_interval"] - 0.3)
240
- cfg["boss_aggro"] = min(3.0, round(prev_cfg.get("boss_aggro", 1.0) + 0.2, 2))
241
- msg = "Impressive. The next horde will not fall so easily."
242
- else:
243
- cfg["boss_hp"] = max(300, int(prev_cfg["boss_hp"] * 0.85))
244
- cfg["boss_damage"] = max(4, prev_cfg["boss_damage"] - 1)
245
- cfg["minion_count"] = max(0, prev_cfg["minion_count"] - 1)
246
- cfg["spawn_interval"] = min(8.0, prev_cfg["spawn_interval"] + 0.5)
247
- cfg["boss_aggro"] = max(0.7, round(prev_cfg.get("boss_aggro", 1.0) - 0.1, 2))
248
- msg = "Rest, wizards. The arena bends slightly in your favor."
249
- # Enemy mix escalates with the round: grunts always, fast from r2, tanks r4+.
250
- cfg["wave"] = {
251
- "grunt": 1.0,
252
- "fast": round(min(0.8, max(0.0, (rnd - 1) * 0.25)), 2),
253
- "tank": round(min(0.6, max(0.0, (rnd - 3) * 0.2)), 2),
254
- }
255
- # Rotate the boss's attack pattern so consecutive waves feel different.
256
- cfg["boss_pattern"] = ALL_PATTERN_IDS[rnd % len(ALL_PATTERN_IDS)]
257
- # Health-responsive attack speed: slow the boss for a wounded party, speed
258
- # it up for a healthy one — always within the wave's mercy floor.
259
- hps = [p.get("hp_pct", 100) for p in summary.get("players", []) if p.get("survived")]
260
- avg_hp = sum(hps) / len(hps) if hps else 0
261
- desired = 0.7 if avg_hp < 35 else 0.85 if avg_hp < 60 else (1.2 if won else 1.0)
262
- cfg["boss_attack_speed"] = _clamp_attack_speed(desired, rnd)
263
- # Blessings: after a defeat, shield the survivors; after a hard-won victory
264
- # (someone died), give the most wounded survivor a warding aura.
265
- blessings = {}
266
- survivors = [p for p in summary.get("players", []) if p.get("survived")]
267
- if not won:
268
- for p in survivors[:3]:
269
- blessings[p["id"]] = "warding"
270
- elif survivors and any(not p.get("survived") for p in summary.get("players", [])):
271
- weakest = min(survivors, key=lambda p: p.get("hp_pct", 100))
272
- blessings[weakest["id"]] = "full_heal"
273
- # Offer the full card set by default (the model may narrow it).
274
- card_pool = list(ALL_CARD_IDS)
275
- return {"message": msg, "reasoning": "deterministic fallback policy",
276
- "rewards": rewards, "blessings": blessings,
277
- "next_round": cfg, "card_pool": card_pool}
278
-
279
-
280
- def _validate(decision: dict, summary: dict, prev_cfg: dict) -> dict:
281
- """Coerce a (possibly model-authored) decision into a safe shape."""
282
- safe = _deterministic(summary, prev_cfg) # defaults
283
- if not isinstance(decision, dict):
284
- return safe
285
- valid_ids = {p["id"] for p in summary.get("players", [])}
286
- if isinstance(decision.get("rewards"), dict):
287
- rewards = {}
288
- for k, v in decision["rewards"].items():
289
- if k in valid_ids:
290
- try:
291
- rewards[k] = max(0, min(300, int(v)))
292
- except Exception:
293
- pass
294
- if rewards:
295
- safe["rewards"] = rewards
296
- nxt = decision.get("next_round")
297
- if isinstance(nxt, dict):
298
- merged = dict(safe["next_round"])
299
- for key in ("boss_hp", "boss_damage", "minion_hp", "minion_count"):
300
- if key in nxt:
301
- try:
302
- merged[key] = int(nxt[key])
303
- except Exception:
304
- pass
305
- for key in ("spawn_interval", "boss_aggro"):
306
- if key in nxt:
307
- try:
308
- merged[key] = float(nxt[key])
309
- except Exception:
310
- pass
311
- # mercy guardrail: attack speed is clamped into the wave's allowed band
312
- if "boss_attack_speed" in nxt:
313
- merged["boss_attack_speed"] = _clamp_attack_speed(
314
- nxt.get("boss_attack_speed"), summary.get("round") or 0)
315
- # boss attack pattern (also accepted at the top level)
316
- pattern = nxt.get("boss_pattern", decision.get("boss_pattern"))
317
- if pattern in ALL_PATTERN_IDS:
318
- merged["boss_pattern"] = pattern
319
- # enemy mix
320
- wave = nxt.get("wave")
321
- if isinstance(wave, dict):
322
- clean = {}
323
- for k in MINION_TYPES:
324
- try:
325
- clean[k] = max(0.0, float(wave.get(k, 0.0)))
326
- except Exception:
327
- clean[k] = 0.0
328
- if sum(clean.values()) > 0:
329
- merged["wave"] = clean
330
- safe["next_round"] = merged
331
- # per-player blessings (cap at 3, roster + id checked)
332
- if isinstance(decision.get("blessings"), dict):
333
- blessings = {k: v for k, v in decision["blessings"].items()
334
- if k in valid_ids and v in BLESSINGS}
335
- safe["blessings"] = dict(list(blessings.items())[:3])
336
- # level-up card pool
337
- pool = decision.get("card_pool")
338
- if isinstance(pool, list):
339
- valid = [c for c in pool if c in ALL_CARD_IDS]
340
- if valid:
341
- safe["card_pool"] = valid
342
- if isinstance(decision.get("message"), str):
343
- safe["message"] = decision["message"][:120]
344
- if isinstance(decision.get("reasoning"), str):
345
- safe["reasoning"] = decision["reasoning"][:300]
346
- return safe
347
-
348
-
349
- def decide(summary: dict, prev_cfg: dict) -> dict:
350
- """Produce a validated decision and persist an agent trace for the round."""
351
- trace_id = uuid.uuid4().hex[:8]
352
- system, user = SYSTEM_PROMPT, _build_user_prompt(summary, prev_cfg)
353
- raw, source, error = "", "fallback", None
354
- requested_speed = None
355
- t0 = time.time()
356
- try:
357
- raw = _run_model(system, user)
358
- parsed = _extract_json(raw)
359
- if isinstance(parsed, dict) and isinstance(parsed.get("next_round"), dict):
360
- requested_speed = parsed["next_round"].get("boss_attack_speed")
361
- decision = _validate(parsed, summary, prev_cfg) if parsed else _deterministic(summary, prev_cfg)
362
- source = "nemotron" if parsed else "fallback(parse_failed)"
363
- except Exception as e:
364
- error = str(e)
365
- decision = _deterministic(summary, prev_cfg)
366
- latency = round(time.time() - t0, 2)
367
-
368
- rnd = summary.get("round") or 0
369
- applied_speed = decision.get("next_round", {}).get("boss_attack_speed")
370
- mercy = {
371
- "floor": _mercy_floor(rnd), "max": MERCY_MAX,
372
- "requested": requested_speed, "applied": applied_speed,
373
- "clamped": requested_speed is not None and requested_speed != applied_speed,
374
- "note": "mercy floor rises with the wave — by ~wave 13 the GM can no "
375
- "longer slow the boss to protect the party",
376
- }
377
-
378
- trace = {
379
- "trace_id": trace_id,
380
- "round": summary.get("round"),
381
- "mercy": mercy,
382
- "ts": time.strftime("%Y-%m-%d %H:%M:%S"),
383
- "model": MODEL_ID,
384
- "source": source,
385
- "latency_sec": latency,
386
- "error": error,
387
- "input": {"system": system, "user": user, "round_summary": summary},
388
- "raw_output": raw,
389
- "decision": decision,
390
- }
391
- _persist(trace)
392
- return decision
393
-
394
-
395
- SKILL_SYSTEM_PROMPT = (
396
- "You are the Game Master AI for HuggingWizards. A wizard asks you to grant a "
397
- "new power-up. Invent ONE balanced skill and reply with ONE JSON object only. "
398
- "Schema (data only — never code):\n"
399
- '{"name": str, "trigger": one of '
400
- + str(sorted(skillmod.TRIGGERS))
401
- + ', "n": int (for every_n_attacks), "interval": float (for periodic),'
402
- ' "effect": one of '
403
- + str(sorted(skillmod.EFFECTS))
404
- + ', "radius": float, "damage": float, "count": int, "amount": float,'
405
- ' "slow": float 0-1, "color": "#rrggbb"}\n'
406
- "Pick fields that match the chosen effect. Keep it fun but not overpowered."
407
- )
408
-
409
-
410
- def _deterministic_skill(prompt: str) -> dict:
411
- """Keyword-based fallback skill generator (local dev / model unavailable)."""
412
- t = (prompt or "").lower()
413
- frost = any(w in t for w in ("frost", "ice", "freeze", "slow", "cold"))
414
- if any(w in t for w in ("summon", "spirit", "minion", "ally", "pet", "wolf")):
415
- spec = {"name": "Summoned Spirit", "trigger": "every_n_attacks", "n": 7,
416
- "effect": "summon_ally", "count": 1, "color": "#a6ff8c"}
417
- elif any(w in t for w in ("heal", "regen", "life", "restore", "vamp", "mend")):
418
- spec = {"name": "Mending Light", "trigger": "periodic", "interval": 6,
419
- "effect": "heal", "amount": 30, "color": "#6effd0"}
420
- elif any(w in t for w in ("shield", "barrier", "ward", "protect", "absorb", "armor")):
421
- spec = {"name": "Arcane Bulwark", "trigger": "periodic", "interval": 8,
422
- "effect": "shield", "amount": 30, "color": "#9db4c9"}
423
- elif frost or any(w in t for w in ("explos", "blast", "aoe", "area", "detonat", "fire")):
424
- spec = {"name": "Frost Nova" if frost else "Arcane Detonation",
425
- "trigger": "every_n_attacks", "n": 6, "effect": "aoe_damage",
426
- "radius": 140, "damage": 45, "slow": 0.4 if frost else 0.0,
427
- "color": "#7ee0ff" if frost else "#ff7a4a"}
428
- elif any(w in t for w in ("nova", "spread", "shotgun", "burst", "ring", "radial")):
429
- spec = {"name": "Star Burst", "trigger": "every_n_attacks", "n": 5,
430
- "effect": "projectile_nova", "count": 10, "damage": 24, "color": "#ffd45e"}
431
- else: # default: an AoE explosion
432
- spec = {"name": "Arcane Detonation", "trigger": "every_n_attacks", "n": 6,
433
- "effect": "aoe_damage", "radius": 140, "damage": 45, "slow": 0.0,
434
- "color": "#ff7a4a"}
435
- return spec
436
-
437
-
438
- def generate_skill(prompt: str, context: dict | None = None) -> dict:
439
- """Turn a player's free-text wish into a validated, safe skill spec.
440
-
441
- Tries Nemotron; always falls back to deterministic keywords; the result is
442
- run through skills.validate_skill so it is bounded and code-free.
443
- """
444
- trace_id = uuid.uuid4().hex[:8]
445
- user = f"Wizard's request: {prompt!r}\nContext: {json.dumps(context or {})}\nReturn the skill JSON."
446
- raw, source, error = "", "fallback", None
447
- t0 = time.time()
448
- spec = None
449
- try:
450
- raw = _run_model(SKILL_SYSTEM_PROMPT, user)
451
- parsed = _extract_json(raw)
452
- spec = skillmod.validate_skill(parsed) if parsed else None
453
- source = "nemotron" if spec else "fallback(parse_failed)"
454
- except Exception as e:
455
- error = str(e)
456
- if spec is None:
457
- spec = skillmod.validate_skill(_deterministic_skill(prompt))
458
- latency = round(time.time() - t0, 2)
459
- _persist({
460
- "trace_id": trace_id, "round": (context or {}).get("round"),
461
- "ts": time.strftime("%Y-%m-%d %H:%M:%S"), "model": MODEL_ID,
462
- "source": source, "latency_sec": latency, "error": error,
463
- "kind": "skill_request",
464
- "input": {"system": SKILL_SYSTEM_PROMPT, "user": user, "prompt": prompt},
465
- "raw_output": raw, "decision": spec,
466
- })
467
- return spec
468
-
469
-
470
- def _persist(trace: dict):
471
- RECENT_TRACES.insert(0, trace)
472
- del RECENT_TRACES[_MAX_RECENT:]
473
- try:
474
- rnd = trace.get("round")
475
- prefix = f"round_{rnd:03d}" if isinstance(rnd, int) else "skill"
476
- path = os.path.join(TRACE_DIR, f"{prefix}_{trace['trace_id']}.json")
477
- with open(path, "w", encoding="utf-8") as f:
478
- json.dump(trace, f, indent=2)
479
- except Exception as e: # pragma: no cover
480
- print(f"[gamemaster] failed to write trace: {e}")
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
HuggingWizards-upload/game/skills.py DELETED
@@ -1,123 +0,0 @@
1
- """Sandboxed, data-only skill specs for HuggingWizards.
2
-
3
- A "skill" is a plain JSON object describing *what* happens and *when* — never
4
- executable code. The engine interprets a whitelisted set of triggers/effects,
5
- so a skill authored by the Game Master (Nemotron) at runtime can hot-plug onto
6
- a player without any `exec`/`eval` or arbitrary code execution.
7
-
8
- Schema (all fields optional except trigger/effect; everything is clamped):
9
- {
10
- "name": str, # display name
11
- "trigger": every_n_attacks|periodic|on_kill,
12
- "n": int, # for every_n_attacks
13
- "interval": float, # seconds, for periodic
14
- "effect": aoe_damage|projectile_nova|heal|summon_ally|shield,
15
- "radius": float, # aoe reach
16
- "damage": float,
17
- "count": int, # nova projectiles / allies summoned
18
- "amount": float, # heal / shield amount
19
- "slow": float, # 0..1 slow applied by aoe
20
- "color": str, # client tint (#rrggbb)
21
- }
22
- """
23
- from __future__ import annotations
24
-
25
- TRIGGERS = {"every_n_attacks", "periodic", "on_kill"}
26
- EFFECTS = {"aoe_damage", "projectile_nova", "heal", "summon_ally", "shield"}
27
-
28
- # Per-field (lo, hi) clamps. Keeps any model output inside sane, balanced bounds.
29
- _BOUNDS = {
30
- "n": (2, 20),
31
- "interval": (1.0, 15.0),
32
- "radius": (40.0, 260.0),
33
- "damage": (0.0, 120.0),
34
- "count": (1, 12),
35
- "amount": (0.0, 80.0),
36
- "slow": (0.0, 0.8),
37
- }
38
- _DEFAULTS = {
39
- "every_n_attacks": {"n": 5},
40
- "periodic": {"interval": 5.0},
41
- "aoe_damage": {"radius": 120.0, "damage": 35.0, "slow": 0.0},
42
- "projectile_nova": {"count": 8, "damage": 22.0},
43
- "heal": {"amount": 25.0},
44
- "shield": {"amount": 25.0},
45
- "summon_ally": {"count": 1},
46
- }
47
- _HEX = set("0123456789abcdefABCDEF")
48
- MAX_SKILLS_PER_PLAYER = 6
49
-
50
-
51
- def _num(v, lo, hi, integer=False):
52
- try:
53
- v = float(v)
54
- except Exception:
55
- v = lo
56
- v = lo if v < lo else hi if v > hi else v
57
- return int(round(v)) if integer else round(v, 2)
58
-
59
-
60
- def _color(v):
61
- if isinstance(v, str) and v.startswith("#") and len(v) == 7 and all(c in _HEX for c in v[1:]):
62
- return v
63
- return "#b48cff"
64
-
65
-
66
- def validate_skill(spec: dict) -> dict | None:
67
- """Coerce an arbitrary dict into a safe, bounded skill — or None if unusable."""
68
- if not isinstance(spec, dict):
69
- return None
70
- trigger = spec.get("trigger")
71
- effect = spec.get("effect")
72
- if trigger not in TRIGGERS or effect not in EFFECTS:
73
- return None
74
- out = {
75
- "name": str(spec.get("name", "Arcane Skill"))[:32] or "Arcane Skill",
76
- "trigger": trigger,
77
- "effect": effect,
78
- "color": _color(spec.get("color")),
79
- }
80
- src = {**_DEFAULTS.get(trigger, {}), **_DEFAULTS.get(effect, {}), **spec}
81
- if trigger == "every_n_attacks":
82
- out["n"] = _num(src.get("n"), *_BOUNDS["n"], integer=True)
83
- elif trigger == "periodic":
84
- out["interval"] = _num(src.get("interval"), *_BOUNDS["interval"])
85
- if effect == "aoe_damage":
86
- out["radius"] = _num(src.get("radius"), *_BOUNDS["radius"])
87
- out["damage"] = _num(src.get("damage"), *_BOUNDS["damage"])
88
- out["slow"] = _num(src.get("slow"), *_BOUNDS["slow"])
89
- elif effect == "projectile_nova":
90
- out["count"] = _num(src.get("count"), *_BOUNDS["count"], integer=True)
91
- out["damage"] = _num(src.get("damage"), *_BOUNDS["damage"])
92
- elif effect in ("heal", "shield"):
93
- out["amount"] = _num(src.get("amount"), *_BOUNDS["amount"])
94
- elif effect == "summon_ally":
95
- out["count"] = _num(src.get("count"), *_BOUNDS["count"], integer=True)
96
- return out
97
-
98
-
99
- # Predefined skills granted by the AoE / Summoner level-up cards.
100
- CARD_SKILLS = {
101
- "aoe": {"name": "Arcane Nova", "trigger": "every_n_attacks", "n": 6,
102
- "effect": "aoe_damage", "radius": 130, "damage": 40, "color": "#7ee0ff"},
103
- "summoner": {"name": "Spirit Caller", "trigger": "every_n_attacks", "n": 8,
104
- "effect": "summon_ally", "count": 1, "color": "#a6ff8c"},
105
- # ---- boss-exclusive skills (only offered while that boss reigns) ----
106
- "war_drums": {"name": "War Drums", "trigger": "periodic", "interval": 7,
107
- "effect": "summon_ally", "count": 2, "color": "#ff9d6e"},
108
- "savage_roar": {"name": "Savage Roar", "trigger": "on_kill",
109
- "effect": "aoe_damage", "radius": 110, "damage": 30, "color": "#ff6e6e"},
110
- "iron_nova": {"name": "Iron Detonation", "trigger": "every_n_attacks", "n": 5,
111
- "effect": "aoe_damage", "radius": 160, "damage": 55, "slow": 0.3, "color": "#c9d4e0"},
112
- "bulwark": {"name": "Bulwark", "trigger": "periodic", "interval": 5,
113
- "effect": "heal", "amount": 35, "color": "#9db4c9"},
114
- "impaling_charge": {"name": "Impaling Charge", "trigger": "every_n_attacks", "n": 4,
115
- "effect": "projectile_nova", "count": 6, "damage": 38, "color": "#ffd45e"},
116
- "arrow_storm": {"name": "Arrow Storm", "trigger": "periodic", "interval": 4,
117
- "effect": "projectile_nova", "count": 12, "damage": 20, "color": "#a6ff8c"},
118
- # ---- rewards for defeating the special bosses (their own attack powers) ----
119
- "holy_judgment": {"name": "Holy Judgment", "trigger": "periodic", "interval": 4,
120
- "effect": "aoe_damage", "radius": 180, "damage": 70, "color": "#ffe9a0"},
121
- "glitch_rift": {"name": "Glitch Rift", "trigger": "periodic", "interval": 3.5,
122
- "effect": "projectile_nova", "count": 14, "damage": 30, "color": "#7CFC00"},
123
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
HuggingWizards-upload/requirements.txt DELETED
@@ -1,9 +0,0 @@
1
- gradio>=5.0.0
2
- fastapi
3
- uvicorn[standard]
4
- transformers>=4.56.0
5
- torch
6
- accelerate
7
- sentencepiece
8
- bitsandbytes>=0.43.2
9
- spaces
 
 
 
 
 
 
 
 
 
 
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