Files
turnstone/examples/door-game/understone/engine/leveling.py
Patrick Buckley 99e7dc17ec feat(examples): Understone — a BBS door game as a standalone MCP server
A shared-world, classic-door-game-style door game in examples/door-game/: a pure-stdlib
game engine (tile overworld + location menus, seeded combat, daily turn
budget, leveling, shop, event log, leaderboard) behind nine sync door_*
FastMCP tools returning monochrome box-drawing frames. The connecting
session's LLM plays dungeon master — tool descriptions plus a door_help
manual teach a cold model to run the game with zero setup, while the server
owns all dice and state, so the DM narrates around facts it cannot bend.

Non-obvious decisions:
- engine/screen/world/persistence import stdlib only; server.py is the only
  mcp import. All nine handlers are sync def: on mcp 1.27 they execute
  inline on the event loop (verified against func_metadata), so tool bodies
  serialize and one SQLite connection (WAL, per-action commit) is safe.
  check_same_thread=False exists only because the Store may be constructed
  on a different thread than the serving loop.
- Streamable HTTP serves ONE process = one shared world (players appear on
  each other's maps; async "while you were away" event feed); stdio is the
  solo-world fallback.
- The economy is content, not code: daily_turns, costs, xp curve, bestow
  budget, and dungeon tiers live in world.json settings, band-validated by
  the loader. door_bestow gives the DM capped, event-audited largesse
  (gold/heal only, never turns) so story generosity cannot melt the shared
  leaderboard.
- Player names and bestow reasons are sanitized (printable-only, length
  caps) because they flow into the shared event log and from there into
  other players' DM context — embedded newlines would forge log lines.
- Daily turn/bestow pools lazy-reset per UTC day on every consuming path
  (injectable clock); the dungeon gauntlet is a fixed boss ladder by design.

Tests: 109 — engine units with seeded RNG + frozen clock, hand-authored
golden frames paired with structural asserts, loader band rejections, and
one real-wire integration test (uvicorn + streamablehttp_client) with a
two-session shared-world assertion. Negative-tested by reverting the guard
and watching the suite fail: the daily turn-budget guard, the bestow cap,
and the sanitizer's isprintable clause.
2026-06-13 04:40:40 -07:00

109 lines
3.3 KiB
Python

"""Experience, level-ups, and the inn/healer restorative maths.
The XP curve and stat growth come from the content pack's settings, so no
progression constants live in this module. Level-ups loop (a single XP
award can cross several thresholds), grant flat stat growth, and fully
heal on each level gained.
"""
from __future__ import annotations
from dataclasses import dataclass
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from understone.engine.models import Player, Settings
@dataclass(slots=True)
class LevelUp:
"""A record of a single level gained, for narration."""
new_level: int
hp_gain: int
atk_gain: int
def_gain: int
def xp_for_level(level: int, settings: Settings) -> int:
"""Return cumulative XP required to *reach* ``level``.
Level 1 needs 0. The default curve is ``base * n*(n+1)/2`` over the
completed levels, i.e. a triangular ramp scaled by ``xp_base``.
"""
if level <= 1:
return 0
completed = level - 1
return settings.xp_base * completed * (completed + 1) // 2
def apply_xp(player: Player, amount: int, settings: Settings) -> list[LevelUp]:
"""Award ``amount`` XP to *player*, applying every level-up it unlocks.
Returns one :class:`LevelUp` per level gained (empty when none). Each
level grants flat growth from settings and fully heals the player.
"""
player.xp += max(0, amount)
gains: list[LevelUp] = []
while player.xp >= xp_for_level(player.level + 1, settings):
player.level += 1
player.max_hp += settings.growth_max_hp
player.atk += settings.growth_atk
player.def_ += settings.growth_def
player.hp = player.max_hp
gains.append(
LevelUp(
new_level=player.level,
hp_gain=settings.growth_max_hp,
atk_gain=settings.growth_atk,
def_gain=settings.growth_def,
)
)
return gains
def rest(player: Player, cost: int) -> bool:
"""Fully heal *player* at the inn for a flat ``cost``.
Returns ``False`` without mutation when the player cannot afford it.
Resting when already at full HP still succeeds (and still charges),
matching the inn's flat-rate fiction.
"""
if player.gold < cost:
return False
player.gold -= cost
player.hp = player.max_hp
return True
@dataclass(slots=True)
class HealResult:
"""Outcome of a healer purchase: HP actually restored and gold spent."""
healed: int
cost: int
def heal(player: Player, amount: int, cost_per_hp: int) -> HealResult:
"""Restore up to ``amount`` HP at ``cost_per_hp`` gold each.
Heals only the missing portion, charges only for HP actually restored,
and is further bounded by what the player can afford. Returns the amount
healed and the gold spent (both zero when nothing could be done).
"""
missing = player.max_hp - player.hp
want = max(0, min(amount, missing))
if want <= 0 or cost_per_hp < 0:
return HealResult(healed=0, cost=0)
if cost_per_hp == 0:
player.hp += want
return HealResult(healed=want, cost=0)
affordable = player.gold // cost_per_hp
apply = min(want, affordable)
if apply <= 0:
return HealResult(healed=0, cost=0)
spent = apply * cost_per_hp
player.hp += apply
player.gold -= spent
return HealResult(healed=apply, cost=spent)