feat(phase2): Add achievements and replay systems
Achievement System:
- Add Achievement model with condition types (streak, steal, specialist, etc.)
- Add AchievementManager service for tracking and awarding achievements
- Add Pydantic schemas for achievements (AchievementResponse, PlayerStats, etc.)
- Seed 18 achievements from design doc
- Add GET /api/game/achievements endpoint
Replay System:
- Add ReplayManager service for saving/loading game replays
- Add GET /api/replay/{code} and /api/replay/session/{id} endpoints
- Format replays for frontend consumption
Phase 2 tasks completed:
- F2.1: Achievement model and migration
- F2.2: Pydantic schemas
- F2.3: AchievementManager service
- F2.4: ReplayManager service
- F2.5: API endpoints
- F2.6: Seed 18 achievements data
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
245
backend/app/services/achievement_manager.py
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245
backend/app/services/achievement_manager.py
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from typing import Optional, List
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from datetime import datetime
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from sqlalchemy import select
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.models.achievement import Achievement
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from app.schemas.achievement import PlayerStats, AchievementUnlock, AchievementResponse
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class AchievementManager:
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"""Servicio para detectar y otorgar logros a jugadores durante las partidas."""
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async def get_all_achievements(self, db: AsyncSession) -> List[Achievement]:
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"""Obtiene todos los logros disponibles de la base de datos."""
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result = await db.execute(select(Achievement))
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return list(result.scalars().all())
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async def check_achievements(
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self,
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db: AsyncSession,
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player_stats: PlayerStats,
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game_context: dict
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) -> List[AchievementUnlock]:
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"""
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Verifica que logros ha desbloqueado el jugador.
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Args:
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db: Sesion de base de datos
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player_stats: Estadisticas actuales del jugador
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game_context: {
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'won': bool,
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'team_score': int,
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'opponent_score': int,
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'max_deficit_overcome': int, # para comeback
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'categories_swept': List[int], # IDs de categorias con 5/5
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'no_mistakes': bool, # para perfect_game
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}
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Returns:
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Lista de logros desbloqueados
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"""
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achievements = await self.get_all_achievements(db)
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unlocked: List[AchievementUnlock] = []
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now = datetime.utcnow()
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for achievement in achievements:
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is_unlocked = self._evaluate_condition(
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achievement=achievement,
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stats=player_stats,
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game_context=game_context
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)
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if is_unlocked:
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achievement_response = AchievementResponse(
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id=achievement.id,
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name=achievement.name,
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description=achievement.description,
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icon=achievement.icon,
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condition_type=achievement.condition_type,
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condition_value=achievement.condition_value,
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category_id=achievement.category_id,
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created_at=achievement.created_at
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)
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unlocked.append(AchievementUnlock(
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player_name=player_stats.player_name,
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achievement=achievement_response,
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unlocked_at=now
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))
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return unlocked
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def _evaluate_condition(
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self,
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achievement: Achievement,
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stats: PlayerStats,
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game_context: dict
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) -> bool:
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"""Evalua si se cumple la condicion de un logro."""
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condition_type = achievement.condition_type
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condition_value = achievement.condition_value
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if condition_type == "first_win":
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return game_context.get("won", False)
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elif condition_type == "streak":
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return self._check_streak(stats, condition_value)
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elif condition_type == "steal_success":
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return self._check_steal_success(stats, condition_value)
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elif condition_type == "category_specialist":
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if achievement.category_id is not None:
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return self._check_category_specialist(
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stats, achievement.category_id, condition_value
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)
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return False
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elif condition_type == "perfect_game":
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return (
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game_context.get("won", False) and
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game_context.get("no_mistakes", False)
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)
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elif condition_type == "fast_answer":
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return self._check_fast_answer(stats, condition_value)
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elif condition_type == "comeback":
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return (
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game_context.get("won", False) and
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game_context.get("max_deficit_overcome", 0) >= condition_value
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)
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elif condition_type == "category_sweep":
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categories_swept = game_context.get("categories_swept", [])
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return len(categories_swept) >= condition_value
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elif condition_type == "high_stakes":
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return self._check_high_stakes(stats, condition_value)
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return False
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def _check_streak(self, stats: PlayerStats, required: int) -> bool:
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"""Verifica racha de respuestas correctas."""
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return stats.current_streak >= required
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def _check_steal_success(self, stats: PlayerStats, required: int) -> bool:
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"""Verifica robos exitosos."""
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return stats.successful_steals >= required
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def _check_category_specialist(
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self,
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stats: PlayerStats,
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category_id: int,
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required: int
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) -> bool:
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"""Verifica especialista de categoria."""
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return stats.category_correct.get(category_id, 0) >= required
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def _check_fast_answer(self, stats: PlayerStats, max_seconds: int) -> bool:
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"""Verifica respuesta rapida."""
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if stats.fastest_answer_seconds is None:
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return False
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return stats.fastest_answer_seconds <= max_seconds
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def _check_high_stakes(self, stats: PlayerStats, required: int) -> bool:
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"""Verifica preguntas de 500 pts correctas."""
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return stats.questions_500_correct >= required
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def update_stats_on_answer(
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self,
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stats: PlayerStats,
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was_correct: bool,
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was_steal: bool,
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category_id: int,
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points: int,
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answer_time_seconds: float
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) -> PlayerStats:
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"""
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Actualiza estadisticas despues de una respuesta.
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Args:
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stats: Estadisticas actuales del jugador
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was_correct: Si la respuesta fue correcta
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was_steal: Si fue un intento de robo
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category_id: ID de la categoria de la pregunta
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points: Puntos de la pregunta
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answer_time_seconds: Tiempo de respuesta en segundos
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Returns:
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PlayerStats actualizado
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"""
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# Crear copia mutable de las estadisticas
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updated_category_correct = dict(stats.category_correct)
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if was_correct:
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# Actualizar racha
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new_streak = stats.current_streak + 1
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new_total_correct = stats.total_correct + 1
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# Actualizar correctas por categoria
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updated_category_correct[category_id] = (
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updated_category_correct.get(category_id, 0) + 1
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)
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# Actualizar tiempo mas rapido
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new_fastest = stats.fastest_answer_seconds
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if new_fastest is None or answer_time_seconds < new_fastest:
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new_fastest = answer_time_seconds
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# Actualizar preguntas de 500 pts
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new_500_correct = stats.questions_500_correct
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if points == 500:
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new_500_correct += 1
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# Actualizar robos exitosos
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new_successful_steals = stats.successful_steals
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new_total_steals = stats.total_steals
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if was_steal:
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new_successful_steals += 1
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new_total_steals += 1
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return PlayerStats(
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player_name=stats.player_name,
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current_streak=new_streak,
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total_correct=new_total_correct,
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total_steals=new_total_steals,
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successful_steals=new_successful_steals,
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category_correct=updated_category_correct,
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fastest_answer_seconds=new_fastest,
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questions_500_correct=new_500_correct
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)
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else:
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# Respuesta incorrecta - resetear racha
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new_total_steals = stats.total_steals
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if was_steal:
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new_total_steals += 1
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return PlayerStats(
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player_name=stats.player_name,
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current_streak=0,
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total_correct=stats.total_correct,
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total_steals=new_total_steals,
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successful_steals=stats.successful_steals,
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category_correct=updated_category_correct,
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fastest_answer_seconds=stats.fastest_answer_seconds,
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questions_500_correct=stats.questions_500_correct
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)
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def create_initial_stats(self, player_name: str) -> PlayerStats:
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"""Crea estadisticas iniciales para un jugador."""
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return PlayerStats(
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player_name=player_name,
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current_streak=0,
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total_correct=0,
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total_steals=0,
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successful_steals=0,
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category_correct={},
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fastest_answer_seconds=None,
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questions_500_correct=0
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)
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# Singleton instance
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achievement_manager = AchievementManager()
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