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import random

class Box:
    """Box character class"""
    
    def __init__(self, name="Unnamed Box"):
        self.name = name
        self.attack = 10
        self.defense = 8
        self.health = 50
        self.max_health = 50
        self.speed = 5
        self.level = 1
        self.xp = 0
        self.xp_to_next_level = 100
        self.ability = None
    
    def gain_xp(self, amount):
        """Add XP and check for level up"""
        self.xp += amount
        
        while self.xp >= self.xp_to_next_level:
            self.level_up()
    
    def level_up(self):
        """Level up the box"""
        self.level += 1
        self.xp -= self.xp_to_next_level
        self.xp_to_next_level = int(self.xp_to_next_level * 1.5)
        
        # Increase stats
        self.attack += 2
        self.defense += 2
        self.max_health += 10
        self.health = self.max_health  # Full heal on level up
        self.speed += 1
        
        # Upgrade ability
        if self.ability and "level" in self.ability:
            self.ability["level"] += 1
    
    def heal(self, amount):
        """Heal the box"""
        self.health = min(self.max_health, self.health + amount)
    
    def take_damage(self, damage):
        """Apply damage to the box"""
        self.health = max(0, self.health - damage)
    
    def is_alive(self):
        """Check if box is alive"""
        return self.health > 0
    
    def get_status_string(self):
        """Get formatted status string"""
        return f"""
📦 {self.name} (Level {self.level})
⚔️  Attack: {self.attack}
🛡️  Defense: {self.defense}
❤️  Health: {self.health}/{self.max_health}
⚡ Speed: {self.speed}
✨ XP: {self.xp}/{self.xp_to_next_level}
🎯 Ability: {self.ability['name'] if self.ability else 'None'}
        """.strip()

class Battle:
    """Battle class for managing fights"""
    
    def __init__(self, attacker, defender):
        self.attacker = attacker
        self.defender = defender
        self.rounds = 0
        self.battle_log = []
        self.winner = None
    
    def start_battle(self):
        """Start the battle"""
        self.rounds = 0
        self.battle_log = []
        
        # Determine who goes first
        attacker_first = self.attacker.speed >= self.defender.speed
        
        self.battle_log.append(f"⚔️ Battle Start: {self.attacker.name} vs {self.defender.name}!")
        self.battle_log.append(f"{self.attacker.name} goes first!" if attacker_first else f"{self.defender.name} goes first!")
        
        max_rounds = 20
        
        while self.attacker.is_alive() and self.defender.is_alive() and self.rounds < max_rounds:
            self.rounds += 1
            self.battle_log.append(f"\n--- Round {self.rounds} ---")
            
            if attacker_first:
                self.execute_round(self.attacker, self.defender)
                if self.defender.is_alive():
                    self.execute_round(self.defender, self.attacker)
            else:
                self.execute_round(self.defender, self.attacker)
                if self.attacker.is_alive():
                    self.execute_round(self.attacker, self.defender)
        
        # Determine winner
        if self.attacker.is_alive() and not self.defender.is_alive():
            self.winner = self.attacker
            self.battle_log.append(f"\n🎉 {self.attacker.name} WINS!")
        elif self.defender.is_alive() and not self.attacker.is_alive():
            self.winner = self.defender
            self.battle_log.append(f"\n💀 {self.defender.name} WINS!")
        else:
            # Draw or max rounds
            if self.attacker.health > self.defender.health:
                self.winner = self.attacker
                self.battle_log.append(f"\n⏰ Time's up! {self.attacker.name} wins by health!")
            elif self.defender.health > self.attacker.health:
                self.winner = self.defender
                self.battle_log.append(f"\n⏰ Time's up! {self.defender.name} wins by health!")
            else:
                self.winner = None
                self.battle_log.append(f"\n🤝 It's a DRAW!")
        
        return {
            "winner": self.winner,
            "rounds": self.rounds,
            "log": "\n".join(self.battle_log)
        }
    
    def execute_round(self, attacker, defender):
        """Execute a single round"""
        damage = max(1, attacker.attack - defender.defense + random.randint(-2, 3))
        
        # Apply ability effects
        if attacker.ability:
            if "damage_bonus" in attacker.ability:
                damage += attacker.ability["damage_bonus"]
                self.battle_log.append(f"{attacker.name} uses {attacker.ability['name']}!")
            
            if "crit_chance" in attacker.ability and random.random() < attacker.ability["crit_chance"]:
                damage *= 2
                self.battle_log.append(f"💥 CRITICAL HIT!")
        
        defender.take_damage(damage)
        self.battle_log.append(f"{attacker.name} deals {damage} damage to {defender.name}")
        self.battle_log.append(f"{defender.name} health: {defender.health}/{defender.max_health}")

class Shop:
    """Shop class for managing items"""
    
    def __init__(self):
        self.items = self.generate_shop_items()
    
    def generate_shop_items(self):
        """Generate shop items"""
        return [
            {
                "id": 1,
                "name": "Power Boost",
                "cost": 50,
                "description": "Increase attack by 3",
                "type": "stat_boost",
                "stat": "attack",
                "value": 3
            },
            {
                "id": 2,
                "name": "Defense Shield",
                "cost": 40,
                "description": "Increase defense by 3",
                "type": "stat_boost",
                "stat": "defense",
                "value": 3
            },
            {
                "id": 3,
                "name": "Health Potion",
                "cost": 30,
                "description": "Restore 20 health",
                "type": "heal",
                "value": 20
            },
            {
                "id": 4,
                "name": "Speed Boots",
                "cost": 60,
                "description": "Increase speed by 2",
                "type": "stat_boost",
                "stat": "speed",
                "value": 2
            },
            {
                "id": 5,
                "name": "Mystery Box",
                "cost": 100,
                "description": "Random stat boost",
                "type": "random"
            }
        ]
    
    def get_item(self, item_id):
        """Get item by ID"""
        for item in self.items:
            if item["id"] == item_id:
                return item
        return None
    
    def purchase_item(self, user_coins, item_id):
        """Purchase an item"""
        item = self.get_item(item_id)
        if not item:
            return {"success": False, "message": "Item not found"}
        
        if user_coins < item["cost"]:
            return {"success": False, "message": "Not enough coins"}
        
        return {"success": True, "item": item, "message": f"Purchased {item['name']}"}