import random
import tkinter as tk
from tkinter import ttk, messagebox


class App092:
    """仮想サイコロRPG"""

    ENEMIES = [
        ("スライム", 1, 1),     # base level, hp_dice (D6)
        ("ゴブリン", 2, 2),
        ("オーク", 3, 2),
        ("ドラゴン", 4, 3),
    ]

    def __init__(self, root):
        self.root = root
        self.root.title("仮想サイコロRPG")
        self.root.geometry("709x560")
        self.root.minsize(709, 560)
        self.root.configure(bg="#f8f9fc")
        self.player = None  # dict(name, hp, max_hp, atk)
        self.enemy = None
        self.stage = 0
        self._build_ui()
        self._show_intro()

    def _build_ui(self):
        """UIを構築する"""
        title_frame = tk.Frame(self.root, bg="#3776ab", pady=12)
        title_frame.pack(fill=tk.X)
        tk.Label(
            title_frame, text="仮想サイコロRPG",
            font=("Noto Sans JP", 16, "bold"),
            bg="#3776ab", fg="white"
        ).pack()

        main = tk.Frame(self.root, bg="#f8f9fc", padx=18, pady=12)
        main.pack(fill=tk.BOTH, expand=True)

        # ステータス
        stat_frame = ttk.LabelFrame(main, text="ステータス", padding=10)
        stat_frame.pack(fill=tk.X)
        self.player_var = tk.StringVar(value="勇者: ---")
        self.enemy_var = tk.StringVar(value="敵: ---")
        tk.Label(stat_frame, textvariable=self.player_var, bg="#f8f9fc",
                 font=("Noto Sans JP", 11, "bold"), anchor="w"
                 ).pack(fill=tk.X)
        tk.Label(stat_frame, textvariable=self.enemy_var, bg="#f8f9fc",
                 font=("Noto Sans JP", 11, "bold"), anchor="w", fg="#aa3333"
                 ).pack(fill=tk.X)

        # ボタン
        btns = tk.Frame(main, bg="#f8f9fc")
        btns.pack(fill=tk.X, pady=8)
        self.start_btn = ttk.Button(btns, text="勇者を作成（HP/ATKを振る）",
                                     command=self.create_player)
        self.start_btn.pack(side=tk.LEFT, padx=2)
        self.attack_btn = ttk.Button(btns, text="攻撃する (D6)", command=self.attack)
        self.attack_btn.pack(side=tk.LEFT, padx=2)
        self.run_btn = ttk.Button(btns, text="逃げる", command=self.run_away)
        self.run_btn.pack(side=tk.LEFT, padx=2)
        self.next_btn = ttk.Button(btns, text="次の敵へ", command=self.next_enemy)
        self.next_btn.pack(side=tk.LEFT, padx=2)
        ttk.Button(btns, text="リセット", command=self._show_intro).pack(side=tk.LEFT, padx=2)

        # ログ
        log_frame = ttk.LabelFrame(main, text="戦闘ログ", padding=4)
        log_frame.pack(fill=tk.BOTH, expand=True, pady=4)
        self.log = tk.Text(log_frame, font=("Noto Sans JP", 11),
                           bg="white", relief=tk.FLAT, height=12, state=tk.DISABLED)
        self.log.pack(fill=tk.BOTH, expand=True, side=tk.LEFT)
        sb = ttk.Scrollbar(log_frame, command=self.log.yview)
        self.log.configure(yscrollcommand=sb.set)
        sb.pack(side=tk.RIGHT, fill=tk.Y)

        self._set_buttons(start=True, action=False, next_e=False)

    def _show_intro(self):
        """初期画面"""
        self.player = None
        self.enemy = None
        self.stage = 0
        self.player_var.set("勇者: 未作成")
        self.enemy_var.set("敵: ---")
        self._clear_log()
        self._add_log("=== 仮想サイコロRPG ===")
        self._add_log("「勇者を作成」でHPとATKをサイコロで決めよう！")
        self._set_buttons(start=True, action=False, next_e=False)

    def create_player(self):
        """プレイヤーを生成（HP=D6*5+10、ATK=D6+2）"""
        hp = sum(random.randint(1, 6) for _ in range(5)) + 10
        atk = random.randint(1, 6) + 2
        self.player = {"name": "勇者", "hp": hp, "max_hp": hp, "atk": atk}
        self._add_log(f"\n勇者誕生! HP={hp}, ATK={atk}")
        self._update_status()
        self._spawn_enemy()
        self._set_buttons(start=False, action=True, next_e=False)

    def _spawn_enemy(self):
        """次の敵を出現させる"""
        idx = min(self.stage, len(self.ENEMIES) - 1)
        name, base, hp_dice = self.ENEMIES[idx]
        ehp = sum(random.randint(1, 6) for _ in range(hp_dice)) + base * 3
        eatk = random.randint(1, 6) + base
        self.enemy = {"name": name, "hp": ehp, "max_hp": ehp, "atk": eatk}
        self._add_log(f"\n--- ステージ {self.stage + 1}: {name} が現れた! ---")
        self._add_log(f"{name} HP={ehp}, ATK={eatk}")
        self._update_status()

    def attack(self):
        """攻撃ターン"""
        if not self.player or not self.enemy:
            return
        # プレイヤー攻撃: ATK + D6
        roll = random.randint(1, 6)
        critical = roll == 6
        damage = self.player["atk"] + roll
        if critical:
            damage *= 2
        self.enemy["hp"] -= damage
        self._add_log(
            f"\n勇者の攻撃! D6={roll} → {damage} ダメージ"
            + ("（クリティカル!）" if critical else "")
        )
        if self.enemy["hp"] <= 0:
            self._add_log(f"{self.enemy['name']} を倒した!")
            self.stage += 1
            self.enemy = None
            self._update_status()
            if self.stage >= len(self.ENEMIES):
                self._add_log("\n*** 全ての敵を倒した! 勇者の伝説の始まりだ ***")
                self._set_buttons(start=True, action=False, next_e=False)
            else:
                self._set_buttons(start=False, action=False, next_e=True)
            return
        # 敵反撃
        eroll = random.randint(1, 6)
        edmg = self.enemy["atk"] + eroll
        miss = eroll == 1
        if miss:
            self._add_log(f"{self.enemy['name']} の攻撃! D6=1 → ミス!")
        else:
            self.player["hp"] -= edmg
            self._add_log(f"{self.enemy['name']} の攻撃! D6={eroll} → {edmg} ダメージ")
        self._update_status()
        if self.player["hp"] <= 0:
            self._add_log("\n勇者は倒れてしまった... GAME OVER")
            self._set_buttons(start=True, action=False, next_e=False)

    def run_away(self):
        """逃走（成功率50%）"""
        if not self.enemy:
            return
        if random.random() < 0.5:
            self._add_log("\n逃げ切った！次の敵へ進む。")
            self.stage += 1
            self.enemy = None
            self._update_status()
            if self.stage >= len(self.ENEMIES):
                self._add_log("全ての敵から逃げ切った...")
                self._set_buttons(start=True, action=False, next_e=False)
            else:
                self._set_buttons(start=False, action=False, next_e=True)
        else:
            self._add_log("\n逃走失敗! 敵の反撃!")
            eroll = random.randint(1, 6)
            edmg = self.enemy["atk"] + eroll
            self.player["hp"] -= edmg
            self._add_log(f"{self.enemy['name']} → {edmg} ダメージ")
            self._update_status()
            if self.player["hp"] <= 0:
                self._add_log("\n勇者は倒れてしまった... GAME OVER")
                self._set_buttons(start=True, action=False, next_e=False)

    def next_enemy(self):
        """次の敵を出現させる"""
        # 戦闘間に少しHP回復
        if self.player:
            heal = random.randint(1, 6)
            self.player["hp"] = min(self.player["max_hp"], self.player["hp"] + heal)
            self._add_log(f"\n休息で D6={heal} HP回復")
        self._spawn_enemy()
        self._set_buttons(start=False, action=True, next_e=False)

    def _update_status(self):
        """ステータス表示更新"""
        if self.player:
            self.player_var.set(
                f"勇者: HP {self.player['hp']}/{self.player['max_hp']}  ATK {self.player['atk']}"
            )
        else:
            self.player_var.set("勇者: ---")
        if self.enemy:
            self.enemy_var.set(
                f"敵: {self.enemy['name']}  HP {self.enemy['hp']}/{self.enemy['max_hp']}  "
                f"ATK {self.enemy['atk']}"
            )
        else:
            self.enemy_var.set("敵: ---")

    def _set_buttons(self, *, start, action, next_e):
        """ボタンの有効/無効切替"""
        self.start_btn.state(["!disabled"] if start else ["disabled"])
        self.attack_btn.state(["!disabled"] if action else ["disabled"])
        self.run_btn.state(["!disabled"] if action else ["disabled"])
        self.next_btn.state(["!disabled"] if next_e else ["disabled"])

    def _add_log(self, msg):
        """ログ追記"""
        self.log.config(state=tk.NORMAL)
        self.log.insert(tk.END, msg + "\n")
        self.log.see(tk.END)
        self.log.config(state=tk.DISABLED)

    def _clear_log(self):
        """ログクリア"""
        self.log.config(state=tk.NORMAL)
        self.log.delete("1.0", tk.END)
        self.log.config(state=tk.DISABLED)


if __name__ == "__main__":
    root = tk.Tk()
    app = App092(root)
    root.mainloop()
