feat(api): implement Diablo-style item affix system

Add procedural item generation with affix naming system:
- Items with RARE/EPIC/LEGENDARY rarity get dynamic names
- Prefixes (e.g., "Flaming") add elemental damage, material bonuses
- Suffixes (e.g., "of Strength") add stat bonuses
- Affix count scales with rarity: RARE=1, EPIC=2, LEGENDARY=3

New files:
- models/affixes.py: Affix and BaseItemTemplate dataclasses
- services/affix_loader.py: YAML-based affix pool loading
- services/base_item_loader.py: Base item template loading
- services/item_generator.py: Main procedural generation service
- data/affixes/prefixes.yaml: 14 prefix definitions
- data/affixes/suffixes.yaml: 15 suffix definitions
- data/base_items/weapons.yaml: 12 weapon templates
- data/base_items/armor.yaml: 12 armor templates
- tests/test_item_generator.py: 34 comprehensive tests

Modified:
- enums.py: Added AffixType and AffixTier enums
- items.py: Added affix tracking fields (applied_affixes, generated_name)

Example output: "Frozen Dagger of the Bear" (EPIC with ice damage + STR/CON)
This commit is contained in:
2025-11-26 17:57:34 -06:00
parent f3ac0c8647
commit 185be7fee0
11 changed files with 2658 additions and 0 deletions

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@@ -50,6 +50,21 @@ class ItemRarity(Enum):
LEGENDARY = "legendary" # Orange/gold - best items
class AffixType(Enum):
"""Types of item affixes for procedural item generation."""
PREFIX = "prefix" # Appears before item name: "Flaming Dagger"
SUFFIX = "suffix" # Appears after item name: "Dagger of Strength"
class AffixTier(Enum):
"""Affix power tiers determining bonus magnitudes."""
MINOR = "minor" # Weaker bonuses, rolls on RARE items
MAJOR = "major" # Medium bonuses, rolls on EPIC items
LEGENDARY = "legendary" # Strongest bonuses, LEGENDARY only
class StatType(Enum):
"""Character attribute types."""