Combat foundation complete
This commit is contained in:
@@ -21,6 +21,7 @@ from app.services.database_service import get_database_service
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from app.services.appwrite_service import AppwriteService
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from app.services.class_loader import get_class_loader
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from app.services.origin_service import get_origin_service
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from app.services.static_item_loader import get_static_item_loader
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from app.utils.logging import get_logger
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logger = get_logger(__file__)
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@@ -173,6 +174,23 @@ class CharacterService:
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current_location=starting_location_id # Set starting location
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)
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# Add starting equipment to inventory
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if player_class.starting_equipment:
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item_loader = get_static_item_loader()
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for item_id in player_class.starting_equipment:
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item = item_loader.get_item(item_id)
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if item:
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character.add_item(item)
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logger.debug("Added starting equipment",
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character_id=character_id,
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item_id=item_id,
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item_name=item.name)
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else:
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logger.warning("Starting equipment item not found",
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character_id=character_id,
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item_id=item_id,
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class_id=class_id)
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# Serialize character to JSON
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character_dict = character.to_dict()
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character_json = json.dumps(character_dict)
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@@ -20,7 +20,7 @@ from app.models.stats import Stats
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from app.models.abilities import Ability, AbilityLoader
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from app.models.effects import Effect
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from app.models.items import Item
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from app.models.enums import CombatStatus, AbilityType, DamageType, EffectType
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from app.models.enums import CombatStatus, AbilityType, DamageType, EffectType, StatType
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from app.services.damage_calculator import DamageCalculator, DamageResult
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from app.services.enemy_loader import EnemyLoader, get_enemy_loader
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from app.services.session_service import get_session_service
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@@ -94,6 +94,7 @@ class ActionResult:
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combat_status: Final combat status if ended
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next_combatant_id: ID of combatant whose turn is next
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turn_effects: Effects that triggered at turn start/end
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rewards: Combat rewards if victory (XP, gold, items)
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"""
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success: bool
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@@ -105,6 +106,7 @@ class ActionResult:
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next_combatant_id: Optional[str] = None
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next_is_player: bool = True # True if next turn is player's
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turn_effects: List[Dict[str, Any]] = field(default_factory=list)
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rewards: Optional[Dict[str, Any]] = None # Populated on victory
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def to_dict(self) -> Dict[str, Any]:
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"""Convert to dictionary for API response."""
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@@ -127,6 +129,7 @@ class ActionResult:
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"next_combatant_id": self.next_combatant_id,
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"next_is_player": self.next_is_player,
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"turn_effects": self.turn_effects,
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"rewards": self.rewards,
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}
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@@ -451,6 +454,113 @@ class CombatService:
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return rewards
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def check_existing_combat(
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self,
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session_id: str,
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user_id: str
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) -> Optional[Dict[str, Any]]:
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"""
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Check if a session has an existing active combat encounter.
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Returns combat summary if exists, None otherwise.
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Args:
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session_id: Game session ID
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user_id: User ID for authorization
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Returns:
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Dictionary with combat summary if in combat, None otherwise
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"""
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logger.info("Checking for existing combat",
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session_id=session_id)
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session = self.session_service.get_session(session_id, user_id)
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if not session.is_in_combat():
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return None
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# Get encounter details
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encounter = self.get_combat_state(session_id, user_id)
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if not encounter:
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return None
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# Build summary of combatants
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players = []
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enemies = []
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for combatant in encounter.combatants:
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combatant_info = {
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"name": combatant.name,
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"current_hp": combatant.current_hp,
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"max_hp": combatant.max_hp,
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"is_alive": combatant.is_alive(),
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}
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if combatant.is_player:
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players.append(combatant_info)
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else:
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enemies.append(combatant_info)
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return {
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"has_active_combat": True,
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"encounter_id": encounter.encounter_id,
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"round_number": encounter.round_number,
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"status": encounter.status.value,
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"players": players,
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"enemies": enemies,
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}
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def abandon_combat(
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self,
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session_id: str,
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user_id: str
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) -> bool:
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"""
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Abandon an existing combat encounter without completing it.
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Deletes the encounter from the database and clears the session
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reference. No rewards are distributed.
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Args:
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session_id: Game session ID
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user_id: User ID for authorization
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Returns:
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True if combat was abandoned, False if no combat existed
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"""
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logger.info("Abandoning combat",
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session_id=session_id)
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session = self.session_service.get_session(session_id, user_id)
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if not session.is_in_combat():
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logger.info("No combat to abandon",
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session_id=session_id)
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return False
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encounter_id = session.active_combat_encounter_id
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# Delete encounter from repository
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if encounter_id:
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try:
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self.combat_repository.delete_encounter(encounter_id)
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logger.info("Deleted encounter from repository",
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encounter_id=encounter_id)
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except Exception as e:
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logger.warning("Failed to delete encounter from repository",
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encounter_id=encounter_id,
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error=str(e))
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# Clear session combat references
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session.active_combat_encounter_id = None
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session.combat_encounter = None # Clear legacy field too
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session.update_activity()
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self.session_service.update_session(session)
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logger.info("Combat abandoned",
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session_id=session_id,
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encounter_id=encounter_id)
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return True
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# =========================================================================
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# Action Execution
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# =========================================================================
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@@ -549,6 +659,7 @@ class CombatService:
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if status == CombatStatus.VICTORY:
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rewards = self._calculate_rewards(encounter, session, user_id)
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result.message += f" Victory! Earned {rewards.experience} XP and {rewards.gold} gold."
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result.rewards = rewards.to_dict()
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# End encounter in repository
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if session.active_combat_encounter_id:
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@@ -699,6 +810,11 @@ class CombatService:
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result.combat_ended = True
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result.combat_status = status
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# Calculate and distribute rewards on victory
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if status == CombatStatus.VICTORY:
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rewards = self._calculate_rewards(encounter, session, user_id)
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result.rewards = rewards.to_dict()
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# End encounter in repository
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if session.active_combat_encounter_id:
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self.combat_repository.end_encounter(
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@@ -946,7 +1062,7 @@ class CombatService:
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effect_type=EffectType.BUFF,
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duration=1,
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power=5, # +5 defense
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stat_affected="constitution",
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stat_affected=StatType.CONSTITUTION,
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source="defend_action",
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)
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combatant.add_effect(defense_buff)
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308
api/app/services/encounter_generator.py
Normal file
308
api/app/services/encounter_generator.py
Normal file
@@ -0,0 +1,308 @@
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"""
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Encounter Generator Service - Generate random combat encounters.
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This service generates location-appropriate, level-scaled encounter groups
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for the "Search for Monsters" feature. Players can select from generated
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encounter options to initiate combat.
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"""
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import random
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import uuid
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from dataclasses import dataclass, field
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from typing import List, Dict, Any, Optional
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from collections import Counter
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from app.models.enemy import EnemyTemplate, EnemyDifficulty
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from app.services.enemy_loader import get_enemy_loader
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from app.utils.logging import get_logger
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logger = get_logger(__file__)
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@dataclass
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class EncounterGroup:
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"""
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A generated encounter option for the player to choose.
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Attributes:
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group_id: Unique identifier for this encounter option
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enemies: List of enemy_ids that will spawn
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enemy_names: Display names for the UI
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display_name: Formatted display string (e.g., "3 Goblin Scouts")
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challenge: Difficulty label ("Easy", "Medium", "Hard", "Boss")
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total_xp: Total XP reward (not displayed to player, used internally)
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"""
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group_id: str
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enemies: List[str] # List of enemy_ids
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enemy_names: List[str] # Display names
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display_name: str # Formatted for display
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challenge: str # "Easy", "Medium", "Hard", "Boss"
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total_xp: int # Internal tracking, not displayed
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def to_dict(self) -> Dict[str, Any]:
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"""Serialize encounter group for API response."""
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return {
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"group_id": self.group_id,
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"enemies": self.enemies,
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"enemy_names": self.enemy_names,
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"display_name": self.display_name,
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"challenge": self.challenge,
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}
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class EncounterGenerator:
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"""
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Generates random encounter groups for a given location and character level.
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Encounter difficulty is determined by:
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- Character level (higher level = more enemies, harder varieties)
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- Location type (different monsters in different areas)
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- Random variance (some encounters harder/easier than average)
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"""
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def __init__(self):
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"""Initialize the encounter generator."""
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self.enemy_loader = get_enemy_loader()
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def generate_encounters(
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self,
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location_type: str,
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character_level: int,
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num_encounters: int = 4
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) -> List[EncounterGroup]:
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"""
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Generate multiple encounter options for the player to choose from.
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Args:
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location_type: Type of location (e.g., "forest", "town", "dungeon")
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character_level: Current character level (1-20+)
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num_encounters: Number of encounter options to generate (default 4)
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Returns:
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List of EncounterGroup options, each with different difficulty
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"""
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# Get enemies available at this location
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available_enemies = self.enemy_loader.get_enemies_by_location(location_type)
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if not available_enemies:
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logger.warning(
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"No enemies found for location",
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location_type=location_type
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)
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return []
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# Generate a mix of difficulties
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# Always try to include: 1 Easy, 1-2 Medium, 0-1 Hard
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encounters = []
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difficulty_mix = self._get_difficulty_mix(character_level, num_encounters)
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for target_difficulty in difficulty_mix:
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encounter = self._generate_single_encounter(
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available_enemies=available_enemies,
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character_level=character_level,
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target_difficulty=target_difficulty
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)
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if encounter:
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encounters.append(encounter)
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logger.info(
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"Generated encounters",
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location_type=location_type,
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character_level=character_level,
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num_encounters=len(encounters)
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)
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return encounters
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def _get_difficulty_mix(
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self,
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character_level: int,
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num_encounters: int
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) -> List[str]:
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"""
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Determine the mix of encounter difficulties to generate.
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Lower-level characters see more easy encounters.
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Higher-level characters see more hard encounters.
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Args:
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character_level: Character's current level
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num_encounters: Total encounters to generate
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Returns:
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List of target difficulty strings
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"""
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if character_level <= 2:
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# Very low level: mostly easy
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mix = ["Easy", "Easy", "Medium", "Easy"]
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elif character_level <= 5:
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# Low level: easy and medium
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mix = ["Easy", "Medium", "Medium", "Hard"]
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elif character_level <= 10:
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# Mid level: balanced
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mix = ["Easy", "Medium", "Hard", "Hard"]
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else:
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# High level: harder encounters
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mix = ["Medium", "Hard", "Hard", "Boss"]
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return mix[:num_encounters]
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def _generate_single_encounter(
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self,
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available_enemies: List[EnemyTemplate],
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character_level: int,
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target_difficulty: str
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) -> Optional[EncounterGroup]:
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"""
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Generate a single encounter group.
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Args:
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available_enemies: Pool of enemies to choose from
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character_level: Character's level for scaling
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target_difficulty: Target difficulty ("Easy", "Medium", "Hard", "Boss")
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Returns:
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EncounterGroup or None if generation fails
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"""
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# Map target difficulty to enemy difficulty levels
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difficulty_mapping = {
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"Easy": [EnemyDifficulty.EASY],
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"Medium": [EnemyDifficulty.EASY, EnemyDifficulty.MEDIUM],
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"Hard": [EnemyDifficulty.MEDIUM, EnemyDifficulty.HARD],
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"Boss": [EnemyDifficulty.HARD, EnemyDifficulty.BOSS],
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}
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allowed_difficulties = difficulty_mapping.get(target_difficulty, [EnemyDifficulty.EASY])
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# Filter enemies by difficulty
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candidates = [
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e for e in available_enemies
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if e.difficulty in allowed_difficulties
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]
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if not candidates:
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# Fall back to any available enemy
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candidates = available_enemies
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if not candidates:
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return None
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# Determine enemy count based on difficulty and level
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enemy_count = self._calculate_enemy_count(
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target_difficulty=target_difficulty,
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character_level=character_level
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)
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# Select enemies (allowing duplicates for packs)
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selected_enemies = random.choices(candidates, k=enemy_count)
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# Build encounter group
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enemy_ids = [e.enemy_id for e in selected_enemies]
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enemy_names = [e.name for e in selected_enemies]
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total_xp = sum(e.experience_reward for e in selected_enemies)
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# Create display name (e.g., "3 Goblin Scouts" or "2 Goblins, 1 Goblin Shaman")
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display_name = self._format_display_name(enemy_names)
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return EncounterGroup(
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group_id=f"enc_{uuid.uuid4().hex[:8]}",
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enemies=enemy_ids,
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enemy_names=enemy_names,
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display_name=display_name,
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challenge=target_difficulty,
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total_xp=total_xp
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)
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def _calculate_enemy_count(
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self,
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target_difficulty: str,
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character_level: int
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) -> int:
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"""
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Calculate how many enemies should be in the encounter.
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Args:
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target_difficulty: Target difficulty level
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character_level: Character's level
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Returns:
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Number of enemies to include
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"""
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# Base counts by difficulty
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base_counts = {
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"Easy": (1, 2), # 1-2 enemies
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"Medium": (2, 3), # 2-3 enemies
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"Hard": (2, 4), # 2-4 enemies
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"Boss": (1, 3), # 1 boss + 0-2 adds
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}
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min_count, max_count = base_counts.get(target_difficulty, (1, 2))
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# Scale slightly with level (higher level = can handle more)
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level_bonus = min(character_level // 5, 2) # +1 enemy every 5 levels, max +2
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max_count = min(max_count + level_bonus, 6) # Cap at 6 enemies
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return random.randint(min_count, max_count)
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def _format_display_name(self, enemy_names: List[str]) -> str:
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"""
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Format enemy names for display.
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Examples:
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["Goblin Scout"] -> "Goblin Scout"
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["Goblin Scout", "Goblin Scout", "Goblin Scout"] -> "3 Goblin Scouts"
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["Goblin Scout", "Goblin Shaman"] -> "Goblin Scout, Goblin Shaman"
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Args:
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enemy_names: List of enemy display names
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Returns:
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Formatted display string
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"""
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if len(enemy_names) == 1:
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return enemy_names[0]
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# Count occurrences
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counts = Counter(enemy_names)
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if len(counts) == 1:
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# All same enemy type
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name = list(counts.keys())[0]
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count = list(counts.values())[0]
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# Simple pluralization
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if count > 1:
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if name.endswith('f'):
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# wolf -> wolves
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plural_name = name[:-1] + "ves"
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elif name.endswith('s') or name.endswith('x') or name.endswith('ch'):
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plural_name = name + "es"
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else:
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plural_name = name + "s"
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return f"{count} {plural_name}"
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return name
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else:
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# Mixed enemy types - list them
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parts = []
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for name, count in counts.items():
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if count > 1:
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parts.append(f"{count}x {name}")
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else:
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parts.append(name)
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return ", ".join(parts)
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# Global instance
|
||||
_generator_instance: Optional[EncounterGenerator] = None
|
||||
|
||||
|
||||
def get_encounter_generator() -> EncounterGenerator:
|
||||
"""
|
||||
Get the global EncounterGenerator instance.
|
||||
|
||||
Returns:
|
||||
Singleton EncounterGenerator instance
|
||||
"""
|
||||
global _generator_instance
|
||||
if _generator_instance is None:
|
||||
_generator_instance = EncounterGenerator()
|
||||
return _generator_instance
|
||||
@@ -177,6 +177,46 @@ class EnemyLoader:
|
||||
if enemy.has_tag(tag)
|
||||
]
|
||||
|
||||
def get_enemies_by_location(
|
||||
self,
|
||||
location_type: str,
|
||||
difficulty: Optional[EnemyDifficulty] = None
|
||||
) -> List[EnemyTemplate]:
|
||||
"""
|
||||
Get all enemies that can appear at a specific location type.
|
||||
|
||||
This is used by the encounter generator to find location-appropriate
|
||||
enemies for random encounters.
|
||||
|
||||
Args:
|
||||
location_type: Location type to filter by (e.g., "forest", "dungeon",
|
||||
"town", "wilderness", "crypt", "ruins", "road")
|
||||
difficulty: Optional difficulty filter to narrow results
|
||||
|
||||
Returns:
|
||||
List of EnemyTemplate instances that can appear at the location
|
||||
"""
|
||||
if not self._loaded:
|
||||
self.load_all_enemies()
|
||||
|
||||
candidates = [
|
||||
enemy for enemy in self._enemy_cache.values()
|
||||
if enemy.has_location_tag(location_type)
|
||||
]
|
||||
|
||||
# Apply difficulty filter if specified
|
||||
if difficulty is not None:
|
||||
candidates = [e for e in candidates if e.difficulty == difficulty]
|
||||
|
||||
logger.debug(
|
||||
"Enemies found for location",
|
||||
location_type=location_type,
|
||||
difficulty=difficulty.value if difficulty else None,
|
||||
count=len(candidates)
|
||||
)
|
||||
|
||||
return candidates
|
||||
|
||||
def get_random_enemies(
|
||||
self,
|
||||
count: int = 1,
|
||||
|
||||
@@ -15,7 +15,7 @@ import yaml
|
||||
|
||||
from app.models.items import Item
|
||||
from app.models.effects import Effect
|
||||
from app.models.enums import ItemType, ItemRarity, EffectType
|
||||
from app.models.enums import ItemType, ItemRarity, EffectType, DamageType
|
||||
from app.utils.logging import get_logger
|
||||
|
||||
logger = get_logger(__file__)
|
||||
@@ -178,6 +178,20 @@ class StaticItemLoader:
|
||||
# Parse stat bonuses if present
|
||||
stat_bonuses = template.get("stat_bonuses", {})
|
||||
|
||||
# Parse damage type if present (for weapons)
|
||||
damage_type = None
|
||||
damage_type_str = template.get("damage_type")
|
||||
if damage_type_str:
|
||||
try:
|
||||
damage_type = DamageType(damage_type_str)
|
||||
except ValueError:
|
||||
logger.warning(
|
||||
"Unknown damage type, defaulting to physical",
|
||||
damage_type=damage_type_str,
|
||||
item_id=item_id
|
||||
)
|
||||
damage_type = DamageType.PHYSICAL
|
||||
|
||||
return Item(
|
||||
item_id=instance_id,
|
||||
name=template.get("name", item_id),
|
||||
@@ -188,6 +202,17 @@ class StaticItemLoader:
|
||||
is_tradeable=template.get("is_tradeable", True),
|
||||
stat_bonuses=stat_bonuses,
|
||||
effects_on_use=effects,
|
||||
# Weapon-specific fields
|
||||
damage=template.get("damage", 0),
|
||||
spell_power=template.get("spell_power", 0),
|
||||
damage_type=damage_type,
|
||||
crit_chance=template.get("crit_chance", 0.05),
|
||||
crit_multiplier=template.get("crit_multiplier", 2.0),
|
||||
# Armor-specific fields
|
||||
defense=template.get("defense", 0),
|
||||
resistance=template.get("resistance", 0),
|
||||
# Level requirements
|
||||
required_level=template.get("required_level", 1),
|
||||
)
|
||||
|
||||
def _parse_effect(self, effect_data: Dict) -> Optional[Effect]:
|
||||
|
||||
Reference in New Issue
Block a user