Combat foundation complete
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@@ -25,7 +25,6 @@ game_bp = Blueprint('game', __name__, url_prefix='/play')
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DEFAULT_ACTIONS = {
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'free': [
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{'prompt_id': 'ask_locals', 'display_text': 'Ask Locals for Information', 'icon': 'chat', 'context': ['town', 'tavern']},
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{'prompt_id': 'explore_area', 'display_text': 'Explore the Area', 'icon': 'compass', 'context': ['wilderness', 'dungeon']},
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{'prompt_id': 'search_supplies', 'display_text': 'Search for Supplies', 'icon': 'search', 'context': ['any'], 'cooldown': 2},
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{'prompt_id': 'rest_recover', 'display_text': 'Rest and Recover', 'icon': 'bed', 'context': ['town', 'tavern', 'safe_area'], 'cooldown': 3}
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],
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@@ -718,6 +717,243 @@ def do_travel(session_id: str):
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return f'<div class="error">Travel failed: {e}</div>', 500
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@game_bp.route('/session/<session_id>/monster-modal')
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@require_auth
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def monster_modal(session_id: str):
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"""
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Get monster selection modal with encounter options.
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Fetches random encounter groups appropriate for the current location
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and character level from the API.
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"""
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client = get_api_client()
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try:
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# Get encounter options from API
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response = client.get(f'/api/v1/combat/encounters?session_id={session_id}')
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result = response.get('result', {})
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location_name = result.get('location_name', 'Unknown Area')
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encounters = result.get('encounters', [])
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return render_template(
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'game/partials/monster_modal.html',
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session_id=session_id,
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location_name=location_name,
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encounters=encounters
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)
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except APINotFoundError as e:
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# No enemies found for this location
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return render_template(
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'game/partials/monster_modal.html',
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session_id=session_id,
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location_name='this area',
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encounters=[]
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)
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except APIError as e:
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logger.error("failed_to_load_monster_modal", session_id=session_id, error=str(e))
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return f'''
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<div class="modal-overlay" onclick="if(event.target === this) closeModal()">
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<div class="modal-content">
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<div class="modal-header">
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<h3 class="modal-title">⚔️ Search for Monsters</h3>
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<button class="modal-close" onclick="closeModal()">×</button>
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</div>
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<div class="modal-body">
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<div class="error">Failed to search for monsters: {e}</div>
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</div>
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<div class="modal-footer">
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<button class="btn btn-secondary" onclick="closeModal()">Close</button>
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</div>
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</div>
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</div>
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'''
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@game_bp.route('/session/<session_id>/combat/start', methods=['POST'])
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@require_auth
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def start_combat(session_id: str):
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"""
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Start combat with selected enemies.
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Called when player selects an encounter from the monster modal.
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Initiates combat via API and redirects to combat UI.
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If there's already an active combat session, shows a conflict modal
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allowing the user to resume or abandon the existing combat.
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"""
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from flask import make_response
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client = get_api_client()
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# Get enemy_ids from request
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# HTMX hx-vals sends as form data (not JSON), where arrays become multiple values
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if request.is_json:
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enemy_ids = request.json.get('enemy_ids', [])
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else:
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# Form data: array values come as multiple entries with the same key
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enemy_ids = request.form.getlist('enemy_ids')
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if not enemy_ids:
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return '<div class="error">No enemies selected.</div>', 400
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try:
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# Start combat via API
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response = client.post('/api/v1/combat/start', {
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'session_id': session_id,
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'enemy_ids': enemy_ids
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})
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result = response.get('result', {})
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encounter_id = result.get('encounter_id')
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if not encounter_id:
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logger.error("combat_start_no_encounter_id", session_id=session_id)
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return '<div class="error">Failed to start combat - no encounter ID returned.</div>', 500
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logger.info("combat_started_from_modal",
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session_id=session_id,
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encounter_id=encounter_id,
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enemy_count=len(enemy_ids))
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# Close modal and redirect to combat page
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resp = make_response('')
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resp.headers['HX-Redirect'] = url_for('combat.combat_view', session_id=session_id)
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return resp
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except APIError as e:
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# Check if this is an "already in combat" error
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error_str = str(e)
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if 'already in combat' in error_str.lower() or 'ALREADY_IN_COMBAT' in error_str:
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# Fetch existing combat info and show conflict modal
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try:
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check_response = client.get(f'/api/v1/combat/{session_id}/check')
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combat_info = check_response.get('result', {})
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if combat_info.get('has_active_combat'):
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return render_template(
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'game/partials/combat_conflict_modal.html',
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session_id=session_id,
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combat_info=combat_info,
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pending_enemy_ids=enemy_ids
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)
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except APIError:
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pass # Fall through to generic error
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logger.error("failed_to_start_combat", session_id=session_id, error=str(e))
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return f'<div class="error">Failed to start combat: {e}</div>', 500
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@game_bp.route('/session/<session_id>/combat/check', methods=['GET'])
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@require_auth
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def check_combat_status(session_id: str):
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"""
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Check if the session has an active combat.
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Returns JSON with combat status that can be used by HTMX
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to decide whether to show the monster modal or conflict modal.
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"""
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client = get_api_client()
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try:
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response = client.get(f'/api/v1/combat/{session_id}/check')
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result = response.get('result', {})
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return result
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except APIError as e:
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logger.error("failed_to_check_combat", session_id=session_id, error=str(e))
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return {'has_active_combat': False, 'error': str(e)}
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@game_bp.route('/session/<session_id>/combat/abandon', methods=['POST'])
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@require_auth
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def abandon_combat(session_id: str):
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"""
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Abandon an existing combat session.
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Called when player chooses to abandon their current combat
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in order to start a fresh one.
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"""
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client = get_api_client()
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try:
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response = client.post(f'/api/v1/combat/{session_id}/abandon', {})
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result = response.get('result', {})
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if result.get('success'):
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logger.info("combat_abandoned", session_id=session_id)
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# Return success - the frontend will then try to start new combat
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return render_template(
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'game/partials/combat_abandoned_success.html',
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session_id=session_id,
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message="Combat abandoned. You can now start a new encounter."
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)
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else:
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return '<div class="error">No active combat to abandon.</div>', 400
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except APIError as e:
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logger.error("failed_to_abandon_combat", session_id=session_id, error=str(e))
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return f'<div class="error">Failed to abandon combat: {e}</div>', 500
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@game_bp.route('/session/<session_id>/combat/abandon-and-start', methods=['POST'])
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@require_auth
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def abandon_and_start_combat(session_id: str):
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"""
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Abandon existing combat and start a new one in a single action.
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This is a convenience endpoint that combines abandon + start
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for a smoother user experience in the conflict modal.
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"""
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from flask import make_response
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client = get_api_client()
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# Get enemy_ids from request
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if request.is_json:
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enemy_ids = request.json.get('enemy_ids', [])
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else:
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enemy_ids = request.form.getlist('enemy_ids')
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if not enemy_ids:
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return '<div class="error">No enemies selected.</div>', 400
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try:
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# First abandon the existing combat
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abandon_response = client.post(f'/api/v1/combat/{session_id}/abandon', {})
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abandon_result = abandon_response.get('result', {})
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if not abandon_result.get('success'):
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# No combat to abandon, but that's fine - proceed with start
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logger.info("no_combat_to_abandon", session_id=session_id)
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# Now start the new combat
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start_response = client.post('/api/v1/combat/start', {
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'session_id': session_id,
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'enemy_ids': enemy_ids
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})
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result = start_response.get('result', {})
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encounter_id = result.get('encounter_id')
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if not encounter_id:
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logger.error("combat_start_no_encounter_id_after_abandon", session_id=session_id)
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return '<div class="error">Failed to start combat - no encounter ID returned.</div>', 500
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logger.info("combat_started_after_abandon",
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session_id=session_id,
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encounter_id=encounter_id,
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enemy_count=len(enemy_ids))
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# Close modal and redirect to combat page
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resp = make_response('')
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resp.headers['HX-Redirect'] = url_for('combat.combat_view', session_id=session_id)
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return resp
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except APIError as e:
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logger.error("failed_to_abandon_and_start_combat", session_id=session_id, error=str(e))
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return f'<div class="error">Failed to start combat: {e}</div>', 500
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@game_bp.route('/session/<session_id>/npc/<npc_id>')
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@require_auth
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def npc_chat_page(session_id: str, npc_id: str):
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