fixing leveling xp reporting

This commit is contained in:
2025-11-30 18:20:40 -06:00
parent 805d04cf4e
commit 70b2b0f124
6 changed files with 131 additions and 12 deletions

View File

@@ -35,7 +35,8 @@ class Character:
player_class: Character's class (determines base stats and skill trees)
origin: Character's backstory origin (saved for AI DM narrative hooks)
level: Current level
experience: Current XP points
experience: Current XP progress toward next level (resets on level-up)
total_xp: Cumulative XP earned across all levels (never decreases)
base_stats: Base stats (from class + level-ups)
unlocked_skills: List of skill_ids that have been unlocked
inventory: All items the character owns
@@ -53,7 +54,8 @@ class Character:
player_class: PlayerClass
origin: Origin
level: int = 1
experience: int = 0
experience: int = 0 # Current level progress (resets on level-up)
total_xp: int = 0 # Cumulative XP (never decreases)
# Stats and progression
base_stats: Stats = field(default_factory=Stats)
@@ -315,6 +317,9 @@ class Character:
"""
Add experience points and check for level up.
Updates both current level progress (experience) and cumulative total (total_xp).
The cumulative total never decreases, providing players a sense of overall progression.
Args:
xp: Amount of experience to add
@@ -322,6 +327,7 @@ class Character:
True if character leveled up, False otherwise
"""
self.experience += xp
self.total_xp += xp # Track cumulative XP (never decreases)
required_xp = self._calculate_xp_for_next_level()
if self.experience >= required_xp:
@@ -334,15 +340,18 @@ class Character:
"""
Level up the character.
- Increases level
- Resets experience to overflow amount
- Increases level by 1
- Resets experience to overflow amount (XP beyond requirement carries over)
- Preserves total_xp (cumulative XP is never modified here)
- Grants 1 skill point (level - unlocked_skills count)
- Could grant stat increases (future enhancement)
"""
required_xp = self._calculate_xp_for_next_level()
overflow_xp = self.experience - required_xp
self.level += 1
self.experience = overflow_xp
self.experience = overflow_xp # Reset current level progress
# total_xp remains unchanged - it's cumulative and never decreases
# Future: Apply stat increases based on class
# For now, stats are increased manually via skill points
@@ -359,6 +368,19 @@ class Character:
"""
return int(100 * (self.level ** 1.5))
@property
def xp_to_next_level(self) -> int:
"""
Get XP remaining until next level.
This is a computed property for UI display showing progress bars
and "X/Y XP to next level" displays.
Returns:
Amount of XP needed to reach next level
"""
return self._calculate_xp_for_next_level() - self.experience
def to_dict(self) -> Dict[str, Any]:
"""
Serialize character to dictionary for JSON storage.
@@ -374,6 +396,9 @@ class Character:
"origin": self.origin.to_dict(),
"level": self.level,
"experience": self.experience,
"total_xp": self.total_xp,
"xp_to_next_level": self.xp_to_next_level,
"xp_required_for_next_level": self._calculate_xp_for_next_level(),
"base_stats": self.base_stats.to_dict(),
"unlocked_skills": self.unlocked_skills,
"inventory": [item.to_dict() for item in self.inventory],
@@ -465,6 +490,7 @@ class Character:
origin=origin,
level=data.get("level", 1),
experience=data.get("experience", 0),
total_xp=data.get("total_xp", 0), # Default 0 for legacy data
base_stats=base_stats,
unlocked_skills=data.get("unlocked_skills", []),
inventory=inventory,

View File

@@ -1261,7 +1261,12 @@ class CombatService:
xp_per_player = rewards.experience // max(1, len(player_combatants))
gold_per_player = rewards.gold // max(1, len(player_combatants))
for player in player_combatants:
# Distribute items evenly among players
# For simplicity, give all items to each player in solo mode,
# or distribute round-robin in multiplayer
items_to_distribute = [Item.from_dict(item_dict) for item_dict in rewards.items]
for i, player in enumerate(player_combatants):
if session.is_solo():
char_id = session.solo_character_id
else:
@@ -1278,6 +1283,18 @@ class CombatService:
# Add gold
character.gold += gold_per_player
# Distribute items
if session.is_solo():
# Solo mode: give all items to the character
for item in items_to_distribute:
character.add_item(item)
else:
# Multiplayer: distribute items round-robin
# Player i gets items at indices i, i+n, i+2n, etc.
for idx, item in enumerate(items_to_distribute):
if idx % len(player_combatants) == i:
character.add_item(item)
# Save character
self.character_service.update_character(character, user_id)