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"""
Item system for equipment, consumables, and quest items.
This module defines the Item dataclass representing all types of items in the game,
including weapons, armor, consumables, and quest items.
"""
from dataclasses import dataclass, field, asdict
from typing import Dict, Any, List, Optional
from app.models.enums import ItemType, DamageType
from app.models.effects import Effect
@dataclass
class Item:
"""
Represents an item in the game (weapon, armor, consumable, or quest item).
Items can provide passive stat bonuses when equipped, have weapon/armor stats,
or provide effects when consumed.
Attributes:
item_id: Unique identifier
name: Display name
item_type: Category (weapon, armor, consumable, quest_item)
description: Item lore and information
value: Gold value for buying/selling
is_tradeable: Whether item can be sold on marketplace
stat_bonuses: Passive bonuses to stats when equipped
Example: {"strength": 5, "constitution": 3}
effects_on_use: Effects applied when consumed (consumables only)
Weapon-specific attributes:
damage: Base weapon damage
damage_type: Type of damage (physical, fire, etc.)
crit_chance: Probability of critical hit (0.0 to 1.0)
crit_multiplier: Damage multiplier on critical hit
Armor-specific attributes:
defense: Physical defense bonus
resistance: Magical resistance bonus
Requirements (future):
required_level: Minimum character level to use
required_class: Class restriction (if any)
"""
item_id: str
name: str
item_type: ItemType
description: str
value: int = 0
is_tradeable: bool = True
# Passive bonuses (equipment)
stat_bonuses: Dict[str, int] = field(default_factory=dict)
# Active effects (consumables)
effects_on_use: List[Effect] = field(default_factory=list)
# Weapon-specific
damage: int = 0
damage_type: Optional[DamageType] = None
crit_chance: float = 0.05 # 5% default critical hit chance
crit_multiplier: float = 2.0 # 2x damage on critical hit
# Armor-specific
defense: int = 0
resistance: int = 0
# Requirements (future expansion)
required_level: int = 1
required_class: Optional[str] = None
def is_weapon(self) -> bool:
"""Check if this item is a weapon."""
return self.item_type == ItemType.WEAPON
def is_armor(self) -> bool:
"""Check if this item is armor."""
return self.item_type == ItemType.ARMOR
def is_consumable(self) -> bool:
"""Check if this item is a consumable."""
return self.item_type == ItemType.CONSUMABLE
def is_quest_item(self) -> bool:
"""Check if this item is a quest item."""
return self.item_type == ItemType.QUEST_ITEM
def can_equip(self, character_level: int, character_class: Optional[str] = None) -> bool:
"""
Check if a character can equip this item.
Args:
character_level: Character's current level
character_class: Character's class (if class restrictions exist)
Returns:
True if item can be equipped, False otherwise
"""
# Check level requirement
if character_level < self.required_level:
return False
# Check class requirement
if self.required_class and character_class != self.required_class:
return False
return True
def get_total_stat_bonus(self, stat_name: str) -> int:
"""
Get the total bonus for a specific stat from this item.
Args:
stat_name: Name of the stat (e.g., "strength", "intelligence")
Returns:
Bonus value for that stat (0 if not present)
"""
return self.stat_bonuses.get(stat_name, 0)
def to_dict(self) -> Dict[str, Any]:
"""
Serialize item to a dictionary.
Returns:
Dictionary containing all item data
"""
data = asdict(self)
data["item_type"] = self.item_type.value
if self.damage_type:
data["damage_type"] = self.damage_type.value
data["effects_on_use"] = [effect.to_dict() for effect in self.effects_on_use]
return data
@classmethod
def from_dict(cls, data: Dict[str, Any]) -> 'Item':
"""
Deserialize item from a dictionary.
Args:
data: Dictionary containing item data
Returns:
Item instance
"""
# Convert string values back to enums
item_type = ItemType(data["item_type"])
damage_type = DamageType(data["damage_type"]) if data.get("damage_type") else None
# Deserialize effects
effects = []
if "effects_on_use" in data and data["effects_on_use"]:
effects = [Effect.from_dict(e) for e in data["effects_on_use"]]
return cls(
item_id=data["item_id"],
name=data["name"],
item_type=item_type,
description=data["description"],
value=data.get("value", 0),
is_tradeable=data.get("is_tradeable", True),
stat_bonuses=data.get("stat_bonuses", {}),
effects_on_use=effects,
damage=data.get("damage", 0),
damage_type=damage_type,
crit_chance=data.get("crit_chance", 0.05),
crit_multiplier=data.get("crit_multiplier", 2.0),
defense=data.get("defense", 0),
resistance=data.get("resistance", 0),
required_level=data.get("required_level", 1),
required_class=data.get("required_class"),
)
def __repr__(self) -> str:
"""String representation of the item."""
if self.is_weapon():
return (
f"Item({self.name}, weapon, dmg={self.damage}, "
f"crit={self.crit_chance*100:.0f}%, value={self.value}g)"
)
elif self.is_armor():
return (
f"Item({self.name}, armor, def={self.defense}, "
f"res={self.resistance}, value={self.value}g)"
)
elif self.is_consumable():
return (
f"Item({self.name}, consumable, "
f"effects={len(self.effects_on_use)}, value={self.value}g)"
)
else:
return f"Item({self.name}, quest_item)"