feat(api): integrate equipment stats into combat damage system
Equipment-Combat Integration: - Update Stats damage formula from STR//2 to int(STR*0.75) for better scaling - Add spell_power system for magical weapons (staves, wands) - Add spell_power_bonus field to Stats model with spell_power property - Add spell_power field to Item model with is_magical_weapon() method - Update Character.get_effective_stats() to populate spell_power_bonus Combatant Model Updates: - Add weapon property fields (crit_chance, crit_multiplier, damage_type) - Add elemental weapon support (elemental_damage_type, physical_ratio, elemental_ratio) - Update serialization to handle new weapon properties DamageCalculator Refactoring: - Remove weapon_damage parameter from calculate_physical_damage() - Use attacker_stats.damage directly (includes weapon bonus) - Use attacker_stats.spell_power for magical damage calculations Combat Service Updates: - Extract weapon properties in _create_combatant_from_character() - Use stats.damage_bonus for enemy combatants from templates - Remove hardcoded _get_weapon_damage() method - Handle elemental weapons with split damage in _execute_attack() Item Generation Updates: - Add base_spell_power to BaseItemTemplate dataclass - Add ARCANE damage type to DamageType enum - Add magical weapon templates (wizard_staff, arcane_staff, wand, crystal_wand) Test Updates: - Update test_stats.py for new damage formula (0.75 scaling) - Update test_character.py for equipment bonus calculations - Update test_damage_calculator.py for new API signatures - Update test_combat_service.py mock fixture for equipped attribute Tests: 174 passing
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@@ -109,6 +109,7 @@ class BaseItemLoader:
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# Set defaults for missing optional fields
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template_data.setdefault("description", "")
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template_data.setdefault("base_damage", 0)
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template_data.setdefault("base_spell_power", 0)
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template_data.setdefault("base_defense", 0)
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template_data.setdefault("base_resistance", 0)
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template_data.setdefault("base_value", 10)
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@@ -571,17 +571,26 @@ class CombatService:
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message="Invalid or dead target"
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)
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# Get attacker's weapon damage (or base damage for enemies)
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weapon_damage = self._get_weapon_damage(attacker)
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crit_chance = self._get_crit_chance(attacker)
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# Calculate damage using DamageCalculator
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damage_result = DamageCalculator.calculate_physical_damage(
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attacker_stats=attacker.stats,
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defender_stats=target.stats,
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weapon_damage=weapon_damage,
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weapon_crit_chance=crit_chance,
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)
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# Check if this is an elemental weapon attack
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if attacker.elemental_ratio > 0.0 and attacker.elemental_damage_type:
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# Elemental weapon: split damage between physical and elemental
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damage_result = DamageCalculator.calculate_elemental_weapon_damage(
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attacker_stats=attacker.stats,
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defender_stats=target.stats,
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weapon_crit_chance=attacker.weapon_crit_chance,
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weapon_crit_multiplier=attacker.weapon_crit_multiplier,
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physical_ratio=attacker.physical_ratio,
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elemental_ratio=attacker.elemental_ratio,
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elemental_type=attacker.elemental_damage_type,
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)
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else:
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# Normal physical attack
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damage_result = DamageCalculator.calculate_physical_damage(
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attacker_stats=attacker.stats,
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defender_stats=target.stats,
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weapon_crit_chance=attacker.weapon_crit_chance,
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weapon_crit_multiplier=attacker.weapon_crit_multiplier,
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)
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# Add target_id to result for tracking
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damage_result.target_id = target.combatant_id
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@@ -970,6 +979,25 @@ class CombatService:
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abilities = ["basic_attack"] # All characters have basic attack
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abilities.extend(character.unlocked_skills)
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# Extract weapon properties from equipped weapon
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weapon = character.equipped.get("weapon")
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weapon_crit_chance = 0.05
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weapon_crit_multiplier = 2.0
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weapon_damage_type = DamageType.PHYSICAL
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elemental_damage_type = None
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physical_ratio = 1.0
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elemental_ratio = 0.0
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if weapon and weapon.is_weapon():
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weapon_crit_chance = weapon.crit_chance
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weapon_crit_multiplier = weapon.crit_multiplier
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weapon_damage_type = weapon.damage_type or DamageType.PHYSICAL
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if weapon.is_elemental_weapon():
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elemental_damage_type = weapon.elemental_damage_type
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physical_ratio = weapon.physical_ratio
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elemental_ratio = weapon.elemental_ratio
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return Combatant(
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combatant_id=character.character_id,
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name=character.name,
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@@ -980,6 +1008,12 @@ class CombatService:
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max_mp=effective_stats.mana_points,
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stats=effective_stats,
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abilities=abilities,
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weapon_crit_chance=weapon_crit_chance,
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weapon_crit_multiplier=weapon_crit_multiplier,
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weapon_damage_type=weapon_damage_type,
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elemental_damage_type=elemental_damage_type,
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physical_ratio=physical_ratio,
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elemental_ratio=elemental_ratio,
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)
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def _create_combatant_from_enemy(
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@@ -996,7 +1030,9 @@ class CombatService:
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if instance_index > 0:
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name = f"{template.name} #{instance_index + 1}"
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stats = template.base_stats
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# Copy stats and populate damage_bonus with base_damage
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stats = template.base_stats.copy()
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stats.damage_bonus = template.base_damage
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return Combatant(
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combatant_id=combatant_id,
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@@ -1008,23 +1044,15 @@ class CombatService:
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max_mp=stats.mana_points,
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stats=stats,
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abilities=template.abilities.copy(),
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weapon_crit_chance=template.crit_chance,
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weapon_crit_multiplier=2.0,
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weapon_damage_type=DamageType.PHYSICAL,
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)
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def _get_weapon_damage(self, combatant: Combatant) -> int:
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"""Get weapon damage for a combatant."""
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# For enemies, use base_damage from template
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if not combatant.is_player:
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# Base damage stored in combatant data or default
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return 8 # Default enemy damage
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# For players, would check equipped weapon
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# TODO: Check character's equipped weapon
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return 5 # Default unarmed damage
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def _get_crit_chance(self, combatant: Combatant) -> float:
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"""Get critical hit chance for a combatant."""
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# Base 5% + LUK bonus
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return 0.05 + combatant.stats.crit_bonus
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# Weapon crit chance + LUK bonus
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return combatant.weapon_crit_chance + combatant.stats.crit_bonus
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def _get_default_target(
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self,
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@@ -6,9 +6,11 @@ Handles physical, magical, and elemental damage with LUK stat integration
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for variance, critical hits, and accuracy.
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Formulas:
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Physical: (Weapon_Base + STR * 0.75) * Variance * Crit_Mult - DEF
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Magical: (Ability_Base + INT * 0.75) * Variance * Crit_Mult - RES
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Elemental: Split between physical and magical components
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Physical: (effective_stats.damage + ability_power) * Variance * Crit_Mult - DEF
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where effective_stats.damage = int(STR * 0.75) + damage_bonus (from weapon)
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Magical: (effective_stats.spell_power + ability_power) * Variance * Crit_Mult - RES
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where effective_stats.spell_power = int(INT * 0.75) + spell_power_bonus (from staff/wand)
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Elemental: Split between physical and magical components using ratios
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LUK Integration:
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- Miss reduction: 10% base - (LUK * 0.5%), hard cap at 5% miss
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@@ -275,7 +277,6 @@ class DamageCalculator:
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cls,
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attacker_stats: Stats,
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defender_stats: Stats,
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weapon_damage: int = 0,
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weapon_crit_chance: float = CombatConstants.DEFAULT_CRIT_CHANCE,
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weapon_crit_multiplier: float = CombatConstants.DEFAULT_CRIT_MULTIPLIER,
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ability_base_power: int = 0,
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@@ -286,13 +287,13 @@ class DamageCalculator:
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Calculate physical damage for a melee/ranged attack.
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Formula:
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Base = Weapon_Base + Ability_Power + (STR * 0.75)
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Base = attacker_stats.damage + ability_base_power
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where attacker_stats.damage = int(STR * 0.75) + damage_bonus
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Damage = Base * Variance * Crit_Mult - DEF
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Args:
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attacker_stats: Attacker's Stats (STR, LUK used)
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attacker_stats: Attacker's Stats (includes weapon damage via damage property)
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defender_stats: Defender's Stats (DEX, CON used)
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weapon_damage: Base damage from equipped weapon
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weapon_crit_chance: Crit chance from weapon (default 5%)
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weapon_crit_multiplier: Crit damage multiplier (default 2.0x)
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ability_base_power: Additional base power from ability
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@@ -317,9 +318,8 @@ class DamageCalculator:
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return result
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# Step 2: Calculate base damage
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# Formula: weapon + ability + (STR * scaling_factor)
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str_bonus = attacker_stats.strength * CombatConstants.STAT_SCALING_FACTOR
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base_damage = weapon_damage + ability_base_power + str_bonus
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# attacker_stats.damage already includes: int(STR * 0.75) + damage_bonus (weapon)
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base_damage = attacker_stats.damage + ability_base_power
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# Step 3: Apply variance
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variance = cls.calculate_variance(attacker_stats.luck)
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@@ -371,11 +371,12 @@ class DamageCalculator:
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LUK benefits all classes equally.
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Formula:
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Base = Ability_Power + (INT * 0.75)
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Base = attacker_stats.spell_power + ability_base_power
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where attacker_stats.spell_power = int(INT * 0.75) + spell_power_bonus
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Damage = Base * Variance * Crit_Mult - RES
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Args:
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attacker_stats: Attacker's Stats (INT, LUK used)
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attacker_stats: Attacker's Stats (includes staff/wand spell_power via spell_power property)
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defender_stats: Defender's Stats (DEX, WIS used)
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ability_base_power: Base power of the spell
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damage_type: Type of magical damage (fire, ice, etc.)
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@@ -402,9 +403,8 @@ class DamageCalculator:
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return result
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# Step 2: Calculate base damage
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# Formula: ability + (INT * scaling_factor)
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int_bonus = attacker_stats.intelligence * CombatConstants.STAT_SCALING_FACTOR
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base_damage = ability_base_power + int_bonus
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# attacker_stats.spell_power already includes: int(INT * 0.75) + spell_power_bonus (staff/wand)
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base_damage = attacker_stats.spell_power + ability_base_power
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# Step 3: Apply variance
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variance = cls.calculate_variance(attacker_stats.luck)
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@@ -442,7 +442,6 @@ class DamageCalculator:
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cls,
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attacker_stats: Stats,
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defender_stats: Stats,
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weapon_damage: int,
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weapon_crit_chance: float,
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weapon_crit_multiplier: float,
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physical_ratio: float,
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@@ -459,8 +458,8 @@ class DamageCalculator:
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calculated separately against DEF and RES respectively.
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Formula:
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Physical = (Weapon * PHYS_RATIO + STR * 0.75 * PHYS_RATIO) - DEF
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Elemental = (Weapon * ELEM_RATIO + INT * 0.75 * ELEM_RATIO) - RES
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Physical = (attacker_stats.damage + ability_power) * PHYS_RATIO - DEF
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Elemental = (attacker_stats.spell_power + ability_power) * ELEM_RATIO - RES
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Total = Physical + Elemental
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Recommended Split Ratios:
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@@ -470,9 +469,8 @@ class DamageCalculator:
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- Lightning Spear: 50% / 50%
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Args:
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attacker_stats: Attacker's Stats
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attacker_stats: Attacker's Stats (damage and spell_power include equipment)
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defender_stats: Defender's Stats
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weapon_damage: Base weapon damage
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weapon_crit_chance: Crit chance from weapon
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weapon_crit_multiplier: Crit damage multiplier
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physical_ratio: Portion of damage that is physical (0.0-1.0)
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@@ -516,17 +514,15 @@ class DamageCalculator:
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crit_mult = weapon_crit_multiplier if is_crit else 1.0
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# Step 3: Calculate physical component
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# Physical uses STR scaling
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phys_base = (weapon_damage + ability_base_power) * physical_ratio
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str_bonus = attacker_stats.strength * CombatConstants.STAT_SCALING_FACTOR * physical_ratio
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phys_damage = (phys_base + str_bonus) * variance * crit_mult
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# attacker_stats.damage includes: int(STR * 0.75) + damage_bonus (weapon)
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phys_base = (attacker_stats.damage + ability_base_power) * physical_ratio
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phys_damage = phys_base * variance * crit_mult
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phys_final = cls.apply_defense(int(phys_damage), defender_stats.defense)
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# Step 4: Calculate elemental component
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# Elemental uses INT scaling
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elem_base = (weapon_damage + ability_base_power) * elemental_ratio
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int_bonus = attacker_stats.intelligence * CombatConstants.STAT_SCALING_FACTOR * elemental_ratio
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elem_damage = (elem_base + int_bonus) * variance * crit_mult
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# attacker_stats.spell_power includes: int(INT * 0.75) + spell_power_bonus (staff/wand)
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elem_base = (attacker_stats.spell_power + ability_base_power) * elemental_ratio
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elem_damage = elem_base * variance * crit_mult
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elem_final = cls.apply_defense(int(elem_damage), defender_stats.resistance)
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# Step 5: Combine results
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@@ -317,6 +317,7 @@ class ItemGenerator:
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# Base values from template
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damage = base_template.base_damage + combined_stats["damage_bonus"]
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spell_power = base_template.base_spell_power # Magical weapon damage
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defense = base_template.base_defense + combined_stats["defense_bonus"]
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resistance = base_template.base_resistance + combined_stats["resistance_bonus"]
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crit_chance = base_template.crit_chance + combined_stats["crit_chance_bonus"]
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@@ -353,6 +354,7 @@ class ItemGenerator:
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stat_bonuses=combined_stats["stat_bonuses"],
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effects_on_use=[], # Not a consumable
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damage=damage,
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spell_power=spell_power, # Magical weapon damage bonus
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damage_type=DamageType(base_template.damage_type) if damage > 0 else None,
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crit_chance=crit_chance,
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crit_multiplier=crit_multiplier,
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