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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@@ -267,8 +267,9 @@ class TestPhysicalDamage:
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def test_basic_physical_damage_formula(self):
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"""Test the basic physical damage formula."""
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# Formula: (Weapon + STR * 0.75) * Variance - DEF
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attacker = Stats(strength=14, luck=0) # LUK 0 to ensure no miss
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# Formula: (stats.damage + ability_power) * Variance - DEF
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# where stats.damage = int(STR * 0.75) + damage_bonus
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attacker = Stats(strength=14, luck=0, damage_bonus=8) # Weapon damage in bonus
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defender = Stats(constitution=10, dexterity=10) # DEF = 5
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# Mock to ensure no miss and no crit, variance = 1.0
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@@ -278,10 +279,9 @@ class TestPhysicalDamage:
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result = DamageCalculator.calculate_physical_damage(
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attacker_stats=attacker,
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defender_stats=defender,
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weapon_damage=8,
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)
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# 8 + (14 * 0.75) = 8 + 10.5 = 18.5 -> 18 - 5 = 13
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# int(14 * 0.75) + 8 = 10 + 8 = 18, 18 - 5 DEF = 13
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assert result.total_damage == 13
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assert result.is_miss is False
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assert result.is_critical is False
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@@ -289,7 +289,7 @@ class TestPhysicalDamage:
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def test_physical_damage_miss(self):
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"""Test that misses deal zero damage."""
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attacker = Stats(strength=14, luck=0)
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attacker = Stats(strength=14, luck=0, damage_bonus=8) # Weapon damage in bonus
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defender = Stats(dexterity=30) # Very high DEX
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# Force a miss
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@@ -297,7 +297,6 @@ class TestPhysicalDamage:
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result = DamageCalculator.calculate_physical_damage(
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attacker_stats=attacker,
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defender_stats=defender,
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weapon_damage=8,
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)
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assert result.is_miss is True
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@@ -306,7 +305,7 @@ class TestPhysicalDamage:
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def test_physical_damage_critical_hit(self):
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"""Test critical hit doubles damage."""
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attacker = Stats(strength=14, luck=20) # High LUK for crit
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attacker = Stats(strength=14, luck=20, damage_bonus=8) # High LUK for crit, weapon in bonus
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defender = Stats(constitution=10, dexterity=10)
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# Force hit and crit
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@@ -315,15 +314,14 @@ class TestPhysicalDamage:
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result = DamageCalculator.calculate_physical_damage(
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attacker_stats=attacker,
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defender_stats=defender,
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weapon_damage=8,
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weapon_crit_multiplier=2.0,
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)
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assert result.is_critical is True
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# Base: 8 + 14*0.75 = 18.5
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# Crit applied BEFORE int conversion: 18.5 * 2 = 37
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# After DEF 5: 37 - 5 = 32
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assert result.total_damage == 32
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# Base: int(14 * 0.75) + 8 = 10 + 8 = 18
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# Crit: 18 * 2 = 36
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# After DEF 5: 36 - 5 = 31
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assert result.total_damage == 31
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assert "critical" in result.message.lower()
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@@ -405,7 +403,8 @@ class TestElementalWeaponDamage:
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def test_split_damage_calculation(self):
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"""Test 70/30 physical/fire split damage."""
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# Fire Sword: 70% physical, 30% fire
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attacker = Stats(strength=14, intelligence=8, luck=0)
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# Weapon contributes to both damage_bonus (physical) and spell_power_bonus (elemental)
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attacker = Stats(strength=14, intelligence=8, luck=0, damage_bonus=15, spell_power_bonus=15)
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defender = Stats(constitution=10, wisdom=10, dexterity=10) # DEF=5, RES=5
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with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
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@@ -414,7 +413,6 @@ class TestElementalWeaponDamage:
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result = DamageCalculator.calculate_elemental_weapon_damage(
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attacker_stats=attacker,
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defender_stats=defender,
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weapon_damage=15,
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weapon_crit_chance=0.05,
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weapon_crit_multiplier=2.0,
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physical_ratio=0.7,
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@@ -422,9 +420,10 @@ class TestElementalWeaponDamage:
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elemental_type=DamageType.FIRE,
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)
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# Physical: (15 * 0.7) + (14 * 0.75 * 0.7) - 5 = 10.5 + 7.35 - 5 = 12.85 -> 12
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# Elemental: (15 * 0.3) + (8 * 0.75 * 0.3) - 5 = 4.5 + 1.8 - 5 = 1.3 -> 1
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# Total: 12 + 1 = 13 (approximately, depends on min damage)
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# stats.damage = int(14 * 0.75) + 15 = 10 + 15 = 25
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# stats.spell_power = int(8 * 0.75) + 15 = 6 + 15 = 21
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# Physical: 25 * 0.7 = 17.5 -> 17 - 5 DEF = 12
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# Elemental: 21 * 0.3 = 6.3 -> 6 - 5 RES = 1
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assert result.physical_damage > 0
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assert result.elemental_damage >= 1 # At least minimum damage
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@@ -433,7 +432,8 @@ class TestElementalWeaponDamage:
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def test_50_50_split_damage(self):
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"""Test 50/50 physical/elemental split (Lightning Spear)."""
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attacker = Stats(strength=12, intelligence=12, luck=0)
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# Same stats and weapon bonuses means similar damage on both sides
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attacker = Stats(strength=12, intelligence=12, luck=0, damage_bonus=20, spell_power_bonus=20)
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defender = Stats(constitution=10, wisdom=10, dexterity=10)
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with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
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@@ -442,7 +442,6 @@ class TestElementalWeaponDamage:
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result = DamageCalculator.calculate_elemental_weapon_damage(
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attacker_stats=attacker,
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defender_stats=defender,
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weapon_damage=20,
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weapon_crit_chance=0.05,
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weapon_crit_multiplier=2.0,
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physical_ratio=0.5,
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@@ -450,12 +449,12 @@ class TestElementalWeaponDamage:
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elemental_type=DamageType.LIGHTNING,
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)
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# Both components should be similar (same stat values)
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# Both components should be similar (same stat values and weapon bonuses)
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assert abs(result.physical_damage - result.elemental_damage) <= 2
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def test_elemental_crit_applies_to_both_components(self):
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"""Test that crit multiplier applies to both damage types."""
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attacker = Stats(strength=14, intelligence=8, luck=20)
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attacker = Stats(strength=14, intelligence=8, luck=20, damage_bonus=15, spell_power_bonus=15)
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defender = Stats(constitution=10, wisdom=10, dexterity=10)
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# Force hit and crit
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@@ -464,7 +463,6 @@ class TestElementalWeaponDamage:
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result = DamageCalculator.calculate_elemental_weapon_damage(
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attacker_stats=attacker,
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defender_stats=defender,
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weapon_damage=15,
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weapon_crit_chance=0.05,
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weapon_crit_multiplier=2.0,
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physical_ratio=0.7,
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@@ -614,8 +612,8 @@ class TestCombatIntegration:
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def test_vanguard_attack_scenario(self):
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"""Test Vanguard (STR 14) basic attack."""
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# Vanguard: STR 14, LUK 8
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vanguard = Stats(strength=14, dexterity=10, constitution=14, luck=8)
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# Vanguard: STR 14, LUK 8, equipped with Rusty Sword (8 damage)
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vanguard = Stats(strength=14, dexterity=10, constitution=14, luck=8, damage_bonus=8)
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goblin = Stats(constitution=10, dexterity=10) # DEF = 5
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with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
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@@ -624,15 +622,14 @@ class TestCombatIntegration:
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result = DamageCalculator.calculate_physical_damage(
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attacker_stats=vanguard,
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defender_stats=goblin,
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weapon_damage=8, # Rusty sword
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)
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# 8 + (14 * 0.75) = 18.5 -> 18 - 5 = 13
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# int(14 * 0.75) + 8 = 10 + 8 = 18, 18 - 5 DEF = 13
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assert result.total_damage == 13
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def test_arcanist_fireball_scenario(self):
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"""Test Arcanist (INT 15) Fireball."""
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# Arcanist: INT 15, LUK 9
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# Arcanist: INT 15, LUK 9 (no staff equipped, pure ability damage)
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arcanist = Stats(intelligence=15, dexterity=10, wisdom=12, luck=9)
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goblin = Stats(wisdom=10, dexterity=10) # RES = 5
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@@ -646,14 +643,15 @@ class TestCombatIntegration:
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damage_type=DamageType.FIRE,
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)
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# 12 + (15 * 0.75) = 23.25 -> 23 - 5 = 18
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# stats.spell_power = int(15 * 0.75) + 0 = 11
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# 11 + 12 (ability) = 23 - 5 RES = 18
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assert result.total_damage == 18
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def test_physical_vs_magical_balance(self):
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"""Test that physical and magical damage are comparable."""
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# Same-tier characters should deal similar damage
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vanguard = Stats(strength=14, luck=8) # Melee
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arcanist = Stats(intelligence=15, luck=9) # Caster
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vanguard = Stats(strength=14, luck=8, damage_bonus=8) # Melee with weapon
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arcanist = Stats(intelligence=15, luck=9) # Caster (no staff)
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target = Stats(constitution=10, wisdom=10, dexterity=10) # DEF=5, RES=5
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with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
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@@ -662,7 +660,6 @@ class TestCombatIntegration:
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phys_result = DamageCalculator.calculate_physical_damage(
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attacker_stats=vanguard,
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defender_stats=target,
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weapon_damage=8,
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)
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magic_result = DamageCalculator.calculate_magical_damage(
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attacker_stats=arcanist,
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