adding abilities, created skill tree template and unlock mechanics

This commit is contained in:
2025-11-28 21:41:46 -06:00
parent d9bc46adc1
commit a8767b34e2
96 changed files with 3331 additions and 13 deletions

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@@ -0,0 +1,127 @@
{# Skills Container Partial - For HTMX updates #}
{# Calculate available skill points: level minus unlocked skills count #}
{% set skill_points = character.available_skill_points|default(character.level - (character.unlocked_skills|default([])|length), true) %}
<div class="skills-container" id="skills-container">
{# Back Link #}
<div class="skills-back-link">
<a href="{{ url_for('character_views.view_character', character_id=character.character_id) }}">
&larr; Back to {{ character.name }}
</a>
</div>
{# Header #}
<div class="skills-header">
<h1>{{ character.name }}'s Skill Trees</h1>
<div class="skills-info">
<div class="skill-points-display">
<span class="skill-points-label">Skill Points:</span>
<span class="skill-points-value">{{ skill_points }}</span>
</div>
{% set respec_cost = character.level * 100 %}
<button class="btn-respec"
hx-post="{{ url_for('character_views.respec_skills', character_id=character.character_id) }}"
hx-target="#skills-container"
hx-swap="outerHTML"
hx-confirm="Respec will reset all skills and cost {{ respec_cost }} gold. Continue?"
{% if character.gold < respec_cost or not character.unlocked_skills %}disabled{% endif %}>
Respec ({{ respec_cost }} gold)
</button>
</div>
</div>
{# Flash Messages #}
{% if message %}
<div class="skills-message skills-message--success">{{ message }}</div>
{% endif %}
{% if error %}
<div class="skills-message skills-message--error">{{ error }}</div>
{% endif %}
{# Skill Trees Grid #}
{% if player_class and player_class.skill_trees %}
<div class="skill-trees-grid">
{% for tree in player_class.skill_trees %}
<div class="skill-tree" data-tree-id="{{ tree.tree_id }}">
{# Tree Header #}
<div class="tree-header">
<h2 class="tree-name">{{ tree.name }}</h2>
<p class="tree-description">{{ tree.description }}</p>
</div>
{# Tree Diagram (Tiers 5 to 1, top to bottom) #}
<div class="tree-diagram">
{% for tier in range(5, 0, -1) %}
<div class="skill-tier" data-tier="{{ tier }}">
<span class="tier-label">Tier {{ tier }}</span>
<div class="skill-nodes">
{% for node in tree.nodes if node.tier == tier %}
{# Determine node state #}
{% set is_unlocked = node.skill_id in character.unlocked_skills %}
{% set prereqs_met = not node.prerequisites or (node.prerequisites | select('in', character.unlocked_skills) | list | length == node.prerequisites | length) %}
{% set has_lower_tier = tier == 1 or (tree.nodes | selectattr('tier', 'equalto', tier - 1) | selectattr('skill_id', 'in', character.unlocked_skills) | list | length > 0) %}
{% set can_unlock = not is_unlocked and prereqs_met and has_lower_tier and skill_points > 0 %}
{% set has_prereq = node.prerequisites | length > 0 %}
<div class="skill-node {% if is_unlocked %}skill-node--unlocked{% elif can_unlock %}skill-node--available{% else %}skill-node--locked{% endif %}{% if has_prereq %} skill-node--has-prereq{% endif %}"
data-skill-id="{{ node.skill_id }}"
data-tree-id="{{ tree.tree_id }}"
onmouseenter="showTooltip(event, '{{ node.skill_id }}')"
onmouseleave="hideTooltip()">
<div class="node-icon">
{% if is_unlocked %}
&#10003;
{% elif can_unlock %}
&#9671;
{% else %}
&#9670;
{% endif %}
</div>
<span class="node-name">{{ node.name }}</span>
{% if can_unlock %}
<button class="btn-unlock"
hx-post="{{ url_for('character_views.unlock_skill', character_id=character.character_id) }}"
hx-vals='{"skill_id": "{{ node.skill_id }}"}'
hx-target="#skills-container"
hx-swap="outerHTML"
onclick="event.stopPropagation()">
Unlock
</button>
{% endif %}
</div>
{% endfor %}
</div>
</div>
{% endfor %}
</div>
</div>
{% endfor %}
</div>
{# Legend #}
<div class="skills-legend">
<div class="legend-item">
<span class="legend-icon legend-icon--unlocked">&#10003;</span>
<span>Unlocked</span>
</div>
<div class="legend-item">
<span class="legend-icon legend-icon--available">&#9671;</span>
<span>Available</span>
</div>
<div class="legend-item">
<span class="legend-icon legend-icon--locked">&#9670;</span>
<span>Locked</span>
</div>
</div>
{% else %}
<div class="skills-message skills-message--error">
Unable to load skill trees for this class.
</div>
{% endif %}
{# Tooltip Container #}
<div id="skill-tooltip" class="skill-tooltip"></div>
</div>

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{% extends "base.html" %}
{% block title %}Skill Trees - {{ character.name }} - Code of Conquest{% endblock %}
{% block extra_head %}
<link rel="stylesheet" href="{{ url_for('static', filename='css/skills.css') }}">
{% endblock %}
{% block content %}
{% include "character/partials/skills_container.html" %}
{# Embed skill data as JSON for tooltips #}
<script>
// Skill data for tooltips (embedded from server)
const skillData = {
{% if player_class and player_class.skill_trees %}
{% for tree in player_class.skill_trees %}
{% for node in tree.nodes %}
"{{ node.skill_id }}": {
name: "{{ node.name }}",
description: "{{ node.description | replace('"', '\\"') | replace('\n', ' ') }}",
tier: {{ node.tier }},
prerequisites: {{ node.prerequisites | tojson }},
effects: {{ node.effects | tojson if node.effects else '{}' }}
}{% if not loop.last %},{% endif %}
{% endfor %}{% if not loop.last %},{% endif %}
{% endfor %}
{% endif %}
};
// Character's unlocked skills
const unlockedSkills = {{ character.unlocked_skills | tojson }};
// Tooltip element
const tooltip = document.getElementById('skill-tooltip');
/**
* Show tooltip for a skill node
*/
function showTooltip(event, skillId) {
const skill = skillData[skillId];
if (!skill) return;
// Build tooltip HTML
let html = `
<div class="tooltip-header">
<h3 class="tooltip-name">${skill.name}</h3>
<span class="tooltip-tier">Tier ${skill.tier}</span>
</div>
<p class="tooltip-description">${skill.description}</p>
`;
// Stat bonuses
if (skill.effects && skill.effects.stat_bonuses) {
const bonuses = skill.effects.stat_bonuses;
const bonusList = Object.entries(bonuses)
.map(([stat, value]) => `<li>+${value} ${formatStatName(stat)}</li>`)
.join('');
html += `
<div class="tooltip-section">
<div class="tooltip-section-title">Stat Bonuses</div>
<ul class="tooltip-bonuses">${bonusList}</ul>
</div>
`;
}
// Abilities unlocked
if (skill.effects && skill.effects.abilities) {
const abilities = skill.effects.abilities;
const abilityList = abilities.map(a => `<li>${formatAbilityName(a)}</li>`).join('');
html += `
<div class="tooltip-section">
<div class="tooltip-section-title">Unlocks Ability</div>
<ul class="tooltip-abilities">${abilityList}</ul>
</div>
`;
}
// Prerequisites
if (skill.prerequisites && skill.prerequisites.length > 0) {
const prereqNames = skill.prerequisites.map(p => {
const prereqSkill = skillData[p];
const met = unlockedSkills.includes(p);
return `<span style="color: ${met ? 'var(--accent-green)' : 'var(--accent-red-light)'}">${prereqSkill ? prereqSkill.name : p}</span>`;
}).join(', ');
html += `
<div class="tooltip-section">
<p class="tooltip-prerequisite"><strong>Requires:</strong> ${prereqNames}</p>
</div>
`;
}
tooltip.innerHTML = html;
// Position tooltip
const rect = event.target.closest('.skill-node').getBoundingClientRect();
const tooltipRect = tooltip.getBoundingClientRect();
let left = rect.right + 10;
let top = rect.top;
// Check if tooltip goes off right edge
if (left + 300 > window.innerWidth) {
left = rect.left - 310;
}
// Check if tooltip goes off bottom edge
if (top + tooltipRect.height > window.innerHeight) {
top = window.innerHeight - tooltipRect.height - 10;
}
tooltip.style.left = left + 'px';
tooltip.style.top = top + 'px';
tooltip.classList.add('visible');
}
/**
* Hide tooltip
*/
function hideTooltip() {
tooltip.classList.remove('visible');
}
/**
* Format stat name for display
*/
function formatStatName(stat) {
const names = {
strength: 'Strength',
dexterity: 'Dexterity',
constitution: 'Constitution',
intelligence: 'Intelligence',
wisdom: 'Wisdom',
charisma: 'Charisma',
luck: 'Luck',
defense: 'Defense',
resistance: 'Resistance',
mana_points: 'Mana',
hit_points: 'Hit Points'
};
return names[stat] || stat.charAt(0).toUpperCase() + stat.slice(1).replace(/_/g, ' ');
}
/**
* Format ability name for display
*/
function formatAbilityName(ability) {
return ability.split('_').map(word => word.charAt(0).toUpperCase() + word.slice(1)).join(' ');
}
</script>
{% endblock %}

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@@ -82,7 +82,7 @@ Displays character stats, resource bars, and action buttons
</div>
</div>
{# Quick Actions (Inventory, Equipment, NPC, Travel) #}
{# Quick Actions (Inventory, Equipment, Skills, NPC, Travel) #}
<div class="quick-actions">
{# Inventory - Opens modal #}
<button class="action-btn action-btn--special"
@@ -103,6 +103,16 @@ Displays character stats, resource bars, and action buttons
⚔️ Equipment & Gear
</button>
{# Skill Trees - Direct link to skills page #}
<a class="action-btn action-btn--special"
href="{{ url_for('character_views.view_skills', character_id=character.character_id) }}">
&#127793; Skill Trees
{% set skill_pts = character.available_skill_points|default(character.level - (character.unlocked_skills|default([])|length), true) %}
{% if skill_pts > 0 %}
<span class="action-count action-count--highlight">({{ skill_pts }} pts)</span>
{% endif %}
</a>
{# Talk to NPC - Opens NPC accordion #}
<button class="action-btn action-btn--special"
hx-get="{{ url_for('game.npcs_accordion', session_id=session_id) }}"