combat testing and polishing in the dev console, many bug fixes
This commit is contained in:
@@ -56,11 +56,13 @@ def create_app():
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# Register blueprints
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from .views.auth_views import auth_bp
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from .views.character_views import character_bp
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from .views.combat_views import combat_bp
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from .views.game_views import game_bp
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from .views.pages import pages_bp
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app.register_blueprint(auth_bp)
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app.register_blueprint(character_bp)
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app.register_blueprint(combat_bp)
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app.register_blueprint(game_bp)
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app.register_blueprint(pages_bp)
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@@ -109,6 +111,6 @@ def create_app():
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logger.error("internal_server_error", error=str(error))
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return render_template('errors/500.html'), 500
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logger.info("flask_app_created", blueprints=["auth", "character", "game", "pages"])
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logger.info("flask_app_created", blueprints=["auth", "character", "combat", "game", "pages"])
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return app
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561
public_web/app/views/combat_views.py
Normal file
561
public_web/app/views/combat_views.py
Normal file
@@ -0,0 +1,561 @@
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"""
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Combat Views
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Routes for combat UI.
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"""
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from flask import Blueprint, render_template, request, redirect, url_for, make_response
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import structlog
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from ..utils.api_client import get_api_client, APIError, APINotFoundError
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from ..utils.auth import require_auth_web as require_auth
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logger = structlog.get_logger(__name__)
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combat_bp = Blueprint('combat', __name__, url_prefix='/combat')
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@combat_bp.route('/<session_id>')
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@require_auth
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def combat_view(session_id: str):
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"""
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Render the combat page for an active encounter.
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Displays the 3-column combat interface with:
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- Left: Combatants (player + enemies) with HP/MP bars
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- Center: Combat log + action buttons
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- Right: Turn order + active effects
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"""
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client = get_api_client()
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try:
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# Get combat state from API
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response = client.get(f'/api/v1/combat/{session_id}/state')
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result = response.get('result', {})
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# Check if combat is still active
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if not result.get('in_combat'):
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# Combat ended - redirect to game play
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return redirect(url_for('game.play', session_id=session_id))
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encounter = result.get('encounter') or {}
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combat_log = result.get('combat_log', [])
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# Get current turn combatant ID directly from API response
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current_turn_id = encounter.get('current_turn')
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# Find if it's the player's turn
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is_player_turn = False
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player_combatant = None
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for combatant in encounter.get('combatants', []):
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if combatant.get('is_player'):
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player_combatant = combatant
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if combatant.get('combatant_id') == current_turn_id:
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is_player_turn = True
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break
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# Format combat log entries for display
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formatted_log = []
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for entry in combat_log:
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log_entry = {
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'actor': entry.get('combatant_name', entry.get('actor', '')),
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'message': entry.get('message', ''),
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'damage': entry.get('damage'),
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'heal': entry.get('healing'),
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'is_crit': entry.get('is_critical', False),
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'type': 'player' if entry.get('is_player', False) else 'enemy'
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}
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# Detect system messages
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if entry.get('action_type') in ('round_start', 'combat_start', 'combat_end'):
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log_entry['type'] = 'system'
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formatted_log.append(log_entry)
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return render_template(
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'game/combat.html',
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session_id=session_id,
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encounter=encounter,
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combat_log=formatted_log,
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current_turn_id=current_turn_id,
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is_player_turn=is_player_turn,
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player_combatant=player_combatant
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)
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except APINotFoundError:
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logger.warning("combat_not_found", session_id=session_id)
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return render_template('errors/404.html', message="No active combat encounter"), 404
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except APIError as e:
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logger.error("failed_to_load_combat", session_id=session_id, error=str(e))
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return render_template('errors/500.html', message=str(e)), 500
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@combat_bp.route('/<session_id>/action', methods=['POST'])
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@require_auth
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def combat_action(session_id: str):
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"""
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Execute a combat action (attack, defend, ability, item).
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Returns updated combat log entries.
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"""
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client = get_api_client()
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action_type = request.form.get('action_type', 'attack')
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ability_id = request.form.get('ability_id')
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item_id = request.form.get('item_id')
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target_id = request.form.get('target_id')
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try:
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# Build action payload
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payload = {
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'action_type': action_type
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}
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if ability_id:
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payload['ability_id'] = ability_id
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if item_id:
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payload['item_id'] = item_id
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if target_id:
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payload['target_id'] = target_id
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# POST action to API
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response = client.post(f'/api/v1/combat/{session_id}/action', payload)
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result = response.get('result', {})
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# Check if combat ended
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combat_ended = result.get('combat_ended', False)
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combat_status = result.get('combat_status')
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if combat_ended:
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# API returns lowercase status values: 'victory', 'defeat', 'fled'
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status_lower = (combat_status or '').lower()
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if status_lower == 'victory':
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return render_template(
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'game/partials/combat_victory.html',
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session_id=session_id,
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rewards=result.get('rewards', {})
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)
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elif status_lower == 'defeat':
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return render_template(
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'game/partials/combat_defeat.html',
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session_id=session_id,
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gold_lost=result.get('gold_lost', 0),
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can_retry=result.get('can_retry', False)
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)
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# Format action result for log display
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# API returns data directly in result, not nested under 'action_result'
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log_entries = []
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# Player action entry
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player_entry = {
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'actor': 'You',
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'message': result.get('message', f'used {action_type}'),
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'type': 'player',
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'is_crit': False
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}
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# Add damage info if present
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damage_results = result.get('damage_results', [])
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if damage_results:
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for dmg in damage_results:
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player_entry['damage'] = dmg.get('total_damage') or dmg.get('damage')
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player_entry['is_crit'] = dmg.get('is_critical', False)
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if player_entry['is_crit']:
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player_entry['type'] = 'crit'
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# Add healing info if present
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if result.get('healing'):
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player_entry['heal'] = result.get('healing')
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player_entry['type'] = 'heal'
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log_entries.append(player_entry)
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# Add any effect entries
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for effect in result.get('effects_applied', []):
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log_entries.append({
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'actor': '',
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'message': effect.get('message', f'Effect applied: {effect.get("name")}'),
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'type': 'system'
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})
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# Return log entries HTML
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resp = make_response(render_template(
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'game/partials/combat_log.html',
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combat_log=log_entries
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))
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# Trigger enemy turn if it's no longer player's turn
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next_combatant = result.get('next_combatant_id')
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if next_combatant and not result.get('next_is_player', True):
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resp.headers['HX-Trigger'] = 'enemyTurn'
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return resp
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except APIError as e:
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logger.error("combat_action_failed", session_id=session_id, action_type=action_type, error=str(e))
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return f'''
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<div class="combat-log__entry combat-log__entry--system">
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<span class="log-message">Action failed: {e}</span>
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</div>
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''', 500
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@combat_bp.route('/<session_id>/abilities')
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@require_auth
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def combat_abilities(session_id: str):
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"""Get abilities modal for combat."""
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client = get_api_client()
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try:
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# Get combat state to get player's abilities
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response = client.get(f'/api/v1/combat/{session_id}/state')
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result = response.get('result', {})
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encounter = result.get('encounter', {})
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# Find player combatant
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player_combatant = None
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for combatant in encounter.get('combatants', []):
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if combatant.get('is_player'):
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player_combatant = combatant
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break
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# Get abilities from player combatant or character
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abilities = []
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if player_combatant:
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ability_ids = player_combatant.get('abilities', [])
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current_mp = player_combatant.get('current_mp', 0)
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cooldowns = player_combatant.get('cooldowns', {})
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# Fetch ability details (if API has ability endpoint)
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for ability_id in ability_ids:
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try:
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ability_response = client.get(f'/api/v1/abilities/{ability_id}')
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ability_data = ability_response.get('result', {})
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# Check availability
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mp_cost = ability_data.get('mp_cost', 0)
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cooldown = cooldowns.get(ability_id, 0)
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available = current_mp >= mp_cost and cooldown == 0
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abilities.append({
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'id': ability_id,
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'name': ability_data.get('name', ability_id),
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'description': ability_data.get('description', ''),
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'mp_cost': mp_cost,
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'cooldown': cooldown,
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'max_cooldown': ability_data.get('cooldown', 0),
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'damage_type': ability_data.get('damage_type'),
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'effect_type': ability_data.get('effect_type'),
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'available': available
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})
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except (APINotFoundError, APIError):
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# Ability not found, add basic entry
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abilities.append({
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'id': ability_id,
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'name': ability_id.replace('_', ' ').title(),
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'description': '',
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'mp_cost': 0,
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'cooldown': cooldowns.get(ability_id, 0),
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'max_cooldown': 0,
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'available': True
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})
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return render_template(
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'game/partials/ability_modal.html',
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session_id=session_id,
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abilities=abilities
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)
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except APIError as e:
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logger.error("failed_to_load_abilities", session_id=session_id, error=str(e))
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return f'''
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<div class="modal-overlay" onclick="closeModal()">
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<div class="modal-content modal-content--md">
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<div class="modal-header">
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<h3 class="modal-title">Select Ability</h3>
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<button class="modal-close" onclick="closeModal()">×</button>
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</div>
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<div class="modal-body">
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<div class="items-empty">Failed to load abilities: {e}</div>
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</div>
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</div>
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</div>
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'''
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@combat_bp.route('/<session_id>/items')
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@require_auth
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def combat_items(session_id: str):
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"""
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Get combat items bottom sheet (consumables only).
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Returns a bottom sheet UI with only consumable items that can be used in combat.
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"""
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client = get_api_client()
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try:
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# Get session to find character
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session_response = client.get(f'/api/v1/sessions/{session_id}')
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session_data = session_response.get('result', {})
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character_id = session_data.get('character_id')
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# Get character inventory - filter to consumables only
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consumables = []
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if character_id:
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try:
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inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
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inv_data = inv_response.get('result', {})
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inventory = inv_data.get('inventory', [])
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# Filter to consumable items only
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for item in inventory:
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item_type = item.get('item_type', item.get('type', ''))
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if item_type == 'consumable' or item.get('usable_in_combat', False):
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consumables.append({
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'item_id': item.get('item_id'),
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'name': item.get('name', 'Unknown Item'),
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'description': item.get('description', ''),
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'effects_on_use': item.get('effects_on_use', []),
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'rarity': item.get('rarity', 'common')
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})
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except (APINotFoundError, APIError) as e:
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logger.warning("failed_to_load_combat_inventory", character_id=character_id, error=str(e))
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return render_template(
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'game/partials/combat_items_sheet.html',
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session_id=session_id,
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consumables=consumables,
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has_consumables=len(consumables) > 0
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)
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except APIError as e:
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logger.error("failed_to_load_items", session_id=session_id, error=str(e))
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return f'''
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<div class="combat-items-sheet open">
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<div class="sheet-handle"></div>
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<div class="sheet-header">
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<h3>Use Item</h3>
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<button class="sheet-close" onclick="closeCombatSheet()">×</button>
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</div>
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<div class="sheet-body">
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<div class="no-consumables">Failed to load items: {e}</div>
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</div>
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</div>
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<div class="sheet-backdrop" onclick="closeCombatSheet()"></div>
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'''
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@combat_bp.route('/<session_id>/items/<item_id>/detail')
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@require_auth
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def combat_item_detail(session_id: str, item_id: str):
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"""Get item detail for combat bottom sheet."""
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client = get_api_client()
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try:
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# Get session to find character
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session_response = client.get(f'/api/v1/sessions/{session_id}')
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session_data = session_response.get('result', {})
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character_id = session_data.get('character_id')
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item = None
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if character_id:
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# Get inventory and find the item
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inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
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inv_data = inv_response.get('result', {})
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inventory = inv_data.get('inventory', [])
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for inv_item in inventory:
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if inv_item.get('item_id') == item_id:
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item = inv_item
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break
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if not item:
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return '<p>Item not found</p>', 404
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# Format effect description
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effect_desc = item.get('description', 'Use this item')
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effects = item.get('effects_on_use', [])
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if effects:
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effect_parts = []
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for effect in effects:
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if effect.get('stat') == 'hp':
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effect_parts.append(f"Restores {effect.get('value', 0)} HP")
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elif effect.get('stat') == 'mp':
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effect_parts.append(f"Restores {effect.get('value', 0)} MP")
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elif effect.get('name'):
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effect_parts.append(effect.get('name'))
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if effect_parts:
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effect_desc = ', '.join(effect_parts)
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return f'''
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<div class="detail-info">
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<div class="detail-name">{item.get('name', 'Item')}</div>
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<div class="detail-effect">{effect_desc}</div>
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</div>
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<button class="use-btn"
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hx-post="{url_for('combat.combat_action', session_id=session_id)}"
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hx-vals='{{"action_type": "item", "item_id": "{item_id}"}}'
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hx-target="#combat-log"
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hx-swap="beforeend"
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onclick="closeCombatSheet()">
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Use
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</button>
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'''
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except APIError as e:
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logger.error("failed_to_load_combat_item_detail", session_id=session_id, item_id=item_id, error=str(e))
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return f'<p>Failed to load item: {e}</p>', 500
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@combat_bp.route('/<session_id>/flee', methods=['POST'])
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@require_auth
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def combat_flee(session_id: str):
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"""Attempt to flee from combat."""
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client = get_api_client()
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try:
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response = client.post(f'/api/v1/combat/{session_id}/flee', {})
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result = response.get('result', {})
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if result.get('success'):
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# Flee successful - redirect to play page
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return redirect(url_for('game.play_session', session_id=session_id))
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else:
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# Flee failed - return log entry
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return f'''
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<div class="combat-log__entry combat-log__entry--system">
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<span class="log-message">{result.get('message', 'Failed to flee!')}</span>
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</div>
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'''
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except APIError as e:
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logger.error("flee_failed", session_id=session_id, error=str(e))
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return f'''
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<div class="combat-log__entry combat-log__entry--system">
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<span class="log-message">Flee failed: {e}</span>
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</div>
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''', 500
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@combat_bp.route('/<session_id>/enemy-turn', methods=['POST'])
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@require_auth
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def combat_enemy_turn(session_id: str):
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"""Execute enemy turn and return result."""
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client = get_api_client()
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||||
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||||
try:
|
||||
response = client.post(f'/api/v1/combat/{session_id}/enemy-turn', {})
|
||||
result = response.get('result', {})
|
||||
|
||||
# Check if combat ended
|
||||
combat_ended = result.get('combat_ended', False)
|
||||
combat_status = result.get('combat_status')
|
||||
|
||||
if combat_ended:
|
||||
# API returns lowercase status values: 'victory', 'defeat', 'fled'
|
||||
status_lower = (combat_status or '').lower()
|
||||
if status_lower == 'victory':
|
||||
return render_template(
|
||||
'game/partials/combat_victory.html',
|
||||
session_id=session_id,
|
||||
rewards=result.get('rewards', {})
|
||||
)
|
||||
elif status_lower == 'defeat':
|
||||
return render_template(
|
||||
'game/partials/combat_defeat.html',
|
||||
session_id=session_id,
|
||||
gold_lost=result.get('gold_lost', 0),
|
||||
can_retry=result.get('can_retry', False)
|
||||
)
|
||||
|
||||
# Format enemy action for log
|
||||
action_result = result.get('action_result', {})
|
||||
log_entries = [{
|
||||
'actor': action_result.get('actor_name', 'Enemy'),
|
||||
'message': action_result.get('message', 'attacks'),
|
||||
'type': 'enemy',
|
||||
'is_crit': action_result.get('is_critical', False)
|
||||
}]
|
||||
|
||||
# Add damage info
|
||||
damage_results = action_result.get('damage_results', [])
|
||||
if damage_results:
|
||||
log_entries[0]['damage'] = damage_results[0].get('damage')
|
||||
|
||||
# Check if it's still enemy turn (multiple enemies)
|
||||
resp = make_response(render_template(
|
||||
'game/partials/combat_log.html',
|
||||
combat_log=log_entries
|
||||
))
|
||||
|
||||
# If next combatant is also an enemy, trigger another enemy turn
|
||||
if result.get('next_combatant_id') and not result.get('next_is_player', True):
|
||||
resp.headers['HX-Trigger'] = 'enemyTurn'
|
||||
|
||||
return resp
|
||||
|
||||
except APIError as e:
|
||||
logger.error("enemy_turn_failed", session_id=session_id, error=str(e))
|
||||
return f'''
|
||||
<div class="combat-log__entry combat-log__entry--system">
|
||||
<span class="log-message">Enemy turn error: {e}</span>
|
||||
</div>
|
||||
''', 500
|
||||
|
||||
|
||||
@combat_bp.route('/<session_id>/log')
|
||||
@require_auth
|
||||
def combat_log(session_id: str):
|
||||
"""Get current combat log."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
response = client.get(f'/api/v1/combat/{session_id}/state')
|
||||
result = response.get('result', {})
|
||||
combat_log_data = result.get('combat_log', [])
|
||||
|
||||
# Format log entries
|
||||
formatted_log = []
|
||||
for entry in combat_log_data:
|
||||
log_entry = {
|
||||
'actor': entry.get('combatant_name', entry.get('actor', '')),
|
||||
'message': entry.get('message', ''),
|
||||
'damage': entry.get('damage'),
|
||||
'heal': entry.get('healing'),
|
||||
'is_crit': entry.get('is_critical', False),
|
||||
'type': 'player' if entry.get('is_player', False) else 'enemy'
|
||||
}
|
||||
if entry.get('action_type') in ('round_start', 'combat_start', 'combat_end'):
|
||||
log_entry['type'] = 'system'
|
||||
formatted_log.append(log_entry)
|
||||
|
||||
return render_template(
|
||||
'game/partials/combat_log.html',
|
||||
combat_log=formatted_log
|
||||
)
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_combat_log", session_id=session_id, error=str(e))
|
||||
return '<div class="combat-log__empty">Failed to load combat log</div>', 500
|
||||
|
||||
|
||||
@combat_bp.route('/<session_id>/results')
|
||||
@require_auth
|
||||
def combat_results(session_id: str):
|
||||
"""Display combat results (victory/defeat)."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
response = client.get(f'/api/v1/combat/{session_id}/results')
|
||||
results = response.get('result', {})
|
||||
|
||||
return render_template(
|
||||
'game/combat_results.html',
|
||||
victory=results['victory'],
|
||||
xp_gained=results['xp_gained'],
|
||||
gold_gained=results['gold_gained'],
|
||||
loot=results['loot']
|
||||
)
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_combat_results", session_id=session_id, error=str(e))
|
||||
return redirect(url_for('game.play_session', session_id=session_id))
|
||||
@@ -380,3 +380,652 @@ def do_travel(session_id: str):
|
||||
except APIError as e:
|
||||
logger.error("failed_to_travel", session_id=session_id, location_id=location_id, error=str(e))
|
||||
return f'<div class="error">Travel failed: {e}</div>', 500
|
||||
|
||||
|
||||
# ===== Combat Test Endpoints =====
|
||||
|
||||
@dev_bp.route('/combat')
|
||||
@require_auth
|
||||
def combat_hub():
|
||||
"""Combat testing hub - select character and enemies to start combat."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
# Get user's characters
|
||||
characters_response = client.get('/api/v1/characters')
|
||||
result = characters_response.get('result', {})
|
||||
characters = result.get('characters', [])
|
||||
|
||||
# Get available enemy templates
|
||||
enemies = []
|
||||
try:
|
||||
enemies_response = client.get('/api/v1/combat/enemies')
|
||||
enemies = enemies_response.get('result', {}).get('enemies', [])
|
||||
except (APINotFoundError, APIError):
|
||||
# Enemies endpoint may not exist yet
|
||||
pass
|
||||
|
||||
# Get all sessions to map characters to their sessions
|
||||
sessions_in_combat = []
|
||||
character_session_map = {} # character_id -> session_id
|
||||
try:
|
||||
sessions_response = client.get('/api/v1/sessions')
|
||||
all_sessions = sessions_response.get('result', [])
|
||||
for session in all_sessions:
|
||||
# Map character to session (for dropdown)
|
||||
char_id = session.get('character_id')
|
||||
if char_id:
|
||||
character_session_map[char_id] = session.get('session_id')
|
||||
|
||||
# Track sessions in combat (for resume list)
|
||||
if session.get('in_combat') or session.get('game_state', {}).get('in_combat'):
|
||||
sessions_in_combat.append(session)
|
||||
except (APINotFoundError, APIError):
|
||||
pass
|
||||
|
||||
# Add session_id to each character for the template
|
||||
for char in characters:
|
||||
char['session_id'] = character_session_map.get(char.get('character_id'))
|
||||
|
||||
return render_template(
|
||||
'dev/combat.html',
|
||||
characters=characters,
|
||||
enemies=enemies,
|
||||
sessions_in_combat=sessions_in_combat
|
||||
)
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_combat_hub", error=str(e))
|
||||
return render_template('dev/combat.html', characters=[], enemies=[], sessions_in_combat=[], error=str(e))
|
||||
|
||||
|
||||
@dev_bp.route('/combat/start', methods=['POST'])
|
||||
@require_auth
|
||||
def start_combat():
|
||||
"""Start a new combat encounter - returns redirect to combat session."""
|
||||
client = get_api_client()
|
||||
|
||||
session_id = request.form.get('session_id')
|
||||
enemy_ids = request.form.getlist('enemy_ids')
|
||||
|
||||
logger.info("start_combat called",
|
||||
session_id=session_id,
|
||||
enemy_ids=enemy_ids,
|
||||
form_data=dict(request.form))
|
||||
|
||||
if not session_id:
|
||||
return '<div class="error">No session selected</div>', 400
|
||||
|
||||
if not enemy_ids:
|
||||
return '<div class="error">No enemies selected</div>', 400
|
||||
|
||||
try:
|
||||
response = client.post('/api/v1/combat/start', {
|
||||
'session_id': session_id,
|
||||
'enemy_ids': enemy_ids
|
||||
})
|
||||
result = response.get('result', {})
|
||||
|
||||
# Return redirect script to combat session page
|
||||
return f'''
|
||||
<script>window.location.href = '/dev/combat/session/{session_id}';</script>
|
||||
<div class="success">Combat started! Redirecting...</div>
|
||||
'''
|
||||
except APIError as e:
|
||||
logger.error("failed_to_start_combat", session_id=session_id, error=str(e))
|
||||
return f'<div class="error">Failed to start combat: {e}</div>', 500
|
||||
|
||||
|
||||
@dev_bp.route('/combat/session/<session_id>')
|
||||
@require_auth
|
||||
def combat_session(session_id: str):
|
||||
"""Combat session debug interface - full 3-column layout."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
# Get combat state from API
|
||||
response = client.get(f'/api/v1/combat/{session_id}/state')
|
||||
result = response.get('result', {})
|
||||
|
||||
# Check if combat is still active
|
||||
if not result.get('in_combat'):
|
||||
# Combat ended - redirect to combat index
|
||||
return render_template('dev/combat.html',
|
||||
message="Combat has ended. Start a new combat to continue.")
|
||||
|
||||
encounter = result.get('encounter') or {}
|
||||
combat_log = result.get('combat_log', [])
|
||||
|
||||
# Get current turn combatant ID directly from API response
|
||||
current_turn_id = encounter.get('current_turn')
|
||||
turn_order = encounter.get('turn_order', [])
|
||||
|
||||
# Find player and determine if it's player's turn
|
||||
is_player_turn = False
|
||||
player_combatant = None
|
||||
enemy_combatants = []
|
||||
for combatant in encounter.get('combatants', []):
|
||||
if combatant.get('is_player'):
|
||||
player_combatant = combatant
|
||||
if combatant.get('combatant_id') == current_turn_id:
|
||||
is_player_turn = True
|
||||
else:
|
||||
enemy_combatants.append(combatant)
|
||||
|
||||
# Format combat log entries for display
|
||||
formatted_log = []
|
||||
for entry in combat_log:
|
||||
log_entry = {
|
||||
'actor': entry.get('combatant_name', entry.get('actor', '')),
|
||||
'message': entry.get('message', ''),
|
||||
'damage': entry.get('damage'),
|
||||
'heal': entry.get('healing'),
|
||||
'is_crit': entry.get('is_critical', False),
|
||||
'type': 'player' if entry.get('is_player', False) else 'enemy'
|
||||
}
|
||||
# Detect system messages
|
||||
if entry.get('action_type') in ('round_start', 'combat_start', 'combat_end'):
|
||||
log_entry['type'] = 'system'
|
||||
formatted_log.append(log_entry)
|
||||
|
||||
return render_template(
|
||||
'dev/combat_session.html',
|
||||
session_id=session_id,
|
||||
encounter=encounter,
|
||||
combat_log=formatted_log,
|
||||
current_turn_id=current_turn_id,
|
||||
is_player_turn=is_player_turn,
|
||||
player_combatant=player_combatant,
|
||||
enemy_combatants=enemy_combatants,
|
||||
turn_order=turn_order,
|
||||
raw_state=result
|
||||
)
|
||||
|
||||
except APINotFoundError:
|
||||
logger.warning("combat_not_found", session_id=session_id)
|
||||
return render_template('dev/combat.html', error=f"No active combat for session {session_id}"), 404
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_combat_session", session_id=session_id, error=str(e))
|
||||
return render_template('dev/combat.html', error=str(e)), 500
|
||||
|
||||
|
||||
@dev_bp.route('/combat/<session_id>/state')
|
||||
@require_auth
|
||||
def combat_state(session_id: str):
|
||||
"""Get combat state partial - returns refreshable state panel."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
response = client.get(f'/api/v1/combat/{session_id}/state')
|
||||
result = response.get('result', {})
|
||||
|
||||
# Check if combat is still active
|
||||
if not result.get('in_combat'):
|
||||
return '<div class="state-section"><h4>Combat Ended</h4><p>No active combat.</p></div>'
|
||||
|
||||
encounter = result.get('encounter') or {}
|
||||
|
||||
# Get current turn combatant ID directly from API response
|
||||
current_turn_id = encounter.get('current_turn')
|
||||
|
||||
# Separate player and enemies
|
||||
player_combatant = None
|
||||
enemy_combatants = []
|
||||
is_player_turn = False
|
||||
for combatant in encounter.get('combatants', []):
|
||||
if combatant.get('is_player'):
|
||||
player_combatant = combatant
|
||||
if combatant.get('combatant_id') == current_turn_id:
|
||||
is_player_turn = True
|
||||
else:
|
||||
enemy_combatants.append(combatant)
|
||||
|
||||
return render_template(
|
||||
'dev/partials/combat_state.html',
|
||||
session_id=session_id,
|
||||
encounter=encounter,
|
||||
player_combatant=player_combatant,
|
||||
enemy_combatants=enemy_combatants,
|
||||
current_turn_id=current_turn_id,
|
||||
is_player_turn=is_player_turn
|
||||
)
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_get_combat_state", session_id=session_id, error=str(e))
|
||||
return f'<div class="error">Failed to load state: {e}</div>', 500
|
||||
|
||||
|
||||
@dev_bp.route('/combat/<session_id>/action', methods=['POST'])
|
||||
@require_auth
|
||||
def combat_action(session_id: str):
|
||||
"""Execute a combat action - returns log entry HTML."""
|
||||
client = get_api_client()
|
||||
|
||||
action_type = request.form.get('action_type', 'attack')
|
||||
ability_id = request.form.get('ability_id')
|
||||
item_id = request.form.get('item_id')
|
||||
target_id = request.form.get('target_id')
|
||||
|
||||
try:
|
||||
payload = {'action_type': action_type}
|
||||
if ability_id:
|
||||
payload['ability_id'] = ability_id
|
||||
if item_id:
|
||||
payload['item_id'] = item_id
|
||||
if target_id:
|
||||
payload['target_id'] = target_id
|
||||
|
||||
response = client.post(f'/api/v1/combat/{session_id}/action', payload)
|
||||
result = response.get('result', {})
|
||||
|
||||
# Check if combat ended
|
||||
combat_ended = result.get('combat_ended', False)
|
||||
combat_status = result.get('combat_status')
|
||||
|
||||
if combat_ended:
|
||||
# API returns lowercase status values: 'victory', 'defeat', 'fled'
|
||||
status_lower = (combat_status or '').lower()
|
||||
if status_lower == 'victory':
|
||||
return render_template(
|
||||
'dev/partials/combat_victory.html',
|
||||
session_id=session_id,
|
||||
rewards=result.get('rewards', {})
|
||||
)
|
||||
elif status_lower == 'defeat':
|
||||
return render_template(
|
||||
'dev/partials/combat_defeat.html',
|
||||
session_id=session_id,
|
||||
gold_lost=result.get('gold_lost', 0)
|
||||
)
|
||||
|
||||
# Format action result for log
|
||||
# API returns data directly in result, not nested under 'action_result'
|
||||
log_entries = []
|
||||
|
||||
player_entry = {
|
||||
'actor': 'You',
|
||||
'message': result.get('message', f'used {action_type}'),
|
||||
'type': 'player',
|
||||
'is_crit': False
|
||||
}
|
||||
|
||||
damage_results = result.get('damage_results', [])
|
||||
if damage_results:
|
||||
for dmg in damage_results:
|
||||
player_entry['damage'] = dmg.get('total_damage') or dmg.get('damage')
|
||||
player_entry['is_crit'] = dmg.get('is_critical', False)
|
||||
if player_entry['is_crit']:
|
||||
player_entry['type'] = 'crit'
|
||||
|
||||
if result.get('healing'):
|
||||
player_entry['heal'] = result.get('healing')
|
||||
player_entry['type'] = 'heal'
|
||||
|
||||
log_entries.append(player_entry)
|
||||
|
||||
for effect in result.get('effects_applied', []):
|
||||
log_entries.append({
|
||||
'actor': '',
|
||||
'message': effect.get('message', f'Effect applied: {effect.get("name")}'),
|
||||
'type': 'system'
|
||||
})
|
||||
|
||||
# Return log entries with optional enemy turn trigger
|
||||
from flask import make_response
|
||||
resp = make_response(render_template(
|
||||
'dev/partials/combat_debug_log.html',
|
||||
combat_log=log_entries
|
||||
))
|
||||
|
||||
# Trigger enemy turn if needed
|
||||
if result.get('next_combatant_id') and not result.get('next_is_player', True):
|
||||
resp.headers['HX-Trigger'] = 'enemyTurn'
|
||||
|
||||
return resp
|
||||
|
||||
except APIError as e:
|
||||
logger.error("combat_action_failed", session_id=session_id, action_type=action_type, error=str(e))
|
||||
return f'''
|
||||
<div class="log-entry log-entry--system">
|
||||
<span class="log-message">Action failed: {e}</span>
|
||||
</div>
|
||||
''', 500
|
||||
|
||||
|
||||
@dev_bp.route('/combat/<session_id>/enemy-turn', methods=['POST'])
|
||||
@require_auth
|
||||
def combat_enemy_turn(session_id: str):
|
||||
"""Execute enemy turn - returns log entry HTML."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
response = client.post(f'/api/v1/combat/{session_id}/enemy-turn', {})
|
||||
result = response.get('result', {})
|
||||
|
||||
# Check if combat ended
|
||||
combat_ended = result.get('combat_ended', False)
|
||||
combat_status = result.get('combat_status')
|
||||
|
||||
if combat_ended:
|
||||
# API returns lowercase status values: 'victory', 'defeat', 'fled'
|
||||
status_lower = (combat_status or '').lower()
|
||||
if status_lower == 'victory':
|
||||
return render_template(
|
||||
'dev/partials/combat_victory.html',
|
||||
session_id=session_id,
|
||||
rewards=result.get('rewards', {})
|
||||
)
|
||||
elif status_lower == 'defeat':
|
||||
return render_template(
|
||||
'dev/partials/combat_defeat.html',
|
||||
session_id=session_id,
|
||||
gold_lost=result.get('gold_lost', 0)
|
||||
)
|
||||
|
||||
# Format enemy action for log
|
||||
# The API returns the action result directly with a complete message
|
||||
damage_results = result.get('damage_results', [])
|
||||
is_crit = damage_results[0].get('is_critical', False) if damage_results else False
|
||||
|
||||
log_entries = [{
|
||||
'actor': '', # Message already contains the actor name
|
||||
'message': result.get('message', 'Enemy attacks!'),
|
||||
'type': 'crit' if is_crit else 'enemy',
|
||||
'is_crit': is_crit,
|
||||
'damage': damage_results[0].get('total_damage') if damage_results else None
|
||||
}]
|
||||
|
||||
from flask import make_response
|
||||
resp = make_response(render_template(
|
||||
'dev/partials/combat_debug_log.html',
|
||||
combat_log=log_entries
|
||||
))
|
||||
|
||||
# Trigger another enemy turn if needed
|
||||
if result.get('next_combatant_id') and not result.get('next_is_player', True):
|
||||
resp.headers['HX-Trigger'] = 'enemyTurn'
|
||||
|
||||
return resp
|
||||
|
||||
except APIError as e:
|
||||
logger.error("enemy_turn_failed", session_id=session_id, error=str(e))
|
||||
return f'''
|
||||
<div class="log-entry log-entry--system">
|
||||
<span class="log-message">Enemy turn error: {e}</span>
|
||||
</div>
|
||||
''', 500
|
||||
|
||||
|
||||
@dev_bp.route('/combat/<session_id>/abilities')
|
||||
@require_auth
|
||||
def combat_abilities(session_id: str):
|
||||
"""Get abilities modal for combat."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
response = client.get(f'/api/v1/combat/{session_id}/state')
|
||||
result = response.get('result', {})
|
||||
encounter = result.get('encounter', {})
|
||||
|
||||
player_combatant = None
|
||||
for combatant in encounter.get('combatants', []):
|
||||
if combatant.get('is_player'):
|
||||
player_combatant = combatant
|
||||
break
|
||||
|
||||
abilities = []
|
||||
if player_combatant:
|
||||
ability_ids = player_combatant.get('abilities', [])
|
||||
current_mp = player_combatant.get('current_mp', 0)
|
||||
cooldowns = player_combatant.get('cooldowns', {})
|
||||
|
||||
for ability_id in ability_ids:
|
||||
try:
|
||||
ability_response = client.get(f'/api/v1/abilities/{ability_id}')
|
||||
ability_data = ability_response.get('result', {})
|
||||
|
||||
mp_cost = ability_data.get('mp_cost', 0)
|
||||
cooldown = cooldowns.get(ability_id, 0)
|
||||
available = current_mp >= mp_cost and cooldown == 0
|
||||
|
||||
abilities.append({
|
||||
'id': ability_id,
|
||||
'name': ability_data.get('name', ability_id),
|
||||
'description': ability_data.get('description', ''),
|
||||
'mp_cost': mp_cost,
|
||||
'cooldown': cooldown,
|
||||
'max_cooldown': ability_data.get('cooldown', 0),
|
||||
'damage_type': ability_data.get('damage_type'),
|
||||
'effect_type': ability_data.get('effect_type'),
|
||||
'available': available
|
||||
})
|
||||
except (APINotFoundError, APIError):
|
||||
abilities.append({
|
||||
'id': ability_id,
|
||||
'name': ability_id.replace('_', ' ').title(),
|
||||
'description': '',
|
||||
'mp_cost': 0,
|
||||
'cooldown': cooldowns.get(ability_id, 0),
|
||||
'max_cooldown': 0,
|
||||
'available': True
|
||||
})
|
||||
|
||||
return render_template(
|
||||
'dev/partials/ability_modal.html',
|
||||
session_id=session_id,
|
||||
abilities=abilities
|
||||
)
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_abilities", session_id=session_id, error=str(e))
|
||||
return f'''
|
||||
<div class="modal-overlay" onclick="closeModal()">
|
||||
<div class="modal-content">
|
||||
<h3>Select Ability</h3>
|
||||
<div class="error">Failed to load abilities: {e}</div>
|
||||
<button class="modal-close" onclick="closeModal()">Close</button>
|
||||
</div>
|
||||
</div>
|
||||
'''
|
||||
|
||||
|
||||
@dev_bp.route('/combat/<session_id>/items')
|
||||
@require_auth
|
||||
def combat_items(session_id: str):
|
||||
"""Get combat items bottom sheet (consumables only)."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
session_response = client.get(f'/api/v1/sessions/{session_id}')
|
||||
session_data = session_response.get('result', {})
|
||||
character_id = session_data.get('character_id')
|
||||
|
||||
consumables = []
|
||||
if character_id:
|
||||
try:
|
||||
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
|
||||
inv_data = inv_response.get('result', {})
|
||||
inventory = inv_data.get('inventory', [])
|
||||
|
||||
for item in inventory:
|
||||
item_type = item.get('item_type', item.get('type', ''))
|
||||
if item_type == 'consumable' or item.get('usable_in_combat', False):
|
||||
consumables.append({
|
||||
'item_id': item.get('item_id'),
|
||||
'name': item.get('name', 'Unknown Item'),
|
||||
'description': item.get('description', ''),
|
||||
'effects_on_use': item.get('effects_on_use', []),
|
||||
'rarity': item.get('rarity', 'common')
|
||||
})
|
||||
except (APINotFoundError, APIError) as e:
|
||||
logger.warning("failed_to_load_combat_inventory", character_id=character_id, error=str(e))
|
||||
|
||||
return render_template(
|
||||
'dev/partials/combat_items_sheet.html',
|
||||
session_id=session_id,
|
||||
consumables=consumables,
|
||||
has_consumables=len(consumables) > 0
|
||||
)
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_items", session_id=session_id, error=str(e))
|
||||
return f'''
|
||||
<div class="combat-items-sheet open">
|
||||
<div class="sheet-header">
|
||||
<h3>Use Item</h3>
|
||||
<button class="sheet-close" onclick="closeCombatSheet()">×</button>
|
||||
</div>
|
||||
<div class="sheet-body">
|
||||
<div class="error">Failed to load items: {e}</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sheet-backdrop" onclick="closeCombatSheet()"></div>
|
||||
'''
|
||||
|
||||
|
||||
@dev_bp.route('/combat/<session_id>/items/<item_id>/detail')
|
||||
@require_auth
|
||||
def combat_item_detail(session_id: str, item_id: str):
|
||||
"""Get item detail for combat bottom sheet."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
session_response = client.get(f'/api/v1/sessions/{session_id}')
|
||||
session_data = session_response.get('result', {})
|
||||
character_id = session_data.get('character_id')
|
||||
|
||||
item = None
|
||||
if character_id:
|
||||
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
|
||||
inv_data = inv_response.get('result', {})
|
||||
inventory = inv_data.get('inventory', [])
|
||||
|
||||
for inv_item in inventory:
|
||||
if inv_item.get('item_id') == item_id:
|
||||
item = inv_item
|
||||
break
|
||||
|
||||
if not item:
|
||||
return '<p>Item not found</p>', 404
|
||||
|
||||
effect_desc = item.get('description', 'Use this item')
|
||||
effects = item.get('effects_on_use', [])
|
||||
if effects:
|
||||
effect_parts = []
|
||||
for effect in effects:
|
||||
if effect.get('stat') == 'hp':
|
||||
effect_parts.append(f"Restores {effect.get('value', 0)} HP")
|
||||
elif effect.get('stat') == 'mp':
|
||||
effect_parts.append(f"Restores {effect.get('value', 0)} MP")
|
||||
elif effect.get('name'):
|
||||
effect_parts.append(effect.get('name'))
|
||||
if effect_parts:
|
||||
effect_desc = ', '.join(effect_parts)
|
||||
|
||||
return f'''
|
||||
<div class="detail-info">
|
||||
<div class="detail-name">{item.get('name', 'Item')}</div>
|
||||
<div class="detail-effect">{effect_desc}</div>
|
||||
</div>
|
||||
<button class="use-btn"
|
||||
hx-post="/dev/combat/{session_id}/action"
|
||||
hx-vals='{{"action_type": "item", "item_id": "{item_id}"}}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend"
|
||||
onclick="closeCombatSheet()">
|
||||
Use
|
||||
</button>
|
||||
'''
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_combat_item_detail", session_id=session_id, item_id=item_id, error=str(e))
|
||||
return f'<p>Failed to load item: {e}</p>', 500
|
||||
|
||||
|
||||
@dev_bp.route('/combat/<session_id>/end', methods=['POST'])
|
||||
@require_auth
|
||||
def force_end_combat(session_id: str):
|
||||
"""Force end combat (debug action)."""
|
||||
client = get_api_client()
|
||||
|
||||
victory = request.form.get('victory', 'true').lower() == 'true'
|
||||
|
||||
try:
|
||||
response = client.post(f'/api/v1/combat/{session_id}/end', {'victory': victory})
|
||||
result = response.get('result', {})
|
||||
|
||||
if victory:
|
||||
return render_template(
|
||||
'dev/partials/combat_victory.html',
|
||||
session_id=session_id,
|
||||
rewards=result.get('rewards', {})
|
||||
)
|
||||
else:
|
||||
return render_template(
|
||||
'dev/partials/combat_defeat.html',
|
||||
session_id=session_id,
|
||||
gold_lost=result.get('gold_lost', 0)
|
||||
)
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_end_combat", session_id=session_id, error=str(e))
|
||||
return f'<div class="error">Failed to end combat: {e}</div>', 500
|
||||
|
||||
|
||||
@dev_bp.route('/combat/<session_id>/reset-hp-mp', methods=['POST'])
|
||||
@require_auth
|
||||
def reset_hp_mp(session_id: str):
|
||||
"""Reset player HP and MP to full (debug action)."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
response = client.post(f'/api/v1/combat/{session_id}/debug/reset-hp-mp', {})
|
||||
result = response.get('result', {})
|
||||
|
||||
return f'''
|
||||
<div class="log-entry log-entry--heal">
|
||||
<span class="log-message">HP and MP restored to full! (HP: {result.get('current_hp', '?')}/{result.get('max_hp', '?')}, MP: {result.get('current_mp', '?')}/{result.get('max_mp', '?')})</span>
|
||||
</div>
|
||||
'''
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_reset_hp_mp", session_id=session_id, error=str(e))
|
||||
return f'''
|
||||
<div class="log-entry log-entry--system">
|
||||
<span class="log-message">Failed to reset HP/MP: {e}</span>
|
||||
</div>
|
||||
''', 500
|
||||
|
||||
|
||||
@dev_bp.route('/combat/<session_id>/log')
|
||||
@require_auth
|
||||
def combat_log(session_id: str):
|
||||
"""Get full combat log."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
response = client.get(f'/api/v1/combat/{session_id}/state')
|
||||
result = response.get('result', {})
|
||||
combat_log_data = result.get('combat_log', [])
|
||||
|
||||
formatted_log = []
|
||||
for entry in combat_log_data:
|
||||
log_entry = {
|
||||
'actor': entry.get('combatant_name', entry.get('actor', '')),
|
||||
'message': entry.get('message', ''),
|
||||
'damage': entry.get('damage'),
|
||||
'heal': entry.get('healing'),
|
||||
'is_crit': entry.get('is_critical', False),
|
||||
'type': 'player' if entry.get('is_player', False) else 'enemy'
|
||||
}
|
||||
if entry.get('action_type') in ('round_start', 'combat_start', 'combat_end'):
|
||||
log_entry['type'] = 'system'
|
||||
formatted_log.append(log_entry)
|
||||
|
||||
return render_template(
|
||||
'dev/partials/combat_debug_log.html',
|
||||
combat_log=formatted_log
|
||||
)
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_combat_log", session_id=session_id, error=str(e))
|
||||
return '<div class="error">Failed to load combat log</div>', 500
|
||||
|
||||
@@ -7,7 +7,7 @@ Provides the main gameplay interface with 3-column layout:
|
||||
- Right: Accordions for history, quests, NPCs, map
|
||||
"""
|
||||
|
||||
from flask import Blueprint, render_template, request
|
||||
from flask import Blueprint, render_template, request, redirect, url_for
|
||||
import structlog
|
||||
|
||||
from ..utils.api_client import get_api_client, APIError, APINotFoundError
|
||||
@@ -866,6 +866,220 @@ def npc_chat_history(session_id: str, npc_id: str):
|
||||
return '<div class="history-empty">Failed to load history</div>', 500
|
||||
|
||||
|
||||
# ===== Inventory Routes =====
|
||||
|
||||
@game_bp.route('/session/<session_id>/inventory-modal')
|
||||
@require_auth
|
||||
def inventory_modal(session_id: str):
|
||||
"""
|
||||
Get inventory modal with all items.
|
||||
|
||||
Supports filtering by item type via ?filter= parameter.
|
||||
"""
|
||||
client = get_api_client()
|
||||
filter_type = request.args.get('filter', 'all')
|
||||
|
||||
try:
|
||||
# Get session to find character
|
||||
session_response = client.get(f'/api/v1/sessions/{session_id}')
|
||||
session_data = session_response.get('result', {})
|
||||
character_id = session_data.get('character_id')
|
||||
|
||||
inventory = []
|
||||
equipped = {}
|
||||
gold = 0
|
||||
inventory_count = 0
|
||||
inventory_max = 100
|
||||
|
||||
if character_id:
|
||||
try:
|
||||
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
|
||||
inv_data = inv_response.get('result', {})
|
||||
inventory = inv_data.get('inventory', [])
|
||||
equipped = inv_data.get('equipped', {})
|
||||
inventory_count = inv_data.get('inventory_count', len(inventory))
|
||||
inventory_max = inv_data.get('max_inventory', 100)
|
||||
|
||||
# Get gold from character
|
||||
char_response = client.get(f'/api/v1/characters/{character_id}')
|
||||
char_data = char_response.get('result', {})
|
||||
gold = char_data.get('gold', 0)
|
||||
except (APINotFoundError, APIError) as e:
|
||||
logger.warning("failed_to_load_inventory", character_id=character_id, error=str(e))
|
||||
|
||||
# Filter inventory by type if specified
|
||||
if filter_type != 'all':
|
||||
inventory = [item for item in inventory if item.get('item_type') == filter_type]
|
||||
|
||||
return render_template(
|
||||
'game/partials/inventory_modal.html',
|
||||
session_id=session_id,
|
||||
inventory=inventory,
|
||||
equipped=equipped,
|
||||
gold=gold,
|
||||
inventory_count=inventory_count,
|
||||
inventory_max=inventory_max,
|
||||
filter=filter_type
|
||||
)
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_inventory_modal", session_id=session_id, error=str(e))
|
||||
return f'''
|
||||
<div class="modal-overlay" onclick="closeModal()">
|
||||
<div class="modal-content inventory-modal">
|
||||
<div class="modal-header">
|
||||
<h2>Inventory</h2>
|
||||
<button class="modal-close" onclick="closeModal()">×</button>
|
||||
</div>
|
||||
<div class="modal-body">
|
||||
<div class="inventory-empty">Failed to load inventory: {e}</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
'''
|
||||
|
||||
|
||||
@game_bp.route('/session/<session_id>/inventory/item/<item_id>')
|
||||
@require_auth
|
||||
def inventory_item_detail(session_id: str, item_id: str):
|
||||
"""Get item detail partial for HTMX swap."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
# Get session to find character
|
||||
session_response = client.get(f'/api/v1/sessions/{session_id}')
|
||||
session_data = session_response.get('result', {})
|
||||
character_id = session_data.get('character_id')
|
||||
|
||||
item = None
|
||||
if character_id:
|
||||
# Get inventory and find the item
|
||||
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
|
||||
inv_data = inv_response.get('result', {})
|
||||
inventory = inv_data.get('inventory', [])
|
||||
|
||||
for inv_item in inventory:
|
||||
if inv_item.get('item_id') == item_id:
|
||||
item = inv_item
|
||||
break
|
||||
|
||||
if not item:
|
||||
return '<div class="item-detail-empty">Item not found</div>', 404
|
||||
|
||||
# Determine suggested slot for equipment
|
||||
suggested_slot = None
|
||||
item_type = item.get('item_type', '')
|
||||
if item_type == 'weapon':
|
||||
suggested_slot = 'weapon'
|
||||
elif item_type == 'armor':
|
||||
# Could be any armor slot - default to chest
|
||||
suggested_slot = 'chest'
|
||||
|
||||
return render_template(
|
||||
'game/partials/inventory_item_detail.html',
|
||||
session_id=session_id,
|
||||
item=item,
|
||||
suggested_slot=suggested_slot
|
||||
)
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_load_item_detail", session_id=session_id, item_id=item_id, error=str(e))
|
||||
return f'<div class="item-detail-empty">Failed to load item: {e}</div>', 500
|
||||
|
||||
|
||||
@game_bp.route('/session/<session_id>/inventory/use', methods=['POST'])
|
||||
@require_auth
|
||||
def inventory_use(session_id: str):
|
||||
"""Use a consumable item."""
|
||||
client = get_api_client()
|
||||
item_id = request.form.get('item_id')
|
||||
|
||||
if not item_id:
|
||||
return '<div class="error">No item selected</div>', 400
|
||||
|
||||
try:
|
||||
# Get session to find character
|
||||
session_response = client.get(f'/api/v1/sessions/{session_id}')
|
||||
session_data = session_response.get('result', {})
|
||||
character_id = session_data.get('character_id')
|
||||
|
||||
if not character_id:
|
||||
return '<div class="error">No character found</div>', 400
|
||||
|
||||
# Use the item via API
|
||||
client.post(f'/api/v1/characters/{character_id}/inventory/use', {
|
||||
'item_id': item_id
|
||||
})
|
||||
|
||||
# Return updated character panel
|
||||
return redirect(url_for('game.character_panel', session_id=session_id))
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_use_item", session_id=session_id, item_id=item_id, error=str(e))
|
||||
return f'<div class="error">Failed to use item: {e}</div>', 500
|
||||
|
||||
|
||||
@game_bp.route('/session/<session_id>/inventory/equip', methods=['POST'])
|
||||
@require_auth
|
||||
def inventory_equip(session_id: str):
|
||||
"""Equip an item to a slot."""
|
||||
client = get_api_client()
|
||||
item_id = request.form.get('item_id')
|
||||
slot = request.form.get('slot')
|
||||
|
||||
if not item_id:
|
||||
return '<div class="error">No item selected</div>', 400
|
||||
|
||||
try:
|
||||
# Get session to find character
|
||||
session_response = client.get(f'/api/v1/sessions/{session_id}')
|
||||
session_data = session_response.get('result', {})
|
||||
character_id = session_data.get('character_id')
|
||||
|
||||
if not character_id:
|
||||
return '<div class="error">No character found</div>', 400
|
||||
|
||||
# Equip the item via API
|
||||
payload = {'item_id': item_id}
|
||||
if slot:
|
||||
payload['slot'] = slot
|
||||
|
||||
client.post(f'/api/v1/characters/{character_id}/inventory/equip', payload)
|
||||
|
||||
# Return updated character panel
|
||||
return redirect(url_for('game.character_panel', session_id=session_id))
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_equip_item", session_id=session_id, item_id=item_id, error=str(e))
|
||||
return f'<div class="error">Failed to equip item: {e}</div>', 500
|
||||
|
||||
|
||||
@game_bp.route('/session/<session_id>/inventory/<item_id>', methods=['DELETE'])
|
||||
@require_auth
|
||||
def inventory_drop(session_id: str, item_id: str):
|
||||
"""Drop (delete) an item from inventory."""
|
||||
client = get_api_client()
|
||||
|
||||
try:
|
||||
# Get session to find character
|
||||
session_response = client.get(f'/api/v1/sessions/{session_id}')
|
||||
session_data = session_response.get('result', {})
|
||||
character_id = session_data.get('character_id')
|
||||
|
||||
if not character_id:
|
||||
return '<div class="error">No character found</div>', 400
|
||||
|
||||
# Delete the item via API
|
||||
client.delete(f'/api/v1/characters/{character_id}/inventory/{item_id}')
|
||||
|
||||
# Return updated inventory modal
|
||||
return redirect(url_for('game.inventory_modal', session_id=session_id))
|
||||
|
||||
except APIError as e:
|
||||
logger.error("failed_to_drop_item", session_id=session_id, item_id=item_id, error=str(e))
|
||||
return f'<div class="error">Failed to drop item: {e}</div>', 500
|
||||
|
||||
|
||||
@game_bp.route('/session/<session_id>/npc/<npc_id>/talk', methods=['POST'])
|
||||
@require_auth
|
||||
def talk_to_npc(session_id: str, npc_id: str):
|
||||
|
||||
1178
public_web/static/css/combat.css
Normal file
1178
public_web/static/css/combat.css
Normal file
File diff suppressed because it is too large
Load Diff
722
public_web/static/css/inventory.css
Normal file
722
public_web/static/css/inventory.css
Normal file
@@ -0,0 +1,722 @@
|
||||
/**
|
||||
* Code of Conquest - Inventory UI Stylesheet
|
||||
* Inventory modal, item grid, and combat items sheet
|
||||
*/
|
||||
|
||||
/* ===== INVENTORY VARIABLES ===== */
|
||||
:root {
|
||||
/* Rarity colors */
|
||||
--rarity-common: #9ca3af;
|
||||
--rarity-uncommon: #22c55e;
|
||||
--rarity-rare: #3b82f6;
|
||||
--rarity-epic: #a855f7;
|
||||
--rarity-legendary: #f59e0b;
|
||||
|
||||
/* Item card */
|
||||
--item-bg: var(--bg-input, #1e1e24);
|
||||
--item-border: var(--border-primary, #3a3a45);
|
||||
--item-hover-bg: rgba(255, 255, 255, 0.05);
|
||||
|
||||
/* Touch targets - WCAG compliant */
|
||||
--touch-target-min: 48px;
|
||||
--touch-target-primary: 56px;
|
||||
--touch-spacing: 8px;
|
||||
}
|
||||
|
||||
/* ===== INVENTORY MODAL ===== */
|
||||
.inventory-modal {
|
||||
max-width: 800px;
|
||||
width: 95%;
|
||||
max-height: 85vh;
|
||||
}
|
||||
|
||||
.inventory-modal .modal-body {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
gap: 1rem;
|
||||
padding: 1rem;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
/* ===== TAB FILTER BAR ===== */
|
||||
.inventory-tabs {
|
||||
display: flex;
|
||||
gap: 0.25rem;
|
||||
padding: 0 1rem;
|
||||
background: var(--bg-tertiary, #16161a);
|
||||
border-bottom: 1px solid var(--play-border, #3a3a45);
|
||||
overflow-x: auto;
|
||||
-webkit-overflow-scrolling: touch;
|
||||
}
|
||||
|
||||
.inventory-tabs .tab {
|
||||
min-height: var(--touch-target-min);
|
||||
padding: 0.75rem 1rem;
|
||||
background: transparent;
|
||||
border: none;
|
||||
border-bottom: 2px solid transparent;
|
||||
color: var(--text-secondary, #a0a0a8);
|
||||
font-size: var(--text-sm, 0.875rem);
|
||||
cursor: pointer;
|
||||
white-space: nowrap;
|
||||
transition: all 0.2s ease;
|
||||
}
|
||||
|
||||
.inventory-tabs .tab:hover {
|
||||
color: var(--text-primary, #e5e5e5);
|
||||
background: var(--item-hover-bg);
|
||||
}
|
||||
|
||||
.inventory-tabs .tab.active {
|
||||
color: var(--accent-gold, #f3a61a);
|
||||
border-bottom-color: var(--accent-gold, #f3a61a);
|
||||
}
|
||||
|
||||
/* ===== INVENTORY CONTENT LAYOUT ===== */
|
||||
.inventory-body {
|
||||
flex: 1;
|
||||
display: flex;
|
||||
gap: 1rem;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.inventory-grid-container {
|
||||
flex: 1;
|
||||
overflow-y: auto;
|
||||
padding-right: 0.5rem;
|
||||
}
|
||||
|
||||
/* ===== ITEM GRID ===== */
|
||||
.inventory-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(4, 1fr);
|
||||
gap: var(--touch-spacing);
|
||||
}
|
||||
|
||||
/* Responsive grid columns */
|
||||
@media (max-width: 900px) {
|
||||
.inventory-grid {
|
||||
grid-template-columns: repeat(3, 1fr);
|
||||
}
|
||||
}
|
||||
|
||||
@media (max-width: 600px) {
|
||||
.inventory-grid {
|
||||
grid-template-columns: repeat(2, 1fr);
|
||||
}
|
||||
}
|
||||
|
||||
/* ===== INVENTORY ITEM CARD ===== */
|
||||
.inventory-item {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
padding: 0.75rem 0.5rem;
|
||||
min-height: 96px;
|
||||
min-width: 80px;
|
||||
background: var(--item-bg);
|
||||
border: 2px solid var(--item-border);
|
||||
border-radius: 8px;
|
||||
cursor: pointer;
|
||||
transition: all 0.2s ease;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.inventory-item:hover,
|
||||
.inventory-item:focus {
|
||||
background: var(--item-hover-bg);
|
||||
transform: translateY(-2px);
|
||||
}
|
||||
|
||||
.inventory-item:focus {
|
||||
outline: 2px solid var(--accent-gold, #f3a61a);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.inventory-item.selected {
|
||||
border-color: var(--accent-gold, #f3a61a);
|
||||
box-shadow: 0 0 12px rgba(243, 166, 26, 0.3);
|
||||
}
|
||||
|
||||
/* Rarity border colors */
|
||||
.inventory-item.rarity-common { border-color: var(--rarity-common); }
|
||||
.inventory-item.rarity-uncommon { border-color: var(--rarity-uncommon); }
|
||||
.inventory-item.rarity-rare { border-color: var(--rarity-rare); }
|
||||
.inventory-item.rarity-epic { border-color: var(--rarity-epic); }
|
||||
.inventory-item.rarity-legendary {
|
||||
border-color: var(--rarity-legendary);
|
||||
box-shadow: 0 0 8px rgba(245, 158, 11, 0.3);
|
||||
}
|
||||
|
||||
/* Item icon */
|
||||
.inventory-item img {
|
||||
width: 40px;
|
||||
height: 40px;
|
||||
object-fit: contain;
|
||||
margin-bottom: 0.5rem;
|
||||
opacity: 0.9;
|
||||
}
|
||||
|
||||
/* Item name */
|
||||
.inventory-item .item-name {
|
||||
font-size: var(--text-xs, 0.75rem);
|
||||
color: var(--text-primary, #e5e5e5);
|
||||
text-align: center;
|
||||
line-height: 1.2;
|
||||
max-width: 100%;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
display: -webkit-box;
|
||||
-webkit-line-clamp: 2;
|
||||
-webkit-box-orient: vertical;
|
||||
}
|
||||
|
||||
/* Item quantity badge */
|
||||
.inventory-item .item-quantity {
|
||||
position: absolute;
|
||||
top: 4px;
|
||||
right: 4px;
|
||||
min-width: 20px;
|
||||
height: 20px;
|
||||
padding: 0 6px;
|
||||
background: var(--bg-tertiary, #16161a);
|
||||
border: 1px solid var(--item-border);
|
||||
border-radius: 10px;
|
||||
font-size: 0.7rem;
|
||||
font-weight: 600;
|
||||
color: var(--text-primary, #e5e5e5);
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
/* Empty state */
|
||||
.inventory-empty {
|
||||
grid-column: 1 / -1;
|
||||
text-align: center;
|
||||
padding: 2rem;
|
||||
color: var(--text-muted, #707078);
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
/* ===== ITEM DETAIL PANEL ===== */
|
||||
.item-detail {
|
||||
width: 280px;
|
||||
min-width: 280px;
|
||||
background: var(--bg-tertiary, #16161a);
|
||||
border: 1px solid var(--play-border, #3a3a45);
|
||||
border-radius: 8px;
|
||||
padding: 1rem;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.item-detail-empty {
|
||||
color: var(--text-muted, #707078);
|
||||
text-align: center;
|
||||
padding: 2rem 1rem;
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
.item-detail-content {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.item-detail-header {
|
||||
display: flex;
|
||||
align-items: flex-start;
|
||||
gap: 0.75rem;
|
||||
margin-bottom: 1rem;
|
||||
padding-bottom: 1rem;
|
||||
border-bottom: 1px solid var(--play-border, #3a3a45);
|
||||
}
|
||||
|
||||
.item-detail-icon {
|
||||
width: 48px;
|
||||
height: 48px;
|
||||
object-fit: contain;
|
||||
}
|
||||
|
||||
.item-detail-title h3 {
|
||||
font-family: var(--font-heading);
|
||||
font-size: var(--text-lg, 1.125rem);
|
||||
margin: 0 0 0.25rem 0;
|
||||
}
|
||||
|
||||
.item-detail-title .item-type {
|
||||
font-size: var(--text-xs, 0.75rem);
|
||||
color: var(--text-muted, #707078);
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.5px;
|
||||
}
|
||||
|
||||
/* Rarity text colors */
|
||||
.rarity-text-common { color: var(--rarity-common); }
|
||||
.rarity-text-uncommon { color: var(--rarity-uncommon); }
|
||||
.rarity-text-rare { color: var(--rarity-rare); }
|
||||
.rarity-text-epic { color: var(--rarity-epic); }
|
||||
.rarity-text-legendary { color: var(--rarity-legendary); }
|
||||
|
||||
.item-description {
|
||||
font-size: var(--text-sm, 0.875rem);
|
||||
color: var(--text-secondary, #a0a0a8);
|
||||
line-height: 1.5;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
/* Item stats */
|
||||
.item-stats {
|
||||
background: var(--item-bg);
|
||||
border-radius: 6px;
|
||||
padding: 0.75rem;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.item-stats div {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
padding: 0.25rem 0;
|
||||
font-size: var(--text-sm, 0.875rem);
|
||||
}
|
||||
|
||||
.item-stats div:not(:last-child) {
|
||||
border-bottom: 1px solid var(--item-border);
|
||||
}
|
||||
|
||||
/* Item action buttons */
|
||||
.item-actions {
|
||||
margin-top: auto;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.5rem;
|
||||
}
|
||||
|
||||
.item-actions .action-btn {
|
||||
min-height: var(--touch-target-primary);
|
||||
padding: 0.75rem 1rem;
|
||||
border: none;
|
||||
border-radius: 6px;
|
||||
font-size: var(--text-sm, 0.875rem);
|
||||
font-weight: 600;
|
||||
cursor: pointer;
|
||||
transition: all 0.2s ease;
|
||||
}
|
||||
|
||||
.item-actions .action-btn--primary {
|
||||
background: var(--accent-gold, #f3a61a);
|
||||
color: var(--bg-primary, #0a0a0c);
|
||||
}
|
||||
|
||||
.item-actions .action-btn--primary:hover {
|
||||
background: var(--accent-gold-hover, #e69500);
|
||||
}
|
||||
|
||||
.item-actions .action-btn--secondary {
|
||||
background: var(--bg-input, #1e1e24);
|
||||
border: 1px solid var(--play-border, #3a3a45);
|
||||
color: var(--text-primary, #e5e5e5);
|
||||
}
|
||||
|
||||
.item-actions .action-btn--secondary:hover {
|
||||
background: var(--item-hover-bg);
|
||||
border-color: var(--text-muted, #707078);
|
||||
}
|
||||
|
||||
.item-actions .action-btn--danger {
|
||||
background: transparent;
|
||||
border: 1px solid #ef4444;
|
||||
color: #ef4444;
|
||||
}
|
||||
|
||||
.item-actions .action-btn--danger:hover {
|
||||
background: rgba(239, 68, 68, 0.1);
|
||||
}
|
||||
|
||||
/* ===== MODAL FOOTER ===== */
|
||||
.inventory-modal .modal-footer {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.gold-display {
|
||||
font-size: var(--text-sm, 0.875rem);
|
||||
color: var(--accent-gold, #f3a61a);
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.gold-display::before {
|
||||
content: "coins ";
|
||||
font-size: 1.1em;
|
||||
}
|
||||
|
||||
/* ===== COMBAT ITEMS BOTTOM SHEET ===== */
|
||||
.combat-items-sheet {
|
||||
position: fixed;
|
||||
bottom: 0;
|
||||
left: 0;
|
||||
right: 0;
|
||||
max-height: 70vh;
|
||||
background: var(--bg-secondary, #12121a);
|
||||
border: 2px solid var(--border-ornate, #f3a61a);
|
||||
border-bottom: none;
|
||||
border-radius: 16px 16px 0 0;
|
||||
z-index: 1001;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
transform: translateY(100%);
|
||||
transition: transform 0.3s ease-out;
|
||||
}
|
||||
|
||||
.combat-items-sheet.open {
|
||||
transform: translateY(0);
|
||||
}
|
||||
|
||||
/* Sheet backdrop */
|
||||
.sheet-backdrop {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
background: rgba(0, 0, 0, 0.6);
|
||||
z-index: 1000;
|
||||
animation: fadeIn 0.2s ease;
|
||||
}
|
||||
|
||||
/* Drag handle */
|
||||
.sheet-handle {
|
||||
width: 40px;
|
||||
height: 4px;
|
||||
background: var(--text-muted, #707078);
|
||||
border-radius: 2px;
|
||||
margin: 8px auto;
|
||||
}
|
||||
|
||||
/* Sheet header */
|
||||
.sheet-header {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
padding: 0.75rem 1rem;
|
||||
border-bottom: 1px solid var(--play-border, #3a3a45);
|
||||
}
|
||||
|
||||
.sheet-header h3 {
|
||||
font-family: var(--font-heading);
|
||||
font-size: var(--text-lg, 1.125rem);
|
||||
color: var(--accent-gold, #f3a61a);
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-close {
|
||||
width: var(--touch-target-min);
|
||||
height: var(--touch-target-min);
|
||||
background: none;
|
||||
border: none;
|
||||
color: var(--text-muted, #707078);
|
||||
font-size: 1.5rem;
|
||||
cursor: pointer;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.sheet-close:hover {
|
||||
color: var(--text-primary, #e5e5e5);
|
||||
}
|
||||
|
||||
/* Sheet body */
|
||||
.sheet-body {
|
||||
flex: 1;
|
||||
padding: 1rem;
|
||||
overflow-y: auto;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 1rem;
|
||||
}
|
||||
|
||||
/* Combat items grid - larger items for combat */
|
||||
.combat-items-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fill, minmax(140px, 1fr));
|
||||
gap: var(--touch-spacing);
|
||||
}
|
||||
|
||||
.combat-item {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
padding: 1rem;
|
||||
min-height: 120px;
|
||||
background: var(--item-bg);
|
||||
border: 2px solid var(--rarity-common);
|
||||
border-radius: 8px;
|
||||
cursor: pointer;
|
||||
transition: all 0.2s ease;
|
||||
}
|
||||
|
||||
.combat-item:hover,
|
||||
.combat-item:focus {
|
||||
background: var(--item-hover-bg);
|
||||
border-color: var(--accent-gold, #f3a61a);
|
||||
}
|
||||
|
||||
.combat-item:focus {
|
||||
outline: 2px solid var(--accent-gold, #f3a61a);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.combat-item.selected {
|
||||
border-color: var(--accent-gold, #f3a61a);
|
||||
box-shadow: 0 0 12px rgba(243, 166, 26, 0.3);
|
||||
}
|
||||
|
||||
.combat-item img {
|
||||
width: 48px;
|
||||
height: 48px;
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.combat-item .item-name {
|
||||
font-size: var(--text-sm, 0.875rem);
|
||||
color: var(--text-primary, #e5e5e5);
|
||||
font-weight: 500;
|
||||
text-align: center;
|
||||
margin-bottom: 0.25rem;
|
||||
}
|
||||
|
||||
.combat-item .item-effect {
|
||||
font-size: var(--text-xs, 0.75rem);
|
||||
color: var(--text-muted, #707078);
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
/* Combat item detail section */
|
||||
.combat-item-detail {
|
||||
background: var(--bg-tertiary, #16161a);
|
||||
border: 1px solid var(--play-border, #3a3a45);
|
||||
border-radius: 8px;
|
||||
padding: 1rem;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
gap: 1rem;
|
||||
}
|
||||
|
||||
.combat-item-detail .detail-info {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.combat-item-detail .detail-name {
|
||||
font-weight: 600;
|
||||
color: var(--text-primary, #e5e5e5);
|
||||
margin-bottom: 0.25rem;
|
||||
}
|
||||
|
||||
.combat-item-detail .detail-effect {
|
||||
font-size: var(--text-sm, 0.875rem);
|
||||
color: var(--text-secondary, #a0a0a8);
|
||||
}
|
||||
|
||||
.combat-item-detail .use-btn {
|
||||
min-width: 100px;
|
||||
min-height: var(--touch-target-primary);
|
||||
padding: 0.75rem 1.5rem;
|
||||
background: var(--hp-bar-fill, #ef4444);
|
||||
border: none;
|
||||
border-radius: 6px;
|
||||
color: white;
|
||||
font-weight: 600;
|
||||
cursor: pointer;
|
||||
transition: all 0.2s ease;
|
||||
}
|
||||
|
||||
.combat-item-detail .use-btn:hover {
|
||||
background: #dc2626;
|
||||
}
|
||||
|
||||
/* No consumables message */
|
||||
.no-consumables {
|
||||
text-align: center;
|
||||
padding: 2rem;
|
||||
color: var(--text-muted, #707078);
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
/* ===== MOBILE RESPONSIVENESS ===== */
|
||||
|
||||
/* Full-screen modal on mobile */
|
||||
@media (max-width: 768px) {
|
||||
.inventory-modal {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
max-width: 100vw;
|
||||
max-height: 100vh;
|
||||
border-radius: 0;
|
||||
border: none;
|
||||
}
|
||||
|
||||
.inventory-modal .modal-body {
|
||||
flex-direction: column;
|
||||
padding: 0.75rem;
|
||||
}
|
||||
|
||||
/* Item detail slides in from right on mobile */
|
||||
.item-detail {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
width: 100%;
|
||||
max-width: 320px;
|
||||
min-width: unset;
|
||||
z-index: 1002;
|
||||
border-radius: 0;
|
||||
border-left: 2px solid var(--border-ornate, #f3a61a);
|
||||
transform: translateX(100%);
|
||||
transition: transform 0.3s ease;
|
||||
}
|
||||
|
||||
.item-detail.visible {
|
||||
transform: translateX(0);
|
||||
}
|
||||
|
||||
.item-detail-backdrop {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
background: rgba(0, 0, 0, 0.5);
|
||||
z-index: 1001;
|
||||
}
|
||||
|
||||
/* Back button for mobile detail view */
|
||||
.item-detail-back {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.5rem;
|
||||
padding: 0.75rem;
|
||||
margin: -1rem -1rem 1rem -1rem;
|
||||
background: var(--bg-secondary, #12121a);
|
||||
border: none;
|
||||
border-bottom: 1px solid var(--play-border, #3a3a45);
|
||||
color: var(--accent-gold, #f3a61a);
|
||||
font-size: var(--text-sm, 0.875rem);
|
||||
cursor: pointer;
|
||||
width: calc(100% + 2rem);
|
||||
}
|
||||
|
||||
.item-detail-back:hover {
|
||||
background: var(--item-hover-bg);
|
||||
}
|
||||
|
||||
/* Action buttons fixed at bottom on mobile */
|
||||
.item-actions {
|
||||
position: sticky;
|
||||
bottom: 0;
|
||||
background: var(--bg-tertiary, #16161a);
|
||||
padding: 1rem;
|
||||
margin: auto -1rem -1rem -1rem;
|
||||
border-top: 1px solid var(--play-border, #3a3a45);
|
||||
}
|
||||
|
||||
/* Larger touch targets on mobile */
|
||||
.inventory-item {
|
||||
min-height: 88px;
|
||||
padding: 0.5rem;
|
||||
}
|
||||
|
||||
/* Tabs scroll horizontally on mobile */
|
||||
.inventory-tabs {
|
||||
padding: 0 0.5rem;
|
||||
}
|
||||
|
||||
.inventory-tabs .tab {
|
||||
min-height: 44px;
|
||||
padding: 0.5rem 0.75rem;
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
|
||||
/* Combat sheet takes more space on mobile */
|
||||
.combat-items-sheet {
|
||||
max-height: 80vh;
|
||||
}
|
||||
|
||||
.combat-items-grid {
|
||||
grid-template-columns: repeat(2, 1fr);
|
||||
}
|
||||
|
||||
.combat-item {
|
||||
min-height: 100px;
|
||||
padding: 0.75rem;
|
||||
}
|
||||
}
|
||||
|
||||
/* Extra small screens */
|
||||
@media (max-width: 400px) {
|
||||
.inventory-grid {
|
||||
grid-template-columns: repeat(2, 1fr);
|
||||
}
|
||||
|
||||
.inventory-item {
|
||||
min-height: 80px;
|
||||
}
|
||||
|
||||
.inventory-item img {
|
||||
width: 32px;
|
||||
height: 32px;
|
||||
}
|
||||
}
|
||||
|
||||
/* ===== LOADING STATE ===== */
|
||||
.inventory-loading {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
padding: 2rem;
|
||||
color: var(--text-muted, #707078);
|
||||
}
|
||||
|
||||
.inventory-loading::after {
|
||||
content: "";
|
||||
width: 24px;
|
||||
height: 24px;
|
||||
margin-left: 0.75rem;
|
||||
border: 2px solid var(--text-muted, #707078);
|
||||
border-top-color: var(--accent-gold, #f3a61a);
|
||||
border-radius: 50%;
|
||||
animation: spin 1s linear infinite;
|
||||
}
|
||||
|
||||
@keyframes spin {
|
||||
to { transform: rotate(360deg); }
|
||||
}
|
||||
|
||||
/* ===== ACCESSIBILITY ===== */
|
||||
|
||||
/* Focus visible for keyboard navigation */
|
||||
.inventory-item:focus-visible,
|
||||
.combat-item:focus-visible,
|
||||
.inventory-tabs .tab:focus-visible,
|
||||
.action-btn:focus-visible {
|
||||
outline: 2px solid var(--accent-gold, #f3a61a);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
/* Reduced motion */
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.inventory-item,
|
||||
.combat-item,
|
||||
.combat-items-sheet,
|
||||
.item-detail {
|
||||
transition: none;
|
||||
}
|
||||
|
||||
.inventory-loading::after {
|
||||
animation: none;
|
||||
}
|
||||
}
|
||||
7
public_web/static/img/items/armor.svg
Normal file
7
public_web/static/img/items/armor.svg
Normal file
@@ -0,0 +1,7 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<!-- Shield shape -->
|
||||
<path d="M12 22s8-4 8-10V5l-8-3-8 3v7c0 6 8 10 8 10z"/>
|
||||
<!-- Shield decoration -->
|
||||
<path d="M12 8v6"/>
|
||||
<path d="M9 11h6"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 321 B |
14
public_web/static/img/items/consumable.svg
Normal file
14
public_web/static/img/items/consumable.svg
Normal file
@@ -0,0 +1,14 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<!-- Potion bottle body -->
|
||||
<path d="M10 2v4"/>
|
||||
<path d="M14 2v4"/>
|
||||
<!-- Bottle neck -->
|
||||
<path d="M8 6h8"/>
|
||||
<!-- Bottle shape -->
|
||||
<path d="M8 6l-2 4v10a2 2 0 002 2h8a2 2 0 002-2V10l-2-4"/>
|
||||
<!-- Liquid level -->
|
||||
<path d="M6 14h12"/>
|
||||
<!-- Bubbles -->
|
||||
<circle cx="10" cy="17" r="1"/>
|
||||
<circle cx="14" cy="16" r="0.5"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 505 B |
7
public_web/static/img/items/default.svg
Normal file
7
public_web/static/img/items/default.svg
Normal file
@@ -0,0 +1,7 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<!-- Box/crate shape -->
|
||||
<path d="M21 8a2 2 0 00-1-1.73l-7-4a2 2 0 00-2 0l-7 4A2 2 0 003 8v8a2 2 0 001 1.73l7 4a2 2 0 002 0l7-4A2 2 0 0021 16V8z"/>
|
||||
<!-- Box edges -->
|
||||
<path d="M3.27 6.96L12 12.01l8.73-5.05"/>
|
||||
<path d="M12 22.08V12"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 410 B |
12
public_web/static/img/items/quest_item.svg
Normal file
12
public_web/static/img/items/quest_item.svg
Normal file
@@ -0,0 +1,12 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<!-- Scroll body -->
|
||||
<path d="M4 4a2 2 0 012-2h12a2 2 0 012 2v16a2 2 0 01-2 2H6a2 2 0 01-2-2V4z"/>
|
||||
<!-- Scroll roll top -->
|
||||
<path d="M4 4h16"/>
|
||||
<ellipse cx="4" cy="4" rx="1" ry="2"/>
|
||||
<ellipse cx="20" cy="4" rx="1" ry="2"/>
|
||||
<!-- Text lines -->
|
||||
<path d="M8 9h8"/>
|
||||
<path d="M8 13h6"/>
|
||||
<path d="M8 17h4"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 488 B |
10
public_web/static/img/items/weapon.svg
Normal file
10
public_web/static/img/items/weapon.svg
Normal file
@@ -0,0 +1,10 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<!-- Sword blade -->
|
||||
<path d="M14.5 17.5L3 6V3h3l11.5 11.5"/>
|
||||
<!-- Sword guard -->
|
||||
<path d="M13 19l6-6"/>
|
||||
<!-- Sword handle -->
|
||||
<path d="M16 16l4 4"/>
|
||||
<!-- Blade tip detail -->
|
||||
<path d="M19 21l2-2"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 382 B |
337
public_web/templates/dev/combat.html
Normal file
337
public_web/templates/dev/combat.html
Normal file
@@ -0,0 +1,337 @@
|
||||
{% extends "base.html" %}
|
||||
|
||||
{% block title %}Combat Tester - Dev Tools{% endblock %}
|
||||
|
||||
{% block extra_head %}
|
||||
<style>
|
||||
.dev-banner {
|
||||
background: #dc2626;
|
||||
color: white;
|
||||
padding: 0.5rem 1rem;
|
||||
text-align: center;
|
||||
font-weight: bold;
|
||||
position: sticky;
|
||||
top: 0;
|
||||
z-index: 100;
|
||||
}
|
||||
|
||||
.combat-hub {
|
||||
max-width: 900px;
|
||||
margin: 2rem auto;
|
||||
padding: 0 1rem;
|
||||
}
|
||||
|
||||
.dev-section {
|
||||
background: rgba(30, 30, 40, 0.9);
|
||||
border: 1px solid #4a4a5a;
|
||||
border-radius: 8px;
|
||||
padding: 1.5rem;
|
||||
margin-bottom: 1.5rem;
|
||||
}
|
||||
|
||||
.dev-section h2 {
|
||||
color: #f59e0b;
|
||||
margin-top: 0;
|
||||
margin-bottom: 1rem;
|
||||
font-size: 1.25rem;
|
||||
border-bottom: 1px solid #4a4a5a;
|
||||
padding-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.form-group {
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.form-label {
|
||||
display: block;
|
||||
color: #9ca3af;
|
||||
font-size: 0.85rem;
|
||||
margin-bottom: 0.5rem;
|
||||
text-transform: uppercase;
|
||||
}
|
||||
|
||||
.form-select {
|
||||
width: 100%;
|
||||
padding: 0.75rem;
|
||||
background: #1a1a2a;
|
||||
border: 1px solid #4a4a5a;
|
||||
border-radius: 6px;
|
||||
color: #e5e7eb;
|
||||
font-size: 1rem;
|
||||
}
|
||||
|
||||
.form-select:focus {
|
||||
outline: none;
|
||||
border-color: #f59e0b;
|
||||
}
|
||||
|
||||
.enemy-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fill, minmax(200px, 1fr));
|
||||
gap: 0.75rem;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.enemy-option {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
padding: 0.75rem;
|
||||
background: #2a2a3a;
|
||||
border: 1px solid #4a4a5a;
|
||||
border-radius: 6px;
|
||||
cursor: pointer;
|
||||
transition: all 0.2s;
|
||||
}
|
||||
|
||||
.enemy-option:hover {
|
||||
background: #3a3a4a;
|
||||
border-color: #5a5a6a;
|
||||
}
|
||||
|
||||
.enemy-option.selected {
|
||||
background: #3b3b5b;
|
||||
border-color: #f59e0b;
|
||||
}
|
||||
|
||||
.enemy-option input[type="checkbox"] {
|
||||
margin-right: 0.75rem;
|
||||
width: 18px;
|
||||
height: 18px;
|
||||
accent-color: #f59e0b;
|
||||
}
|
||||
|
||||
.enemy-info {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.enemy-name {
|
||||
color: #e5e7eb;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.enemy-level {
|
||||
color: #9ca3af;
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
|
||||
.btn-start {
|
||||
width: 100%;
|
||||
padding: 1rem;
|
||||
background: #10b981;
|
||||
color: white;
|
||||
border: none;
|
||||
border-radius: 6px;
|
||||
font-size: 1.1rem;
|
||||
font-weight: 600;
|
||||
cursor: pointer;
|
||||
transition: background 0.2s;
|
||||
}
|
||||
|
||||
.btn-start:hover {
|
||||
background: #059669;
|
||||
}
|
||||
|
||||
.btn-start:disabled {
|
||||
background: #4a4a5a;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
#create-result {
|
||||
margin-top: 1rem;
|
||||
}
|
||||
|
||||
.session-list {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.75rem;
|
||||
}
|
||||
|
||||
.session-card {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
padding: 1rem;
|
||||
background: #2a2a3a;
|
||||
border: 1px solid #4a4a5a;
|
||||
border-radius: 6px;
|
||||
}
|
||||
|
||||
.session-info {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.session-id {
|
||||
color: #f59e0b;
|
||||
font-family: monospace;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.session-character {
|
||||
color: #e5e7eb;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.session-status {
|
||||
color: #10b981;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.btn-resume {
|
||||
padding: 0.5rem 1rem;
|
||||
background: #3b82f6;
|
||||
color: white;
|
||||
border: none;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
text-decoration: none;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.btn-resume:hover {
|
||||
background: #2563eb;
|
||||
}
|
||||
|
||||
.empty-state {
|
||||
text-align: center;
|
||||
color: #6b7280;
|
||||
padding: 2rem;
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
.error {
|
||||
background: #7f1d1d;
|
||||
color: #fecaca;
|
||||
padding: 0.75rem;
|
||||
border-radius: 6px;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.success {
|
||||
background: #064e3b;
|
||||
color: #a7f3d0;
|
||||
padding: 0.75rem;
|
||||
border-radius: 6px;
|
||||
}
|
||||
|
||||
.back-link {
|
||||
display: inline-block;
|
||||
margin-bottom: 1rem;
|
||||
color: #60a5fa;
|
||||
text-decoration: none;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.back-link:hover {
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
.helper-text {
|
||||
color: #9ca3af;
|
||||
font-size: 0.85rem;
|
||||
margin-top: 0.5rem;
|
||||
}
|
||||
</style>
|
||||
{% endblock %}
|
||||
|
||||
{% block content %}
|
||||
<div class="dev-banner">
|
||||
DEV MODE - Combat System Tester
|
||||
</div>
|
||||
|
||||
<div class="combat-hub">
|
||||
<a href="{{ url_for('dev.index') }}" class="back-link">← Back to Dev Tools</a>
|
||||
|
||||
{% if error %}
|
||||
<div class="error">{{ error }}</div>
|
||||
{% endif %}
|
||||
|
||||
<!-- Start New Combat -->
|
||||
<div class="dev-section">
|
||||
<h2>Start New Combat</h2>
|
||||
|
||||
<form hx-post="{{ url_for('dev.start_combat') }}"
|
||||
hx-target="#create-result"
|
||||
hx-swap="innerHTML">
|
||||
|
||||
<!-- Session Selection -->
|
||||
<div class="form-group">
|
||||
<label class="form-label">Select Session (must have a character)</label>
|
||||
<select name="session_id" class="form-select" required>
|
||||
<option value="">-- Select a session --</option>
|
||||
{% for char in characters %}
|
||||
<option value="{{ char.session_id if char.session_id else '' }}"
|
||||
{% if not char.session_id %}disabled{% endif %}>
|
||||
{{ char.name }} ({{ char.class_name }} Lv.{{ char.level }})
|
||||
{% if not char.session_id %} - No active session{% endif %}
|
||||
</option>
|
||||
{% endfor %}
|
||||
</select>
|
||||
<p class="helper-text">You need an active story session to start combat. Create one in the Story Tester first.</p>
|
||||
</div>
|
||||
|
||||
<!-- Enemy Selection -->
|
||||
<div class="form-group">
|
||||
<label class="form-label">Select Enemies (check multiple for group encounter)</label>
|
||||
{% if enemies %}
|
||||
<div class="enemy-grid">
|
||||
{% for enemy in enemies %}
|
||||
<label class="enemy-option" onclick="this.classList.toggle('selected')">
|
||||
<input type="checkbox" name="enemy_ids" value="{{ enemy.enemy_id }}">
|
||||
<div class="enemy-info">
|
||||
<div class="enemy-name">{{ enemy.name }}</div>
|
||||
<div class="enemy-level">{{ enemy.difficulty | capitalize }} · {{ enemy.experience_reward }} XP</div>
|
||||
</div>
|
||||
</label>
|
||||
{% endfor %}
|
||||
</div>
|
||||
{% else %}
|
||||
<div class="empty-state">
|
||||
No enemy templates available. Check that the API has enemy data loaded.
|
||||
</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
|
||||
<button type="submit" class="btn-start" {% if not enemies %}disabled{% endif %}>
|
||||
Start Combat
|
||||
</button>
|
||||
</form>
|
||||
|
||||
<div id="create-result"></div>
|
||||
</div>
|
||||
|
||||
<!-- Active Combat Sessions -->
|
||||
<div class="dev-section">
|
||||
<h2>Active Combat Sessions</h2>
|
||||
|
||||
{% if sessions_in_combat %}
|
||||
<div class="session-list">
|
||||
{% for session in sessions_in_combat %}
|
||||
<div class="session-card">
|
||||
<div class="session-info">
|
||||
<div class="session-id">{{ session.session_id[:12] }}...</div>
|
||||
<div class="session-character">{{ session.character_name or 'Unknown Character' }}</div>
|
||||
<div class="session-status">In Combat - Round {{ session.game_state.combat_round or 1 }}</div>
|
||||
</div>
|
||||
<a href="{{ url_for('dev.combat_session', session_id=session.session_id) }}" class="btn-resume">
|
||||
Resume Combat
|
||||
</a>
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
{% else %}
|
||||
<div class="empty-state">
|
||||
No active combat sessions. Start a new combat above.
|
||||
</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script>
|
||||
// Toggle selected state on checkbox change
|
||||
document.querySelectorAll('.enemy-option input[type="checkbox"]').forEach(checkbox => {
|
||||
checkbox.addEventListener('change', function() {
|
||||
this.closest('.enemy-option').classList.toggle('selected', this.checked);
|
||||
});
|
||||
});
|
||||
</script>
|
||||
{% endblock %}
|
||||
864
public_web/templates/dev/combat_session.html
Normal file
864
public_web/templates/dev/combat_session.html
Normal file
@@ -0,0 +1,864 @@
|
||||
{% extends "base.html" %}
|
||||
|
||||
{% block title %}Combat Debug - Dev Tools{% endblock %}
|
||||
|
||||
{% block extra_head %}
|
||||
<style>
|
||||
.dev-banner {
|
||||
background: #dc2626;
|
||||
color: white;
|
||||
padding: 0.5rem 1rem;
|
||||
text-align: center;
|
||||
font-weight: bold;
|
||||
position: sticky;
|
||||
top: 0;
|
||||
z-index: 100;
|
||||
}
|
||||
|
||||
.combat-container {
|
||||
max-width: 1400px;
|
||||
margin: 1rem auto;
|
||||
padding: 0 1rem;
|
||||
display: grid;
|
||||
grid-template-columns: 280px 1fr 300px;
|
||||
gap: 1rem;
|
||||
}
|
||||
|
||||
@media (max-width: 1200px) {
|
||||
.combat-container {
|
||||
grid-template-columns: 250px 1fr;
|
||||
}
|
||||
.right-panel {
|
||||
display: none;
|
||||
}
|
||||
}
|
||||
|
||||
@media (max-width: 768px) {
|
||||
.combat-container {
|
||||
grid-template-columns: 1fr;
|
||||
}
|
||||
.left-panel {
|
||||
display: none;
|
||||
}
|
||||
}
|
||||
|
||||
.panel {
|
||||
background: rgba(30, 30, 40, 0.9);
|
||||
border: 1px solid #4a4a5a;
|
||||
border-radius: 8px;
|
||||
padding: 1rem;
|
||||
}
|
||||
|
||||
.panel h3 {
|
||||
color: #f59e0b;
|
||||
margin-top: 0;
|
||||
margin-bottom: 1rem;
|
||||
font-size: 1rem;
|
||||
border-bottom: 1px solid #4a4a5a;
|
||||
padding-bottom: 0.5rem;
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.btn-refresh {
|
||||
background: #6366f1;
|
||||
color: white;
|
||||
padding: 0.25rem 0.5rem;
|
||||
border: none;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
font-size: 0.75rem;
|
||||
}
|
||||
|
||||
.btn-refresh:hover {
|
||||
background: #4f46e5;
|
||||
}
|
||||
|
||||
/* Left Panel - State */
|
||||
.state-section {
|
||||
margin-bottom: 1.5rem;
|
||||
}
|
||||
|
||||
.state-section h4 {
|
||||
color: #9ca3af;
|
||||
font-size: 0.75rem;
|
||||
text-transform: uppercase;
|
||||
margin: 0 0 0.5rem 0;
|
||||
}
|
||||
|
||||
.state-item {
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.state-label {
|
||||
color: #6b7280;
|
||||
font-size: 0.75rem;
|
||||
}
|
||||
|
||||
.state-value {
|
||||
color: #e5e7eb;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.combatant-card {
|
||||
background: #2a2a3a;
|
||||
border-radius: 6px;
|
||||
padding: 0.75rem;
|
||||
margin-bottom: 0.5rem;
|
||||
border-left: 3px solid #4a4a5a;
|
||||
}
|
||||
|
||||
.combatant-card.player {
|
||||
border-left-color: #3b82f6;
|
||||
}
|
||||
|
||||
.combatant-card.enemy {
|
||||
border-left-color: #ef4444;
|
||||
}
|
||||
|
||||
.combatant-card.active {
|
||||
box-shadow: 0 0 0 2px #f59e0b;
|
||||
}
|
||||
|
||||
.combatant-card.defeated {
|
||||
opacity: 0.5;
|
||||
}
|
||||
|
||||
.combatant-name {
|
||||
color: #e5e7eb;
|
||||
font-weight: 600;
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.resource-bar {
|
||||
height: 8px;
|
||||
background: #1a1a2a;
|
||||
border-radius: 4px;
|
||||
overflow: hidden;
|
||||
margin-bottom: 0.25rem;
|
||||
}
|
||||
|
||||
.resource-bar-fill {
|
||||
height: 100%;
|
||||
border-radius: 4px;
|
||||
transition: width 0.3s ease;
|
||||
}
|
||||
|
||||
.resource-bar-fill.hp {
|
||||
background: linear-gradient(90deg, #ef4444, #f87171);
|
||||
}
|
||||
|
||||
.resource-bar-fill.mp {
|
||||
background: linear-gradient(90deg, #3b82f6, #60a5fa);
|
||||
}
|
||||
|
||||
.resource-bar-fill.low {
|
||||
background: linear-gradient(90deg, #dc2626, #ef4444);
|
||||
animation: pulse 1s infinite;
|
||||
}
|
||||
|
||||
@keyframes pulse {
|
||||
0%, 100% { opacity: 1; }
|
||||
50% { opacity: 0.6; }
|
||||
}
|
||||
|
||||
.resource-text {
|
||||
font-size: 0.7rem;
|
||||
color: #9ca3af;
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
/* Debug Actions */
|
||||
.debug-actions {
|
||||
margin-top: 1rem;
|
||||
padding-top: 1rem;
|
||||
border-top: 1px solid #4a4a5a;
|
||||
}
|
||||
|
||||
.debug-btn {
|
||||
width: 100%;
|
||||
padding: 0.5rem;
|
||||
margin-bottom: 0.5rem;
|
||||
border: 1px solid #4a4a5a;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
font-size: 0.85rem;
|
||||
transition: all 0.2s;
|
||||
}
|
||||
|
||||
.debug-btn.victory {
|
||||
background: #064e3b;
|
||||
color: #a7f3d0;
|
||||
}
|
||||
|
||||
.debug-btn.victory:hover {
|
||||
background: #065f46;
|
||||
}
|
||||
|
||||
.debug-btn.defeat {
|
||||
background: #7f1d1d;
|
||||
color: #fecaca;
|
||||
}
|
||||
|
||||
.debug-btn.defeat:hover {
|
||||
background: #991b1b;
|
||||
}
|
||||
|
||||
.debug-btn.reset {
|
||||
background: #1e40af;
|
||||
color: #bfdbfe;
|
||||
}
|
||||
|
||||
.debug-btn.reset:hover {
|
||||
background: #1d4ed8;
|
||||
}
|
||||
|
||||
/* Center Panel - Main */
|
||||
.main-panel {
|
||||
min-height: 600px;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
#combat-log {
|
||||
flex: 1;
|
||||
background: #1a1a2a;
|
||||
border-radius: 6px;
|
||||
padding: 1rem;
|
||||
min-height: 300px;
|
||||
max-height: 400px;
|
||||
overflow-y: auto;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.log-entry {
|
||||
padding: 0.5rem 0.75rem;
|
||||
margin-bottom: 0.5rem;
|
||||
border-radius: 4px;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.log-entry--player {
|
||||
background: rgba(59, 130, 246, 0.15);
|
||||
border-left: 3px solid #3b82f6;
|
||||
}
|
||||
|
||||
.log-entry--enemy {
|
||||
background: rgba(239, 68, 68, 0.15);
|
||||
border-left: 3px solid #ef4444;
|
||||
}
|
||||
|
||||
.log-entry--crit {
|
||||
background: rgba(245, 158, 11, 0.2);
|
||||
border-left: 3px solid #f59e0b;
|
||||
}
|
||||
|
||||
.log-entry--system {
|
||||
background: rgba(107, 114, 128, 0.15);
|
||||
border-left: 3px solid #6b7280;
|
||||
font-style: italic;
|
||||
color: #9ca3af;
|
||||
}
|
||||
|
||||
.log-entry--heal {
|
||||
background: rgba(16, 185, 129, 0.15);
|
||||
border-left: 3px solid #10b981;
|
||||
}
|
||||
|
||||
.log-actor {
|
||||
font-weight: 600;
|
||||
color: #e5e7eb;
|
||||
}
|
||||
|
||||
.log-message {
|
||||
color: #d1d5db;
|
||||
}
|
||||
|
||||
.log-damage {
|
||||
color: #ef4444;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.log-heal {
|
||||
color: #10b981;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.log-crit {
|
||||
color: #f59e0b;
|
||||
font-size: 0.75rem;
|
||||
margin-left: 0.5rem;
|
||||
}
|
||||
|
||||
/* Action Buttons */
|
||||
.actions-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(5, 1fr);
|
||||
gap: 0.5rem;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
@media (max-width: 900px) {
|
||||
.actions-grid {
|
||||
grid-template-columns: repeat(3, 1fr);
|
||||
}
|
||||
}
|
||||
|
||||
.action-btn {
|
||||
padding: 0.75rem 1rem;
|
||||
border: none;
|
||||
border-radius: 6px;
|
||||
cursor: pointer;
|
||||
font-size: 0.9rem;
|
||||
font-weight: 500;
|
||||
transition: all 0.2s;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.action-btn:disabled {
|
||||
opacity: 0.5;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
.action-btn.attack {
|
||||
background: #ef4444;
|
||||
color: white;
|
||||
}
|
||||
.action-btn.attack:hover:not(:disabled) {
|
||||
background: #dc2626;
|
||||
}
|
||||
|
||||
.action-btn.ability {
|
||||
background: #8b5cf6;
|
||||
color: white;
|
||||
}
|
||||
.action-btn.ability:hover:not(:disabled) {
|
||||
background: #7c3aed;
|
||||
}
|
||||
|
||||
.action-btn.item {
|
||||
background: #10b981;
|
||||
color: white;
|
||||
}
|
||||
.action-btn.item:hover:not(:disabled) {
|
||||
background: #059669;
|
||||
}
|
||||
|
||||
.action-btn.defend {
|
||||
background: #3b82f6;
|
||||
color: white;
|
||||
}
|
||||
.action-btn.defend:hover:not(:disabled) {
|
||||
background: #2563eb;
|
||||
}
|
||||
|
||||
.action-btn.flee {
|
||||
background: #6b7280;
|
||||
color: white;
|
||||
}
|
||||
.action-btn.flee:hover:not(:disabled) {
|
||||
background: #4b5563;
|
||||
}
|
||||
|
||||
/* Right Panel */
|
||||
.turn-order {
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.turn-item {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
padding: 0.5rem;
|
||||
margin-bottom: 0.25rem;
|
||||
background: #2a2a3a;
|
||||
border-radius: 4px;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.turn-item.active {
|
||||
background: #3b3b5b;
|
||||
border: 1px solid #f59e0b;
|
||||
}
|
||||
|
||||
.turn-number {
|
||||
width: 24px;
|
||||
height: 24px;
|
||||
background: #4a4a5a;
|
||||
border-radius: 50%;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
margin-right: 0.5rem;
|
||||
font-size: 0.75rem;
|
||||
color: #9ca3af;
|
||||
}
|
||||
|
||||
.turn-item.active .turn-number {
|
||||
background: #f59e0b;
|
||||
color: #1a1a2a;
|
||||
}
|
||||
|
||||
.turn-name {
|
||||
color: #e5e7eb;
|
||||
}
|
||||
|
||||
.turn-name.player {
|
||||
color: #60a5fa;
|
||||
}
|
||||
|
||||
.turn-name.enemy {
|
||||
color: #f87171;
|
||||
}
|
||||
|
||||
/* Effects Panel */
|
||||
.effects-panel {
|
||||
margin-top: 1rem;
|
||||
}
|
||||
|
||||
.effect-item {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
padding: 0.5rem;
|
||||
margin-bottom: 0.25rem;
|
||||
background: #2a2a3a;
|
||||
border-radius: 4px;
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
|
||||
.effect-name {
|
||||
color: #e5e7eb;
|
||||
}
|
||||
|
||||
.effect-duration {
|
||||
color: #f59e0b;
|
||||
font-size: 0.75rem;
|
||||
}
|
||||
|
||||
/* Debug Panel */
|
||||
.debug-panel {
|
||||
margin-top: 1rem;
|
||||
padding: 1rem;
|
||||
background: #1a1a2a;
|
||||
border-radius: 6px;
|
||||
font-family: monospace;
|
||||
font-size: 0.75rem;
|
||||
}
|
||||
|
||||
.debug-toggle {
|
||||
color: #9ca3af;
|
||||
cursor: pointer;
|
||||
user-select: none;
|
||||
}
|
||||
|
||||
.debug-content {
|
||||
margin-top: 0.5rem;
|
||||
max-height: 300px;
|
||||
overflow: auto;
|
||||
white-space: pre;
|
||||
color: #a3e635;
|
||||
}
|
||||
|
||||
/* Modal Styles */
|
||||
.modal-overlay {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
background: rgba(0, 0, 0, 0.8);
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
z-index: 1000;
|
||||
}
|
||||
|
||||
.modal-content {
|
||||
background: #1a1a2a;
|
||||
border: 1px solid #4a4a5a;
|
||||
border-radius: 8px;
|
||||
padding: 1.5rem;
|
||||
max-width: 500px;
|
||||
width: 90%;
|
||||
max-height: 80vh;
|
||||
overflow-y: auto;
|
||||
}
|
||||
|
||||
.modal-content h3 {
|
||||
color: #f59e0b;
|
||||
margin-top: 0;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.modal-close {
|
||||
margin-top: 1rem;
|
||||
padding: 0.5rem 1rem;
|
||||
background: #6b7280;
|
||||
border: none;
|
||||
border-radius: 4px;
|
||||
color: white;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
/* Sheet Styles */
|
||||
.combat-items-sheet {
|
||||
position: fixed;
|
||||
bottom: 0;
|
||||
left: 0;
|
||||
right: 0;
|
||||
background: #1a1a2a;
|
||||
border-top: 1px solid #4a4a5a;
|
||||
border-radius: 16px 16px 0 0;
|
||||
padding: 1rem;
|
||||
max-height: 50vh;
|
||||
overflow-y: auto;
|
||||
z-index: 1000;
|
||||
transform: translateY(100%);
|
||||
transition: transform 0.3s ease;
|
||||
}
|
||||
|
||||
.combat-items-sheet.open {
|
||||
transform: translateY(0);
|
||||
}
|
||||
|
||||
.sheet-backdrop {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
background: rgba(0, 0, 0, 0.5);
|
||||
z-index: 999;
|
||||
}
|
||||
|
||||
.sheet-header {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.sheet-header h3 {
|
||||
color: #f59e0b;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-close {
|
||||
background: none;
|
||||
border: none;
|
||||
color: #9ca3af;
|
||||
font-size: 1.5rem;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.error {
|
||||
background: #7f1d1d;
|
||||
color: #fecaca;
|
||||
padding: 0.75rem;
|
||||
border-radius: 6px;
|
||||
}
|
||||
|
||||
.success {
|
||||
background: #064e3b;
|
||||
color: #a7f3d0;
|
||||
padding: 0.75rem;
|
||||
border-radius: 6px;
|
||||
}
|
||||
|
||||
.back-link {
|
||||
color: #60a5fa;
|
||||
text-decoration: none;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.back-link:hover {
|
||||
text-decoration: underline;
|
||||
}
|
||||
</style>
|
||||
{% endblock %}
|
||||
|
||||
{% block content %}
|
||||
<div class="dev-banner">
|
||||
DEV MODE - Combat Session {{ session_id[:8] }}...
|
||||
</div>
|
||||
|
||||
<div class="combat-container">
|
||||
<!-- Left Panel: Combat State -->
|
||||
<div class="panel left-panel">
|
||||
<h3>
|
||||
Combat State
|
||||
<button class="btn-refresh"
|
||||
hx-get="{{ url_for('dev.combat_state', session_id=session_id) }}"
|
||||
hx-target="#state-content"
|
||||
hx-swap="innerHTML">
|
||||
Refresh
|
||||
</button>
|
||||
</h3>
|
||||
<div id="state-content">
|
||||
{% include 'dev/partials/combat_state.html' %}
|
||||
</div>
|
||||
|
||||
<!-- Debug Actions -->
|
||||
<div class="debug-actions">
|
||||
<h4 style="color: #f59e0b; font-size: 0.85rem; margin: 0 0 0.5rem 0;">Debug Actions</h4>
|
||||
<button class="debug-btn reset"
|
||||
hx-post="{{ url_for('dev.reset_hp_mp', session_id=session_id) }}"
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend">
|
||||
Reset HP/MP
|
||||
</button>
|
||||
<button class="debug-btn victory"
|
||||
hx-post="{{ url_for('dev.force_end_combat', session_id=session_id) }}"
|
||||
hx-vals='{"victory": "true"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="innerHTML">
|
||||
Force Victory
|
||||
</button>
|
||||
<button class="debug-btn defeat"
|
||||
hx-post="{{ url_for('dev.force_end_combat', session_id=session_id) }}"
|
||||
hx-vals='{"victory": "false"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="innerHTML">
|
||||
Force Defeat
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<div style="margin-top: 1rem; padding-top: 1rem; border-top: 1px solid #4a4a5a;">
|
||||
<a href="{{ url_for('dev.combat_hub') }}" class="back-link">← Back to Combat Hub</a>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Center Panel: Combat Log & Actions -->
|
||||
<div class="panel main-panel">
|
||||
<h3>Combat Log</h3>
|
||||
|
||||
<!-- Combat Log -->
|
||||
<div id="combat-log" role="log" aria-live="polite">
|
||||
{% for entry in combat_log %}
|
||||
<div class="log-entry log-entry--{{ entry.type }}">
|
||||
{% if entry.actor %}
|
||||
<span class="log-actor">{{ entry.actor }}</span>
|
||||
{% endif %}
|
||||
<span class="log-message">{{ entry.message }}</span>
|
||||
{% if entry.damage %}
|
||||
<span class="log-damage">-{{ entry.damage }} HP</span>
|
||||
{% endif %}
|
||||
{% if entry.heal %}
|
||||
<span class="log-heal">+{{ entry.heal }} HP</span>
|
||||
{% endif %}
|
||||
{% if entry.is_crit %}
|
||||
<span class="log-crit">CRITICAL!</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
{% else %}
|
||||
<div class="log-entry log-entry--system">
|
||||
Combat begins!
|
||||
{% if is_player_turn %}
|
||||
Take your action.
|
||||
{% else %}
|
||||
Waiting for enemy turn...
|
||||
{% endif %}
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
|
||||
<!-- Action Buttons -->
|
||||
<div class="actions-grid" id="action-buttons">
|
||||
<button class="action-btn attack"
|
||||
hx-post="{{ url_for('dev.combat_action', session_id=session_id) }}"
|
||||
hx-vals='{"action_type": "attack"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend"
|
||||
hx-disabled-elt="this"
|
||||
{% if not is_player_turn %}disabled{% endif %}>
|
||||
Attack
|
||||
</button>
|
||||
<button class="action-btn ability"
|
||||
hx-get="{{ url_for('dev.combat_abilities', session_id=session_id) }}"
|
||||
hx-target="#modal-container"
|
||||
hx-swap="innerHTML"
|
||||
{% if not is_player_turn %}disabled{% endif %}>
|
||||
Ability
|
||||
</button>
|
||||
<button class="action-btn item"
|
||||
hx-get="{{ url_for('dev.combat_items', session_id=session_id) }}"
|
||||
hx-target="#sheet-container"
|
||||
hx-swap="innerHTML"
|
||||
{% if not is_player_turn %}disabled{% endif %}>
|
||||
Item
|
||||
</button>
|
||||
<button class="action-btn defend"
|
||||
hx-post="{{ url_for('dev.combat_action', session_id=session_id) }}"
|
||||
hx-vals='{"action_type": "defend"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend"
|
||||
hx-disabled-elt="this"
|
||||
{% if not is_player_turn %}disabled{% endif %}>
|
||||
Defend
|
||||
</button>
|
||||
<button class="action-btn flee"
|
||||
hx-post="{{ url_for('dev.combat_action', session_id=session_id) }}"
|
||||
hx-vals='{"action_type": "flee"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend"
|
||||
hx-disabled-elt="this"
|
||||
{% if not is_player_turn %}disabled{% endif %}>
|
||||
Flee
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<!-- Debug Panel -->
|
||||
<div class="debug-panel">
|
||||
<div class="debug-toggle" onclick="this.nextElementSibling.style.display = this.nextElementSibling.style.display === 'none' ? 'block' : 'none'">
|
||||
[+] Raw State JSON (click to toggle)
|
||||
</div>
|
||||
<div class="debug-content" style="display: none;">{{ raw_state | tojson(indent=2) }}</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Right Panel: Turn Order & Effects -->
|
||||
<div class="panel right-panel">
|
||||
<h3>Turn Order</h3>
|
||||
|
||||
<div class="turn-order">
|
||||
{% for combatant_id in turn_order %}
|
||||
{% set ns = namespace(combatant=None) %}
|
||||
{% for c in encounter.combatants %}
|
||||
{% if c.combatant_id == combatant_id %}
|
||||
{% set ns.combatant = c %}
|
||||
{% endif %}
|
||||
{% endfor %}
|
||||
<div class="turn-item {% if combatant_id == current_turn_id %}active{% endif %}">
|
||||
<span class="turn-number">{{ loop.index }}</span>
|
||||
<span class="turn-name {% if ns.combatant and ns.combatant.is_player %}player{% else %}enemy{% endif %}">
|
||||
{% if ns.combatant %}{{ ns.combatant.name }}{% else %}{{ combatant_id[:8] }}{% endif %}
|
||||
</span>
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
|
||||
<h3 style="margin-top: 1rem;">Active Effects</h3>
|
||||
<div class="effects-panel">
|
||||
{% if player_combatant and player_combatant.active_effects %}
|
||||
{% for effect in player_combatant.active_effects %}
|
||||
<div class="effect-item">
|
||||
<span class="effect-name">{{ effect.name }}</span>
|
||||
<span class="effect-duration">{{ effect.remaining_duration }} turns</span>
|
||||
</div>
|
||||
{% endfor %}
|
||||
{% else %}
|
||||
<p style="color: #6b7280; font-size: 0.85rem; text-align: center;">No active effects</p>
|
||||
{% endif %}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Modal Container -->
|
||||
<div id="modal-container"></div>
|
||||
|
||||
<!-- Sheet Container -->
|
||||
<div id="sheet-container"></div>
|
||||
|
||||
<script>
|
||||
// Close modal function
|
||||
function closeModal() {
|
||||
document.getElementById('modal-container').innerHTML = '';
|
||||
}
|
||||
|
||||
// Close combat sheet function
|
||||
function closeCombatSheet() {
|
||||
document.getElementById('sheet-container').innerHTML = '';
|
||||
}
|
||||
|
||||
// Refresh combat state panel
|
||||
function refreshCombatState() {
|
||||
htmx.ajax('GET', '{{ url_for("dev.combat_state", session_id=session_id) }}', {
|
||||
target: '#state-content',
|
||||
swap: 'innerHTML'
|
||||
});
|
||||
}
|
||||
|
||||
// Auto-scroll combat log
|
||||
const combatLog = document.getElementById('combat-log');
|
||||
if (combatLog) {
|
||||
combatLog.scrollTop = combatLog.scrollHeight;
|
||||
}
|
||||
|
||||
// Observe combat log for new entries and auto-scroll
|
||||
const observer = new MutationObserver(function() {
|
||||
combatLog.scrollTop = combatLog.scrollHeight;
|
||||
});
|
||||
observer.observe(combatLog, { childList: true });
|
||||
|
||||
// Guard against duplicate enemy turn requests
|
||||
let enemyTurnPending = false;
|
||||
let enemyTurnTimeout = null;
|
||||
|
||||
function triggerEnemyTurn(delay = 1000) {
|
||||
// Prevent duplicate requests
|
||||
if (enemyTurnPending) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Clear any pending timeout
|
||||
if (enemyTurnTimeout) {
|
||||
clearTimeout(enemyTurnTimeout);
|
||||
}
|
||||
|
||||
enemyTurnPending = true;
|
||||
enemyTurnTimeout = setTimeout(function() {
|
||||
htmx.ajax('POST', '{{ url_for("dev.combat_enemy_turn", session_id=session_id) }}', {
|
||||
target: '#combat-log',
|
||||
swap: 'beforeend'
|
||||
}).then(function() {
|
||||
enemyTurnPending = false;
|
||||
// Refresh state after enemy turn completes
|
||||
setTimeout(refreshCombatState, 500);
|
||||
}).catch(function() {
|
||||
enemyTurnPending = false;
|
||||
});
|
||||
}, delay);
|
||||
}
|
||||
|
||||
// Auto-trigger enemy turn on page load if it's not the player's turn
|
||||
{% if not is_player_turn %}
|
||||
document.addEventListener('DOMContentLoaded', function() {
|
||||
// Small delay to let the page render first
|
||||
triggerEnemyTurn(500);
|
||||
});
|
||||
{% endif %}
|
||||
|
||||
// Handle enemy turn trigger
|
||||
document.body.addEventListener('htmx:afterRequest', function(event) {
|
||||
// Check for enemyTurn trigger
|
||||
const trigger = event.detail.xhr.getResponseHeader('HX-Trigger');
|
||||
if (trigger && trigger.includes('enemyTurn')) {
|
||||
triggerEnemyTurn(1000);
|
||||
}
|
||||
|
||||
// Refresh state after any combat action (player action, debug action, but NOT enemy turn - handled above)
|
||||
const requestUrl = event.detail.pathInfo?.requestPath || '';
|
||||
const isActionBtn = event.detail.elt && event.detail.elt.classList && event.detail.elt.classList.contains('action-btn');
|
||||
const isDebugBtn = event.detail.elt && event.detail.elt.classList && event.detail.elt.classList.contains('debug-btn');
|
||||
|
||||
if (isActionBtn || isDebugBtn) {
|
||||
setTimeout(refreshCombatState, 500);
|
||||
}
|
||||
});
|
||||
|
||||
// Re-enable buttons when player turn returns
|
||||
document.body.addEventListener('htmx:afterSwap', function(event) {
|
||||
// If state was updated, check if it's player turn
|
||||
if (event.detail.target.id === 'state-content') {
|
||||
const stateContent = document.getElementById('state-content');
|
||||
const isPlayerTurn = stateContent && stateContent.textContent.includes('Your Turn');
|
||||
const buttons = document.querySelectorAll('.action-btn');
|
||||
buttons.forEach(function(btn) {
|
||||
btn.disabled = !isPlayerTurn;
|
||||
});
|
||||
}
|
||||
});
|
||||
</script>
|
||||
{% endblock %}
|
||||
@@ -83,6 +83,14 @@
|
||||
</a>
|
||||
</div>
|
||||
|
||||
<div class="dev-section">
|
||||
<h2>Combat System</h2>
|
||||
<a href="{{ url_for('dev.combat_hub') }}" class="dev-link">
|
||||
Combat System Tester
|
||||
<small>Start encounters, test actions, abilities, items, and enemy AI</small>
|
||||
</a>
|
||||
</div>
|
||||
|
||||
<div class="dev-section">
|
||||
<h2>Quest System</h2>
|
||||
<span class="dev-link dev-link-disabled">
|
||||
|
||||
62
public_web/templates/dev/partials/ability_modal.html
Normal file
62
public_web/templates/dev/partials/ability_modal.html
Normal file
@@ -0,0 +1,62 @@
|
||||
<!-- Ability Selection Modal -->
|
||||
|
||||
<div class="modal-overlay" onclick="closeModal()">
|
||||
<div class="modal-content" onclick="event.stopPropagation()">
|
||||
<div style="display: flex; justify-content: space-between; align-items: center; margin-bottom: 1rem;">
|
||||
<h3 style="margin: 0; color: #f59e0b;">Select Ability</h3>
|
||||
<button onclick="closeModal()" style="background: none; border: none; color: #9ca3af; font-size: 1.5rem; cursor: pointer;">×</button>
|
||||
</div>
|
||||
|
||||
{% if abilities %}
|
||||
<div style="display: flex; flex-direction: column; gap: 0.5rem;">
|
||||
{% for ability in abilities %}
|
||||
<button style="
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
padding: 1rem;
|
||||
background: {{ '#2a2a3a' if ability.available else '#1a1a2a' }};
|
||||
border: 1px solid {{ '#4a4a5a' if ability.available else '#3a3a4a' }};
|
||||
border-radius: 6px;
|
||||
cursor: {{ 'pointer' if ability.available else 'not-allowed' }};
|
||||
opacity: {{ '1' if ability.available else '0.5' }};
|
||||
text-align: left;
|
||||
transition: all 0.2s;
|
||||
"
|
||||
{% if ability.available %}
|
||||
hx-post="{{ url_for('dev.combat_action', session_id=session_id) }}"
|
||||
hx-vals='{"action_type": "ability", "ability_id": "{{ ability.id }}"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend"
|
||||
onclick="closeModal()"
|
||||
{% else %}
|
||||
disabled
|
||||
{% endif %}>
|
||||
<div>
|
||||
<div style="color: #e5e7eb; font-weight: 500;">{{ ability.name }}</div>
|
||||
{% if ability.description %}
|
||||
<div style="color: #9ca3af; font-size: 0.8rem; margin-top: 0.25rem;">{{ ability.description[:100] }}{% if ability.description|length > 100 %}...{% endif %}</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
<div style="text-align: right;">
|
||||
{% if ability.mp_cost > 0 %}
|
||||
<div style="color: #60a5fa; font-size: 0.85rem;">{{ ability.mp_cost }} MP</div>
|
||||
{% endif %}
|
||||
{% if ability.cooldown > 0 %}
|
||||
<div style="color: #f59e0b; font-size: 0.75rem;">CD: {{ ability.cooldown }}</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
</button>
|
||||
{% endfor %}
|
||||
</div>
|
||||
{% else %}
|
||||
<div style="text-align: center; color: #6b7280; padding: 2rem;">
|
||||
No abilities available.
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
<button class="modal-close" onclick="closeModal()" style="width: 100%; margin-top: 1rem;">
|
||||
Cancel
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
19
public_web/templates/dev/partials/combat_debug_log.html
Normal file
19
public_web/templates/dev/partials/combat_debug_log.html
Normal file
@@ -0,0 +1,19 @@
|
||||
<!-- Combat Debug Log Entry Partial - appended to combat log -->
|
||||
|
||||
{% for entry in combat_log %}
|
||||
<div class="log-entry log-entry--{{ entry.type }}">
|
||||
{% if entry.actor %}
|
||||
<span class="log-actor">{{ entry.actor }}</span>
|
||||
{% endif %}
|
||||
<span class="log-message">{{ entry.message }}</span>
|
||||
{% if entry.damage %}
|
||||
<span class="log-damage">-{{ entry.damage }} HP</span>
|
||||
{% endif %}
|
||||
{% if entry.heal %}
|
||||
<span class="log-heal">+{{ entry.heal }} HP</span>
|
||||
{% endif %}
|
||||
{% if entry.is_crit %}
|
||||
<span class="log-crit">CRITICAL!</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
{% endfor %}
|
||||
32
public_web/templates/dev/partials/combat_defeat.html
Normal file
32
public_web/templates/dev/partials/combat_defeat.html
Normal file
@@ -0,0 +1,32 @@
|
||||
<!-- Combat Defeat Screen -->
|
||||
|
||||
<div style="text-align: center; padding: 2rem;">
|
||||
<div style="font-size: 3rem; margin-bottom: 1rem;">💀</div>
|
||||
<h2 style="color: #ef4444; margin-bottom: 1rem;">Defeat</h2>
|
||||
<p style="color: #d1d5db; margin-bottom: 2rem;">You have been defeated in battle...</p>
|
||||
|
||||
<!-- Penalties -->
|
||||
{% if gold_lost and gold_lost > 0 %}
|
||||
<div style="background: rgba(127, 29, 29, 0.3); border-radius: 8px; padding: 1rem; margin-bottom: 1.5rem;">
|
||||
<div style="color: #fecaca;">
|
||||
<span style="color: #ef4444; font-weight: 600;">-{{ gold_lost }} gold</span> lost
|
||||
</div>
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
<p style="color: #9ca3af; font-size: 0.9rem; margin-bottom: 2rem;">
|
||||
Your progress has been saved. You can try again or return to town.
|
||||
</p>
|
||||
|
||||
<!-- Actions -->
|
||||
<div style="display: flex; gap: 1rem; justify-content: center;">
|
||||
<a href="{{ url_for('dev.combat_hub') }}"
|
||||
style="padding: 0.75rem 1.5rem; background: #ef4444; color: white; border-radius: 6px; text-decoration: none;">
|
||||
Try Again
|
||||
</a>
|
||||
<a href="{{ url_for('dev.story_hub') }}"
|
||||
style="padding: 0.75rem 1.5rem; background: #6b7280; color: white; border-radius: 6px; text-decoration: none;">
|
||||
Return to Town
|
||||
</a>
|
||||
</div>
|
||||
</div>
|
||||
88
public_web/templates/dev/partials/combat_items_sheet.html
Normal file
88
public_web/templates/dev/partials/combat_items_sheet.html
Normal file
@@ -0,0 +1,88 @@
|
||||
<!-- Combat Items Bottom Sheet -->
|
||||
|
||||
<div class="sheet-backdrop" onclick="closeCombatSheet()"></div>
|
||||
<div class="combat-items-sheet open">
|
||||
<div class="sheet-header">
|
||||
<h3>Use Item</h3>
|
||||
<button class="sheet-close" onclick="closeCombatSheet()">×</button>
|
||||
</div>
|
||||
|
||||
<div class="sheet-body">
|
||||
{% if has_consumables %}
|
||||
<div style="display: grid; grid-template-columns: repeat(auto-fill, minmax(150px, 1fr)); gap: 0.75rem;">
|
||||
{% for item in consumables %}
|
||||
<button style="
|
||||
padding: 1rem;
|
||||
background: #2a2a3a;
|
||||
border: 1px solid #4a4a5a;
|
||||
border-radius: 6px;
|
||||
cursor: pointer;
|
||||
text-align: left;
|
||||
transition: all 0.2s;
|
||||
"
|
||||
hx-get="{{ url_for('dev.combat_item_detail', session_id=session_id, item_id=item.item_id) }}"
|
||||
hx-target="#item-detail"
|
||||
hx-swap="innerHTML">
|
||||
<div style="color: #e5e7eb; font-weight: 500; margin-bottom: 0.25rem;">{{ item.name }}</div>
|
||||
<div style="color:
|
||||
{% if item.rarity == 'uncommon' %}#10b981
|
||||
{% elif item.rarity == 'rare' %}#3b82f6
|
||||
{% elif item.rarity == 'epic' %}#a78bfa
|
||||
{% elif item.rarity == 'legendary' %}#f59e0b
|
||||
{% else %}#9ca3af{% endif %};
|
||||
font-size: 0.75rem; text-transform: capitalize;">
|
||||
{{ item.rarity }}
|
||||
</div>
|
||||
</button>
|
||||
{% endfor %}
|
||||
</div>
|
||||
|
||||
<!-- Item Detail Panel -->
|
||||
<div id="item-detail" style="margin-top: 1rem; padding-top: 1rem; border-top: 1px solid #4a4a5a;">
|
||||
<div style="text-align: center; color: #6b7280; font-size: 0.9rem;">
|
||||
Select an item to see details
|
||||
</div>
|
||||
</div>
|
||||
{% else %}
|
||||
<div style="text-align: center; color: #6b7280; padding: 2rem;">
|
||||
No consumable items in inventory.
|
||||
</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<style>
|
||||
.detail-info {
|
||||
background: #1a1a2a;
|
||||
border-radius: 6px;
|
||||
padding: 1rem;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.detail-name {
|
||||
color: #e5e7eb;
|
||||
font-weight: 600;
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.detail-effect {
|
||||
color: #10b981;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.use-btn {
|
||||
width: 100%;
|
||||
padding: 0.75rem;
|
||||
background: #10b981;
|
||||
color: white;
|
||||
border: none;
|
||||
border-radius: 6px;
|
||||
font-weight: 600;
|
||||
cursor: pointer;
|
||||
transition: background 0.2s;
|
||||
}
|
||||
|
||||
.use-btn:hover {
|
||||
background: #059669;
|
||||
}
|
||||
</style>
|
||||
84
public_web/templates/dev/partials/combat_state.html
Normal file
84
public_web/templates/dev/partials/combat_state.html
Normal file
@@ -0,0 +1,84 @@
|
||||
<!-- Combat State Partial - refreshable via HTMX -->
|
||||
|
||||
<div class="state-section">
|
||||
<h4>Encounter Info</h4>
|
||||
<div class="state-item">
|
||||
<div class="state-label">Round</div>
|
||||
<div class="state-value">{{ encounter.round_number or 1 }}</div>
|
||||
</div>
|
||||
<div class="state-item">
|
||||
<div class="state-label">Status</div>
|
||||
<div class="state-value">{{ encounter.status or 'active' }}</div>
|
||||
</div>
|
||||
<div class="state-item">
|
||||
<div class="state-label">Current Turn</div>
|
||||
<div class="state-value">
|
||||
{% if is_player_turn %}
|
||||
<span style="color: #60a5fa;">Your Turn</span>
|
||||
{% else %}
|
||||
<span style="color: #f87171;">Enemy Turn</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Player Card -->
|
||||
{% if player_combatant %}
|
||||
<div class="state-section">
|
||||
<h4>Player</h4>
|
||||
<div class="combatant-card player {% if player_combatant.combatant_id == current_turn_id %}active{% endif %} {% if player_combatant.current_hp <= 0 %}defeated{% endif %}">
|
||||
<div class="combatant-name">{{ player_combatant.name }}</div>
|
||||
|
||||
<!-- HP Bar -->
|
||||
{% set hp_percent = (player_combatant.current_hp / player_combatant.max_hp * 100) if player_combatant.max_hp > 0 else 0 %}
|
||||
<div class="resource-bar">
|
||||
<div class="resource-bar-fill hp {% if hp_percent < 25 %}low{% endif %}"
|
||||
style="width: {{ hp_percent }}%"></div>
|
||||
</div>
|
||||
<div class="resource-text">
|
||||
<span>HP</span>
|
||||
<span>{{ player_combatant.current_hp }}/{{ player_combatant.max_hp }}</span>
|
||||
</div>
|
||||
|
||||
<!-- MP Bar -->
|
||||
{% if player_combatant.max_mp and player_combatant.max_mp > 0 %}
|
||||
{% set mp_percent = (player_combatant.current_mp / player_combatant.max_mp * 100) if player_combatant.max_mp > 0 else 0 %}
|
||||
<div class="resource-bar" style="margin-top: 0.5rem;">
|
||||
<div class="resource-bar-fill mp" style="width: {{ mp_percent }}%"></div>
|
||||
</div>
|
||||
<div class="resource-text">
|
||||
<span>MP</span>
|
||||
<span>{{ player_combatant.current_mp }}/{{ player_combatant.max_mp }}</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
<!-- Enemy Cards -->
|
||||
{% if enemy_combatants %}
|
||||
<div class="state-section">
|
||||
<h4>Enemies ({{ enemy_combatants | length }})</h4>
|
||||
{% for enemy in enemy_combatants %}
|
||||
<div class="combatant-card enemy {% if enemy.combatant_id == current_turn_id %}active{% endif %} {% if enemy.current_hp <= 0 %}defeated{% endif %}">
|
||||
<div class="combatant-name">
|
||||
{{ enemy.name }}
|
||||
{% if enemy.current_hp <= 0 %}
|
||||
<span style="color: #6b7280; font-size: 0.75rem;">(Defeated)</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
|
||||
<!-- HP Bar -->
|
||||
{% set enemy_hp_percent = (enemy.current_hp / enemy.max_hp * 100) if enemy.max_hp > 0 else 0 %}
|
||||
<div class="resource-bar">
|
||||
<div class="resource-bar-fill hp {% if enemy_hp_percent < 25 %}low{% endif %}"
|
||||
style="width: {{ enemy_hp_percent }}%"></div>
|
||||
</div>
|
||||
<div class="resource-text">
|
||||
<span>HP</span>
|
||||
<span>{{ enemy.current_hp }}/{{ enemy.max_hp }}</span>
|
||||
</div>
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
{% endif %}
|
||||
68
public_web/templates/dev/partials/combat_victory.html
Normal file
68
public_web/templates/dev/partials/combat_victory.html
Normal file
@@ -0,0 +1,68 @@
|
||||
<!-- Combat Victory Screen -->
|
||||
|
||||
<div style="text-align: center; padding: 2rem;">
|
||||
<div style="font-size: 3rem; margin-bottom: 1rem;">🏆</div>
|
||||
<h2 style="color: #10b981; margin-bottom: 1rem;">Victory!</h2>
|
||||
<p style="color: #d1d5db; margin-bottom: 2rem;">You have defeated your enemies!</p>
|
||||
|
||||
<!-- Rewards Section -->
|
||||
{% if rewards %}
|
||||
<div style="background: #2a2a3a; border-radius: 8px; padding: 1.5rem; margin-bottom: 1.5rem; text-align: left;">
|
||||
<h3 style="color: #f59e0b; margin-top: 0; margin-bottom: 1rem;">Rewards</h3>
|
||||
|
||||
{% if rewards.experience %}
|
||||
<div style="display: flex; justify-content: space-between; margin-bottom: 0.5rem;">
|
||||
<span style="color: #9ca3af;">Experience</span>
|
||||
<span style="color: #a78bfa; font-weight: 600;">+{{ rewards.experience }} XP</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
{% if rewards.gold %}
|
||||
<div style="display: flex; justify-content: space-between; margin-bottom: 0.5rem;">
|
||||
<span style="color: #9ca3af;">Gold</span>
|
||||
<span style="color: #fbbf24; font-weight: 600;">+{{ rewards.gold }} gold</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
{% if rewards.level_ups %}
|
||||
<div style="background: rgba(168, 85, 247, 0.2); border-radius: 6px; padding: 1rem; margin-top: 1rem;">
|
||||
<div style="color: #a78bfa; font-weight: 600;">Level Up!</div>
|
||||
<div style="color: #d1d5db; font-size: 0.9rem;">You have reached a new level!</div>
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
{% if rewards.items %}
|
||||
<div style="margin-top: 1rem; padding-top: 1rem; border-top: 1px solid #4a4a5a;">
|
||||
<div style="color: #9ca3af; font-size: 0.85rem; margin-bottom: 0.5rem;">Loot Obtained:</div>
|
||||
{% for item in rewards.items %}
|
||||
<div style="display: flex; align-items: center; padding: 0.5rem; background: #1a1a2a; border-radius: 4px; margin-bottom: 0.25rem;">
|
||||
<span style="color: #e5e7eb;">{{ item.name }}</span>
|
||||
{% if item.rarity and item.rarity != 'common' %}
|
||||
<span style="margin-left: 0.5rem; font-size: 0.75rem; color:
|
||||
{% if item.rarity == 'uncommon' %}#10b981
|
||||
{% elif item.rarity == 'rare' %}#3b82f6
|
||||
{% elif item.rarity == 'epic' %}#a78bfa
|
||||
{% elif item.rarity == 'legendary' %}#f59e0b
|
||||
{% else %}#9ca3af{% endif %};">
|
||||
({{ item.rarity }})
|
||||
</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
<!-- Actions -->
|
||||
<div style="display: flex; gap: 1rem; justify-content: center;">
|
||||
<a href="{{ url_for('dev.combat_hub') }}"
|
||||
style="padding: 0.75rem 1.5rem; background: #3b82f6; color: white; border-radius: 6px; text-decoration: none;">
|
||||
Back to Combat Hub
|
||||
</a>
|
||||
<a href="{{ url_for('dev.story_hub') }}"
|
||||
style="padding: 0.75rem 1.5rem; background: #6b7280; color: white; border-radius: 6px; text-decoration: none;">
|
||||
Continue Adventure
|
||||
</a>
|
||||
</div>
|
||||
</div>
|
||||
258
public_web/templates/game/combat.html
Normal file
258
public_web/templates/game/combat.html
Normal file
@@ -0,0 +1,258 @@
|
||||
{% extends "base.html" %}
|
||||
|
||||
{% block title %}Combat - Code of Conquest{% endblock %}
|
||||
|
||||
{% block extra_head %}
|
||||
<link rel="stylesheet" href="{{ url_for('static', filename='css/combat.css') }}">
|
||||
<link rel="stylesheet" href="{{ url_for('static', filename='css/inventory.css') }}">
|
||||
{% endblock %}
|
||||
|
||||
{% block content %}
|
||||
<div class="combat-page">
|
||||
<div class="combat-container">
|
||||
{# ===== COMBAT HEADER ===== #}
|
||||
<header class="combat-header">
|
||||
<h1 class="combat-title">
|
||||
<span class="combat-title-icon">⚔</span>
|
||||
Combat Encounter
|
||||
</h1>
|
||||
<div class="combat-round">
|
||||
<span class="round-counter">Round <strong>{{ encounter.round_number }}</strong></span>
|
||||
{% if is_player_turn %}
|
||||
<span class="turn-indicator turn-indicator--player">Your Turn</span>
|
||||
{% else %}
|
||||
<span class="turn-indicator turn-indicator--enemy">Enemy Turn</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
</header>
|
||||
|
||||
{# ===== LEFT COLUMN: COMBATANTS ===== #}
|
||||
<aside class="combatant-panel">
|
||||
{# Player Section #}
|
||||
<div class="combatant-section">
|
||||
<h2 class="combatant-section-title">Your Party</h2>
|
||||
{% for combatant in encounter.combatants if combatant.is_player %}
|
||||
<div class="combatant-card combatant-card--player {% if combatant.combatant_id == current_turn_id %}combatant-card--active{% endif %} {% if combatant.current_hp <= 0 %}combatant-card--defeated{% endif %}">
|
||||
<div class="combatant-header">
|
||||
<span class="combatant-name">{{ combatant.name }}</span>
|
||||
<span class="combatant-level">Lv.{{ combatant.level|default(1) }}</span>
|
||||
</div>
|
||||
<div class="combatant-resources">
|
||||
{% set hp_percent = ((combatant.current_hp / combatant.max_hp) * 100)|round|int %}
|
||||
<div class="resource-bar resource-bar--hp {% if hp_percent < 25 %}low{% endif %}">
|
||||
<div class="resource-bar-label">
|
||||
<span class="resource-bar-name">HP</span>
|
||||
<span class="resource-bar-value">{{ combatant.current_hp }} / {{ combatant.max_hp }}</span>
|
||||
</div>
|
||||
<div class="resource-bar-track">
|
||||
<div class="resource-bar-fill" style="width: {{ hp_percent }}%"></div>
|
||||
</div>
|
||||
</div>
|
||||
{% set mp_percent = ((combatant.current_mp / combatant.max_mp) * 100)|round|int if combatant.max_mp > 0 else 0 %}
|
||||
<div class="resource-bar resource-bar--mp">
|
||||
<div class="resource-bar-label">
|
||||
<span class="resource-bar-name">MP</span>
|
||||
<span class="resource-bar-value">{{ combatant.current_mp }} / {{ combatant.max_mp }}</span>
|
||||
</div>
|
||||
<div class="resource-bar-track">
|
||||
<div class="resource-bar-fill" style="width: {{ mp_percent }}%"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
|
||||
{# Enemies Section #}
|
||||
<div class="combatant-section">
|
||||
<h2 class="combatant-section-title">Enemies</h2>
|
||||
{% for combatant in encounter.combatants if not combatant.is_player %}
|
||||
<div class="combatant-card combatant-card--enemy {% if combatant.combatant_id == current_turn_id %}combatant-card--active{% endif %} {% if combatant.current_hp <= 0 %}combatant-card--defeated{% endif %}">
|
||||
<div class="combatant-header">
|
||||
<span class="combatant-name">{{ combatant.name }}</span>
|
||||
<span class="combatant-level">{% if combatant.current_hp <= 0 %}Defeated{% endif %}</span>
|
||||
</div>
|
||||
<div class="combatant-resources">
|
||||
{% set hp_percent = ((combatant.current_hp / combatant.max_hp) * 100)|round|int %}
|
||||
<div class="resource-bar resource-bar--hp {% if hp_percent < 25 %}low{% endif %}">
|
||||
<div class="resource-bar-label">
|
||||
<span class="resource-bar-name">HP</span>
|
||||
<span class="resource-bar-value">{{ combatant.current_hp }} / {{ combatant.max_hp }}</span>
|
||||
</div>
|
||||
<div class="resource-bar-track">
|
||||
<div class="resource-bar-fill" style="width: {{ hp_percent }}%"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
</aside>
|
||||
|
||||
{# ===== CENTER COLUMN: COMBAT LOG + ACTIONS ===== #}
|
||||
<main class="combat-main">
|
||||
{# Combat Log #}
|
||||
<div id="combat-log" class="combat-log" role="log" aria-live="polite" aria-label="Combat log">
|
||||
{% include "game/partials/combat_log.html" %}
|
||||
</div>
|
||||
|
||||
{# Combat Actions #}
|
||||
<div id="combat-actions" class="combat-actions">
|
||||
{% include "game/partials/combat_actions.html" %}
|
||||
</div>
|
||||
</main>
|
||||
|
||||
{# ===== RIGHT COLUMN: TURN ORDER + EFFECTS ===== #}
|
||||
<aside class="combat-sidebar">
|
||||
{# Turn Order #}
|
||||
<div class="turn-order">
|
||||
<h2 class="turn-order__title">Turn Order</h2>
|
||||
<div class="turn-order__list">
|
||||
{% for combatant_id in encounter.turn_order %}
|
||||
{% set combatant = encounter.combatants|selectattr('combatant_id', 'equalto', combatant_id)|first %}
|
||||
{% if combatant %}
|
||||
<div class="turn-order__item {% if combatant.is_player %}turn-order__item--player{% else %}turn-order__item--enemy{% endif %} {% if combatant_id == current_turn_id %}turn-order__item--active{% endif %} {% if combatant.current_hp <= 0 %}turn-order__item--defeated{% endif %}">
|
||||
<span class="turn-order__position">{{ loop.index }}</span>
|
||||
<span class="turn-order__name">{{ combatant.name }}</span>
|
||||
{% if combatant_id == current_turn_id %}
|
||||
<span class="turn-order__check" title="Current turn">➤</span>
|
||||
{% elif combatant.current_hp <= 0 %}
|
||||
<span class="turn-order__check" title="Defeated">✗</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
{% endif %}
|
||||
{% endfor %}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{# Active Effects #}
|
||||
<div class="effects-panel">
|
||||
<h2 class="effects-panel__title">Active Effects</h2>
|
||||
{% if player_combatant and player_combatant.active_effects %}
|
||||
<div class="effects-list">
|
||||
{% for effect in player_combatant.active_effects %}
|
||||
<div class="effect-item effect-item--{{ effect.effect_type|default('buff') }}">
|
||||
<span class="effect-icon">
|
||||
{% if effect.effect_type == 'shield' %}🛡
|
||||
{% elif effect.effect_type == 'buff' %}⬆
|
||||
{% elif effect.effect_type == 'debuff' %}⬇
|
||||
{% elif effect.effect_type == 'dot' %}🔥
|
||||
{% elif effect.effect_type == 'hot' %}❤
|
||||
{% else %}★
|
||||
{% endif %}
|
||||
</span>
|
||||
<span class="effect-name">{{ effect.name }}</span>
|
||||
<span class="effect-duration">{{ effect.remaining_duration }} {% if effect.remaining_duration == 1 %}turn{% else %}turns{% endif %}</span>
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
{% else %}
|
||||
<p class="effects-empty">No active effects</p>
|
||||
{% endif %}
|
||||
</div>
|
||||
</aside>
|
||||
</div>
|
||||
|
||||
{# Modal Container for Ability selection #}
|
||||
<div id="modal-container"></div>
|
||||
|
||||
{# Combat Items Sheet Container #}
|
||||
<div id="combat-sheet-container"></div>
|
||||
</div>
|
||||
{% endblock %}
|
||||
|
||||
{% block scripts %}
|
||||
<script>
|
||||
// Auto-scroll combat log to bottom on new entries
|
||||
function scrollCombatLog() {
|
||||
const log = document.getElementById('combat-log');
|
||||
if (log) {
|
||||
log.scrollTop = log.scrollHeight;
|
||||
}
|
||||
}
|
||||
|
||||
// Scroll on page load
|
||||
document.addEventListener('DOMContentLoaded', scrollCombatLog);
|
||||
|
||||
// Scroll after HTMX swaps
|
||||
document.body.addEventListener('htmx:afterSwap', function(event) {
|
||||
if (event.detail.target.id === 'combat-log' ||
|
||||
event.detail.target.closest('#combat-log')) {
|
||||
scrollCombatLog();
|
||||
}
|
||||
});
|
||||
|
||||
// Close modal function
|
||||
function closeModal() {
|
||||
const container = document.getElementById('modal-container');
|
||||
if (container) {
|
||||
container.innerHTML = '';
|
||||
}
|
||||
}
|
||||
|
||||
// Close combat items sheet
|
||||
function closeCombatSheet() {
|
||||
const container = document.getElementById('combat-sheet-container');
|
||||
if (container) {
|
||||
container.innerHTML = '';
|
||||
}
|
||||
}
|
||||
|
||||
// Close modal/sheet on Escape key
|
||||
document.addEventListener('keydown', function(event) {
|
||||
if (event.key === 'Escape') {
|
||||
closeModal();
|
||||
closeCombatSheet();
|
||||
}
|
||||
});
|
||||
|
||||
// Guard against duplicate enemy turn requests
|
||||
let enemyTurnPending = false;
|
||||
let enemyTurnTimeout = null;
|
||||
|
||||
function triggerEnemyTurn() {
|
||||
// Prevent duplicate requests
|
||||
if (enemyTurnPending) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Clear any pending timeout
|
||||
if (enemyTurnTimeout) {
|
||||
clearTimeout(enemyTurnTimeout);
|
||||
}
|
||||
|
||||
enemyTurnPending = true;
|
||||
enemyTurnTimeout = setTimeout(function() {
|
||||
htmx.ajax('POST', '{{ url_for("combat.combat_enemy_turn", session_id=session_id) }}', {
|
||||
target: '#combat-log',
|
||||
swap: 'beforeend'
|
||||
}).then(function() {
|
||||
enemyTurnPending = false;
|
||||
}).catch(function() {
|
||||
enemyTurnPending = false;
|
||||
});
|
||||
}, 1000);
|
||||
}
|
||||
|
||||
// Handle enemy turn polling
|
||||
document.body.addEventListener('htmx:afterRequest', function(event) {
|
||||
// Check if we need to trigger enemy turn
|
||||
const response = event.detail.xhr;
|
||||
if (response && response.getResponseHeader('HX-Trigger')) {
|
||||
const triggers = response.getResponseHeader('HX-Trigger');
|
||||
if (triggers && triggers.includes('enemyTurn')) {
|
||||
triggerEnemyTurn();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Handle combat end redirect
|
||||
document.body.addEventListener('htmx:beforeSwap', function(event) {
|
||||
// If the response indicates combat ended, handle accordingly
|
||||
const response = event.detail.xhr;
|
||||
if (response && response.getResponseHeader('X-Combat-Ended')) {
|
||||
// Let the full page swap happen for victory/defeat screen
|
||||
}
|
||||
});
|
||||
</script>
|
||||
{% endblock %}
|
||||
61
public_web/templates/game/partials/ability_modal.html
Normal file
61
public_web/templates/game/partials/ability_modal.html
Normal file
@@ -0,0 +1,61 @@
|
||||
{# Ability Selection Modal - Shows available abilities during combat #}
|
||||
|
||||
<div class="modal-overlay" onclick="if(event.target === this) closeModal()">
|
||||
<div class="modal-content modal-content--md">
|
||||
<div class="modal-header">
|
||||
<h3 class="modal-title">Select Ability</h3>
|
||||
<button class="modal-close" onclick="closeModal()" aria-label="Close modal">×</button>
|
||||
</div>
|
||||
<div class="modal-body">
|
||||
{% if abilities %}
|
||||
<div class="ability-list">
|
||||
{% for ability in abilities %}
|
||||
<button class="ability-btn"
|
||||
hx-post="{{ url_for('combat.combat_action', session_id=session_id) }}"
|
||||
hx-vals='{"action_type": "ability", "ability_id": "{{ ability.id }}"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend"
|
||||
hx-disabled-elt="this"
|
||||
{% if not ability.available %}disabled{% endif %}
|
||||
onclick="closeModal()">
|
||||
<span class="ability-icon">
|
||||
{% if ability.damage_type == 'fire' %}🔥
|
||||
{% elif ability.damage_type == 'ice' %}❄
|
||||
{% elif ability.damage_type == 'lightning' %}⚡
|
||||
{% elif ability.effect_type == 'heal' %}❤
|
||||
{% elif ability.effect_type == 'buff' %}⬆
|
||||
{% elif ability.effect_type == 'debuff' %}⬇
|
||||
{% else %}✨
|
||||
{% endif %}
|
||||
</span>
|
||||
<div class="ability-info">
|
||||
<span class="ability-name">{{ ability.name }}</span>
|
||||
<span class="ability-description">{{ ability.description|default('A powerful ability.') }}</span>
|
||||
</div>
|
||||
<div class="ability-meta">
|
||||
{% if ability.mp_cost > 0 %}
|
||||
<span class="ability-cost">{{ ability.mp_cost }} MP</span>
|
||||
{% endif %}
|
||||
{% if ability.cooldown > 0 %}
|
||||
<span class="ability-cooldown ability-cooldown--active">{{ ability.cooldown }} turns CD</span>
|
||||
{% elif ability.max_cooldown > 0 %}
|
||||
<span class="ability-cooldown">{{ ability.max_cooldown }} turns CD</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
</button>
|
||||
{% endfor %}
|
||||
</div>
|
||||
{% else %}
|
||||
<div class="items-empty">
|
||||
<p>No abilities available.</p>
|
||||
<p style="font-size: var(--text-xs); margin-top: 0.5rem; color: var(--text-muted);">
|
||||
Learn abilities by leveling up or finding skill tomes.
|
||||
</p>
|
||||
</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
<div class="modal-footer">
|
||||
<button class="btn btn--secondary" onclick="closeModal()">Cancel</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@@ -82,8 +82,19 @@ Displays character stats, resource bars, and action buttons
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{# Quick Actions (Equipment, NPC, Travel) #}
|
||||
{# Quick Actions (Inventory, Equipment, NPC, Travel) #}
|
||||
<div class="quick-actions">
|
||||
{# Inventory - Opens modal #}
|
||||
<button class="action-btn action-btn--special"
|
||||
hx-get="{{ url_for('game.inventory_modal', session_id=session_id) }}"
|
||||
hx-target="#modal-container"
|
||||
hx-swap="innerHTML"
|
||||
aria-label="Open inventory">
|
||||
<span class="action-icon">💼</span>
|
||||
Inventory
|
||||
<span class="action-count">({{ character.inventory|length|default(0) }})</span>
|
||||
</button>
|
||||
|
||||
{# Equipment & Gear - Opens modal #}
|
||||
<button class="action-btn action-btn--special"
|
||||
hx-get="{{ url_for('game.equipment_modal', session_id=session_id) }}"
|
||||
|
||||
87
public_web/templates/game/partials/combat_actions.html
Normal file
87
public_web/templates/game/partials/combat_actions.html
Normal file
@@ -0,0 +1,87 @@
|
||||
{# Combat Actions Partial - Action buttons for combat #}
|
||||
{# This partial shows the available combat actions #}
|
||||
|
||||
{% if is_player_turn %}
|
||||
<div class="combat-actions__grid">
|
||||
{# Attack Button - Direct action #}
|
||||
<button class="combat-action-btn combat-action-btn--attack"
|
||||
hx-post="{{ url_for('combat.combat_action', session_id=session_id) }}"
|
||||
hx-vals='{"action_type": "attack"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend"
|
||||
hx-disabled-elt="this"
|
||||
title="Basic attack with your weapon">
|
||||
<span class="combat-action-btn__icon">⚔</span>
|
||||
<span>Attack</span>
|
||||
</button>
|
||||
|
||||
{# Ability Button - Opens modal #}
|
||||
<button class="combat-action-btn combat-action-btn--ability"
|
||||
hx-get="{{ url_for('combat.combat_abilities', session_id=session_id) }}"
|
||||
hx-target="#modal-container"
|
||||
hx-swap="innerHTML"
|
||||
title="Use a special ability or spell">
|
||||
<span class="combat-action-btn__icon">✨</span>
|
||||
<span>Ability</span>
|
||||
</button>
|
||||
|
||||
{# Item Button - Opens bottom sheet #}
|
||||
<button class="combat-action-btn combat-action-btn--item"
|
||||
hx-get="{{ url_for('combat.combat_items', session_id=session_id) }}"
|
||||
hx-target="#combat-sheet-container"
|
||||
hx-swap="innerHTML"
|
||||
title="Use an item from your inventory">
|
||||
<span class="combat-action-btn__icon">🍷</span>
|
||||
<span>Item</span>
|
||||
</button>
|
||||
|
||||
{# Defend Button - Direct action #}
|
||||
<button class="combat-action-btn combat-action-btn--defend"
|
||||
hx-post="{{ url_for('combat.combat_action', session_id=session_id) }}"
|
||||
hx-vals='{"action_type": "defend"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend"
|
||||
hx-disabled-elt="this"
|
||||
title="Take a defensive stance, reducing damage taken">
|
||||
<span class="combat-action-btn__icon">🛡</span>
|
||||
<span>Defend</span>
|
||||
</button>
|
||||
|
||||
{# Flee Button - Direct action #}
|
||||
<button class="combat-action-btn combat-action-btn--flee"
|
||||
hx-post="{{ url_for('combat.combat_flee', session_id=session_id) }}"
|
||||
hx-target="body"
|
||||
hx-swap="innerHTML"
|
||||
hx-disabled-elt="this"
|
||||
hx-confirm="Are you sure you want to flee from combat?"
|
||||
title="Attempt to escape from battle">
|
||||
<span class="combat-action-btn__icon">🏃</span>
|
||||
<span>Flee</span>
|
||||
</button>
|
||||
</div>
|
||||
{% else %}
|
||||
<div class="combat-actions__grid">
|
||||
{# Disabled buttons when not player's turn #}
|
||||
<button class="combat-action-btn combat-action-btn--attack" disabled>
|
||||
<span class="combat-action-btn__icon">⚔</span>
|
||||
<span>Attack</span>
|
||||
</button>
|
||||
<button class="combat-action-btn combat-action-btn--ability" disabled>
|
||||
<span class="combat-action-btn__icon">✨</span>
|
||||
<span>Ability</span>
|
||||
</button>
|
||||
<button class="combat-action-btn combat-action-btn--item" disabled>
|
||||
<span class="combat-action-btn__icon">🍷</span>
|
||||
<span>Item</span>
|
||||
</button>
|
||||
<button class="combat-action-btn combat-action-btn--defend" disabled>
|
||||
<span class="combat-action-btn__icon">🛡</span>
|
||||
<span>Defend</span>
|
||||
</button>
|
||||
<button class="combat-action-btn combat-action-btn--flee" disabled>
|
||||
<span class="combat-action-btn__icon">🏃</span>
|
||||
<span>Flee</span>
|
||||
</button>
|
||||
</div>
|
||||
<p class="combat-actions__disabled-message">Waiting for enemy turn...</p>
|
||||
{% endif %}
|
||||
55
public_web/templates/game/partials/combat_defeat.html
Normal file
55
public_web/templates/game/partials/combat_defeat.html
Normal file
@@ -0,0 +1,55 @@
|
||||
{% extends "base.html" %}
|
||||
|
||||
{% block title %}Defeated - Code of Conquest{% endblock %}
|
||||
|
||||
{% block extra_head %}
|
||||
<link rel="stylesheet" href="{{ url_for('static', filename='css/combat.css') }}">
|
||||
{% endblock %}
|
||||
|
||||
{% block content %}
|
||||
<div class="combat-result combat-result--defeat">
|
||||
<div class="combat-result__icon">💀</div>
|
||||
<h1 class="combat-result__title">Defeated</h1>
|
||||
<p class="combat-result__subtitle">Your party has fallen in battle...</p>
|
||||
|
||||
{# Defeat Message #}
|
||||
<div class="combat-rewards" style="border-color: var(--accent-red);">
|
||||
<h2 class="rewards-title" style="color: var(--accent-red);">Battle Lost</h2>
|
||||
<div class="rewards-list">
|
||||
<div class="reward-item">
|
||||
<span class="reward-icon">⚠</span>
|
||||
<span class="reward-label">Your progress has been saved</span>
|
||||
<span class="reward-value" style="color: var(--text-muted);">No items lost</span>
|
||||
</div>
|
||||
{% if gold_lost %}
|
||||
<div class="reward-item">
|
||||
<span class="reward-icon">💰</span>
|
||||
<span class="reward-label">Gold dropped</span>
|
||||
<span class="reward-value" style="color: var(--accent-red);">-{{ gold_lost }} gold</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
|
||||
<div style="margin-top: 1rem; padding-top: 1rem; border-top: 1px solid var(--border-primary); text-align: center;">
|
||||
<p style="font-size: var(--text-sm); color: var(--text-secondary); font-style: italic;">
|
||||
"Even the mightiest heroes face setbacks. Rise again, adventurer!"
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{# Action Buttons #}
|
||||
<div class="combat-result__actions">
|
||||
<a href="{{ url_for('game.play_session', session_id=session_id) }}" class="btn btn-primary">
|
||||
Return to Game
|
||||
</a>
|
||||
{% if can_retry %}
|
||||
<button class="btn btn-secondary"
|
||||
hx-post="{{ url_for('combat.combat_view', session_id=session_id) }}"
|
||||
hx-target="body"
|
||||
hx-swap="innerHTML">
|
||||
Retry Battle
|
||||
</button>
|
||||
{% endif %}
|
||||
</div>
|
||||
</div>
|
||||
{% endblock %}
|
||||
52
public_web/templates/game/partials/combat_items_sheet.html
Normal file
52
public_web/templates/game/partials/combat_items_sheet.html
Normal file
@@ -0,0 +1,52 @@
|
||||
{#
|
||||
Combat Items Sheet
|
||||
Bottom sheet for selecting consumable items during combat
|
||||
#}
|
||||
<div class="combat-items-sheet open" role="dialog" aria-modal="true" aria-labelledby="combat-items-title">
|
||||
{# Drag handle for mobile #}
|
||||
<div class="sheet-handle" aria-hidden="true"></div>
|
||||
|
||||
{# Sheet header #}
|
||||
<div class="sheet-header">
|
||||
<h3 id="combat-items-title">Use Item</h3>
|
||||
<button class="sheet-close" onclick="closeCombatSheet()" aria-label="Close">×</button>
|
||||
</div>
|
||||
|
||||
{# Sheet body #}
|
||||
<div class="sheet-body">
|
||||
{# Consumables Grid #}
|
||||
<div class="combat-items-grid">
|
||||
{% for item in consumables %}
|
||||
<button class="combat-item"
|
||||
hx-get="{{ url_for('combat.combat_item_detail', session_id=session_id, item_id=item.item_id) }}"
|
||||
hx-target="#combat-item-detail"
|
||||
hx-swap="innerHTML"
|
||||
aria-label="{{ item.name }}">
|
||||
<img src="{{ url_for('static', filename='img/items/consumable.svg') }}" alt="">
|
||||
<span class="item-name">{{ item.name }}</span>
|
||||
<span class="item-effect">{{ item.description|truncate(30) }}</span>
|
||||
</button>
|
||||
{% else %}
|
||||
<p class="no-consumables">No usable items in inventory</p>
|
||||
{% endfor %}
|
||||
</div>
|
||||
|
||||
{# Selected Item Detail + Use Button #}
|
||||
<div class="combat-item-detail" id="combat-item-detail">
|
||||
<p style="color: var(--text-muted); text-align: center;">Select an item to use</p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sheet-backdrop" onclick="closeCombatSheet()"></div>
|
||||
|
||||
<script>
|
||||
// Handle item selection highlighting in combat sheet
|
||||
document.querySelectorAll('.combat-item').forEach(item => {
|
||||
item.addEventListener('htmx:afterRequest', function() {
|
||||
// Remove selected from all items
|
||||
document.querySelectorAll('.combat-item.selected').forEach(i => i.classList.remove('selected'));
|
||||
// Add selected to clicked item
|
||||
this.classList.add('selected');
|
||||
});
|
||||
});
|
||||
</script>
|
||||
25
public_web/templates/game/partials/combat_log.html
Normal file
25
public_web/templates/game/partials/combat_log.html
Normal file
@@ -0,0 +1,25 @@
|
||||
{# Combat Log Partial - Displays combat action history #}
|
||||
{# This partial is swapped via HTMX when combat actions occur #}
|
||||
|
||||
{% if combat_log %}
|
||||
{% for entry in combat_log %}
|
||||
<div class="combat-log__entry combat-log__entry--{{ entry.type|default('system') }}{% if entry.is_crit %} combat-log__entry--crit{% endif %}">
|
||||
{% if entry.actor %}
|
||||
<span class="log-actor">{{ entry.actor }}</span>
|
||||
{% endif %}
|
||||
<span class="log-message">{{ entry.message }}</span>
|
||||
{% if entry.damage %}
|
||||
<span class="log-damage{% if entry.is_crit %} log-damage--crit{% endif %}">
|
||||
{% if entry.is_crit %}CRITICAL! {% endif %}{{ entry.damage }} damage
|
||||
</span>
|
||||
{% endif %}
|
||||
{% if entry.heal %}
|
||||
<span class="log-heal">+{{ entry.heal }} HP</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
{% endfor %}
|
||||
{% else %}
|
||||
<div class="combat-log__empty">
|
||||
Combat begins! Choose your action below.
|
||||
</div>
|
||||
{% endif %}
|
||||
84
public_web/templates/game/partials/combat_victory.html
Normal file
84
public_web/templates/game/partials/combat_victory.html
Normal file
@@ -0,0 +1,84 @@
|
||||
{% extends "base.html" %}
|
||||
|
||||
{% block title %}Victory! - Code of Conquest{% endblock %}
|
||||
|
||||
{% block extra_head %}
|
||||
<link rel="stylesheet" href="{{ url_for('static', filename='css/combat.css') }}">
|
||||
{% endblock %}
|
||||
|
||||
{% block content %}
|
||||
<div class="combat-result combat-result--victory">
|
||||
<div class="combat-result__icon">🏆</div>
|
||||
<h1 class="combat-result__title">Victory!</h1>
|
||||
<p class="combat-result__subtitle">You have defeated your enemies!</p>
|
||||
|
||||
{# Rewards Section #}
|
||||
{% if rewards %}
|
||||
<div class="combat-rewards">
|
||||
<h2 class="rewards-title">Rewards Earned</h2>
|
||||
<div class="rewards-list">
|
||||
{# Experience #}
|
||||
{% if rewards.experience %}
|
||||
<div class="reward-item">
|
||||
<span class="reward-icon">⭐</span>
|
||||
<span class="reward-label">Experience Points</span>
|
||||
<span class="reward-value reward-value--xp">+{{ rewards.experience }} XP</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
{# Gold #}
|
||||
{% if rewards.gold %}
|
||||
<div class="reward-item">
|
||||
<span class="reward-icon">💰</span>
|
||||
<span class="reward-label">Gold</span>
|
||||
<span class="reward-value reward-value--gold">+{{ rewards.gold }} gold</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
{# Level Up #}
|
||||
{% if rewards.level_ups %}
|
||||
{% for character_id in rewards.level_ups %}
|
||||
<div class="reward-item">
|
||||
<span class="reward-icon">🌟</span>
|
||||
<span class="reward-label">Level Up!</span>
|
||||
<span class="reward-value reward-value--level">New abilities unlocked!</span>
|
||||
</div>
|
||||
{% endfor %}
|
||||
{% endif %}
|
||||
</div>
|
||||
|
||||
{# Loot Items #}
|
||||
{% if rewards.items %}
|
||||
<div class="loot-section">
|
||||
<h3 class="loot-title">Items Obtained</h3>
|
||||
<div class="loot-list">
|
||||
{% for item in rewards.items %}
|
||||
<div class="loot-item loot-item--{{ item.rarity|default('common') }}">
|
||||
<span>
|
||||
{% if item.type == 'weapon' %}⚔
|
||||
{% elif item.type == 'armor' %}🧳
|
||||
{% elif item.type == 'consumable' %}🍷
|
||||
{% elif item.type == 'material' %}🔥
|
||||
{% else %}📦
|
||||
{% endif %}
|
||||
</span>
|
||||
<span>{{ item.name }}</span>
|
||||
{% if item.quantity > 1 %}
|
||||
<span style="color: var(--text-muted);">x{{ item.quantity }}</span>
|
||||
{% endif %}
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
{# Action Buttons #}
|
||||
<div class="combat-result__actions">
|
||||
<a href="{{ url_for('game.play_session', session_id=session_id) }}" class="btn btn-primary">
|
||||
Continue Adventure
|
||||
</a>
|
||||
</div>
|
||||
</div>
|
||||
{% endblock %}
|
||||
118
public_web/templates/game/partials/inventory_item_detail.html
Normal file
118
public_web/templates/game/partials/inventory_item_detail.html
Normal file
@@ -0,0 +1,118 @@
|
||||
{#
|
||||
Inventory Item Detail
|
||||
Partial template loaded via HTMX when an item is selected
|
||||
#}
|
||||
<div class="item-detail-content">
|
||||
{# Mobile back button #}
|
||||
<button class="item-detail-back" onclick="hideMobileDetail()" aria-label="Back to inventory">
|
||||
← Back to items
|
||||
</button>
|
||||
|
||||
{# Item header #}
|
||||
<div class="item-detail-header">
|
||||
<img src="{{ url_for('static', filename='img/items/' ~ (item.item_type|default('default')) ~ '.svg') }}"
|
||||
class="item-detail-icon" alt="">
|
||||
<div class="item-detail-title">
|
||||
<h3 class="rarity-text-{{ item.rarity|default('common') }}">{{ item.name }}</h3>
|
||||
<span class="item-type">{{ item.item_type|default('Item')|replace('_', ' ')|title }}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{# Item description #}
|
||||
<p class="item-description">{{ item.description|default('No description available.') }}</p>
|
||||
|
||||
{# Stats (for equipment) #}
|
||||
{% if item.item_type in ['weapon', 'armor'] %}
|
||||
<div class="item-stats">
|
||||
{% if item.damage %}
|
||||
<div>
|
||||
<span>Damage</span>
|
||||
<span>{{ item.damage }}</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
{% if item.defense %}
|
||||
<div>
|
||||
<span>Defense</span>
|
||||
<span>{{ item.defense }}</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
{% if item.spell_power %}
|
||||
<div>
|
||||
<span>Spell Power</span>
|
||||
<span>{{ item.spell_power }}</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
{% if item.crit_chance %}
|
||||
<div>
|
||||
<span>Crit Chance</span>
|
||||
<span>{{ (item.crit_chance * 100)|round|int }}%</span>
|
||||
</div>
|
||||
{% endif %}
|
||||
{% if item.stat_bonuses %}
|
||||
{% for stat, value in item.stat_bonuses.items() %}
|
||||
<div>
|
||||
<span>{{ stat|replace('_', ' ')|title }}</span>
|
||||
<span>+{{ value }}</span>
|
||||
</div>
|
||||
{% endfor %}
|
||||
{% endif %}
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
{# Effects (for consumables) #}
|
||||
{% if item.item_type == 'consumable' and item.effects_on_use %}
|
||||
<div class="item-stats">
|
||||
<div class="item-stats-title" style="font-weight: 600; margin-bottom: 0.5rem;">Effects</div>
|
||||
{% for effect in item.effects_on_use %}
|
||||
<div>
|
||||
<span>{{ effect.name|default(effect.effect_type|default('Effect')|title) }}</span>
|
||||
<span>{{ effect.value|default('') }}</span>
|
||||
</div>
|
||||
{% endfor %}
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
{# Item value #}
|
||||
{% if item.value %}
|
||||
<div class="item-value" style="font-size: var(--text-sm); color: var(--accent-gold); margin-bottom: 1rem;">
|
||||
Value: {{ item.value }} gold
|
||||
</div>
|
||||
{% endif %}
|
||||
|
||||
{# Action Buttons #}
|
||||
<div class="item-actions">
|
||||
{% if item.item_type == 'consumable' %}
|
||||
<button class="action-btn action-btn--primary"
|
||||
hx-post="{{ url_for('game.inventory_use', session_id=session_id) }}"
|
||||
hx-vals='{"item_id": "{{ item.item_id }}"}'
|
||||
hx-target="#character-panel"
|
||||
hx-swap="innerHTML"
|
||||
onclick="closeModal()">
|
||||
Use
|
||||
</button>
|
||||
{% elif item.item_type in ['weapon', 'armor'] %}
|
||||
<button class="action-btn action-btn--primary"
|
||||
hx-post="{{ url_for('game.inventory_equip', session_id=session_id) }}"
|
||||
hx-vals='{"item_id": "{{ item.item_id }}"{% if suggested_slot %}, "slot": "{{ suggested_slot }}"{% endif %}}'
|
||||
hx-target="#character-panel"
|
||||
hx-swap="innerHTML"
|
||||
onclick="closeModal()">
|
||||
Equip
|
||||
</button>
|
||||
{% endif %}
|
||||
|
||||
{% if item.item_type != 'quest_item' %}
|
||||
<button class="action-btn action-btn--danger"
|
||||
hx-delete="{{ url_for('game.inventory_drop', session_id=session_id, item_id=item.item_id) }}"
|
||||
hx-target=".inventory-modal"
|
||||
hx-swap="outerHTML"
|
||||
hx-confirm="Drop {{ item.name }}? This cannot be undone.">
|
||||
Drop
|
||||
</button>
|
||||
{% else %}
|
||||
<p style="font-size: var(--text-xs); color: var(--text-muted); text-align: center; padding: 0.5rem;">
|
||||
Quest items cannot be dropped
|
||||
</p>
|
||||
{% endif %}
|
||||
</div>
|
||||
</div>
|
||||
138
public_web/templates/game/partials/inventory_modal.html
Normal file
138
public_web/templates/game/partials/inventory_modal.html
Normal file
@@ -0,0 +1,138 @@
|
||||
{#
|
||||
Inventory Modal
|
||||
Full inventory management modal for play screen
|
||||
#}
|
||||
<div class="modal-overlay" onclick="if(event.target===this) closeModal()"
|
||||
role="dialog" aria-modal="true" aria-labelledby="inventory-title">
|
||||
<div class="modal-content inventory-modal">
|
||||
{# Header #}
|
||||
<div class="modal-header">
|
||||
<h2 class="modal-title" id="inventory-title">
|
||||
Inventory
|
||||
<span class="inventory-count">({{ inventory_count }}/{{ inventory_max }})</span>
|
||||
</h2>
|
||||
<button class="modal-close" onclick="closeModal()" aria-label="Close inventory">×</button>
|
||||
</div>
|
||||
|
||||
{# Tab Filter Bar #}
|
||||
<div class="inventory-tabs" role="tablist">
|
||||
<button class="tab {% if filter == 'all' %}active{% endif %}"
|
||||
role="tab"
|
||||
aria-selected="{{ 'true' if filter == 'all' else 'false' }}"
|
||||
hx-get="{{ url_for('game.inventory_modal', session_id=session_id, filter='all') }}"
|
||||
hx-target=".inventory-modal"
|
||||
hx-swap="outerHTML">
|
||||
All
|
||||
</button>
|
||||
<button class="tab {% if filter == 'weapon' %}active{% endif %}"
|
||||
role="tab"
|
||||
aria-selected="{{ 'true' if filter == 'weapon' else 'false' }}"
|
||||
hx-get="{{ url_for('game.inventory_modal', session_id=session_id, filter='weapon') }}"
|
||||
hx-target=".inventory-modal"
|
||||
hx-swap="outerHTML">
|
||||
Weapons
|
||||
</button>
|
||||
<button class="tab {% if filter == 'armor' %}active{% endif %}"
|
||||
role="tab"
|
||||
aria-selected="{{ 'true' if filter == 'armor' else 'false' }}"
|
||||
hx-get="{{ url_for('game.inventory_modal', session_id=session_id, filter='armor') }}"
|
||||
hx-target=".inventory-modal"
|
||||
hx-swap="outerHTML">
|
||||
Armor
|
||||
</button>
|
||||
<button class="tab {% if filter == 'consumable' %}active{% endif %}"
|
||||
role="tab"
|
||||
aria-selected="{{ 'true' if filter == 'consumable' else 'false' }}"
|
||||
hx-get="{{ url_for('game.inventory_modal', session_id=session_id, filter='consumable') }}"
|
||||
hx-target=".inventory-modal"
|
||||
hx-swap="outerHTML">
|
||||
Consumables
|
||||
</button>
|
||||
<button class="tab {% if filter == 'quest_item' %}active{% endif %}"
|
||||
role="tab"
|
||||
aria-selected="{{ 'true' if filter == 'quest_item' else 'false' }}"
|
||||
hx-get="{{ url_for('game.inventory_modal', session_id=session_id, filter='quest_item') }}"
|
||||
hx-target=".inventory-modal"
|
||||
hx-swap="outerHTML">
|
||||
Quest
|
||||
</button>
|
||||
</div>
|
||||
|
||||
{# Body #}
|
||||
<div class="modal-body inventory-body">
|
||||
{# Item Grid #}
|
||||
<div class="inventory-grid-container">
|
||||
<div class="inventory-grid" id="inventory-items" role="listbox">
|
||||
{% for item in inventory %}
|
||||
<button class="inventory-item rarity-{{ item.rarity|default('common') }}"
|
||||
role="option"
|
||||
hx-get="{{ url_for('game.inventory_item_detail', session_id=session_id, item_id=item.item_id) }}"
|
||||
hx-target="#item-detail"
|
||||
hx-swap="innerHTML"
|
||||
aria-label="{{ item.name }}, {{ item.rarity|default('common') }} {{ item.item_type }}">
|
||||
<img src="{{ url_for('static', filename='img/items/' ~ (item.item_type|default('default')) ~ '.svg') }}"
|
||||
alt="" aria-hidden="true">
|
||||
<span class="item-name">{{ item.name }}</span>
|
||||
{% if item.quantity and item.quantity > 1 %}
|
||||
<span class="item-quantity">x{{ item.quantity }}</span>
|
||||
{% endif %}
|
||||
</button>
|
||||
{% else %}
|
||||
<p class="inventory-empty">
|
||||
{% if filter == 'all' %}
|
||||
No items in inventory
|
||||
{% else %}
|
||||
No {{ filter|replace('_', ' ') }}s found
|
||||
{% endif %}
|
||||
</p>
|
||||
{% endfor %}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{# Item Detail Panel #}
|
||||
<div class="item-detail" id="item-detail" aria-live="polite">
|
||||
<p class="item-detail-empty">Select an item to view details</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{# Footer #}
|
||||
<div class="modal-footer">
|
||||
<span class="gold-display">{{ gold }}</span>
|
||||
<button class="btn btn--secondary" onclick="closeModal()">Close</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script>
|
||||
// Handle item selection highlighting
|
||||
document.querySelectorAll('.inventory-item').forEach(item => {
|
||||
item.addEventListener('htmx:afterRequest', function() {
|
||||
// Remove selected from all items
|
||||
document.querySelectorAll('.inventory-item.selected').forEach(i => i.classList.remove('selected'));
|
||||
// Add selected to clicked item
|
||||
this.classList.add('selected');
|
||||
});
|
||||
});
|
||||
|
||||
// Mobile: Show detail panel as slide-in
|
||||
function showMobileDetail() {
|
||||
const detail = document.getElementById('item-detail');
|
||||
if (window.innerWidth <= 768 && detail) {
|
||||
detail.classList.add('visible');
|
||||
}
|
||||
}
|
||||
|
||||
function hideMobileDetail() {
|
||||
const detail = document.getElementById('item-detail');
|
||||
if (detail) {
|
||||
detail.classList.remove('visible');
|
||||
}
|
||||
}
|
||||
|
||||
// Listen for item detail loads on mobile
|
||||
document.body.addEventListener('htmx:afterSwap', function(event) {
|
||||
if (event.detail.target.id === 'item-detail') {
|
||||
showMobileDetail();
|
||||
}
|
||||
});
|
||||
</script>
|
||||
51
public_web/templates/game/partials/item_modal.html
Normal file
51
public_web/templates/game/partials/item_modal.html
Normal file
@@ -0,0 +1,51 @@
|
||||
{# Item Selection Modal - Shows consumable items during combat #}
|
||||
|
||||
<div class="modal-overlay" onclick="if(event.target === this) closeModal()">
|
||||
<div class="modal-content modal-content--md">
|
||||
<div class="modal-header">
|
||||
<h3 class="modal-title">Use Item</h3>
|
||||
<button class="modal-close" onclick="closeModal()" aria-label="Close modal">×</button>
|
||||
</div>
|
||||
<div class="modal-body">
|
||||
{% if items %}
|
||||
<div class="item-list">
|
||||
{% for item in items %}
|
||||
<button class="item-btn"
|
||||
hx-post="{{ url_for('combat.combat_action', session_id=session_id) }}"
|
||||
hx-vals='{"action_type": "item", "item_id": "{{ item.id }}"}'
|
||||
hx-target="#combat-log"
|
||||
hx-swap="beforeend"
|
||||
hx-disabled-elt="this"
|
||||
{% if item.quantity <= 0 %}disabled{% endif %}
|
||||
onclick="closeModal()">
|
||||
<span class="item-icon">
|
||||
{% if 'health' in item.name|lower or 'heal' in item.effect|lower %}🍷
|
||||
{% elif 'mana' in item.name|lower or 'mp' in item.effect|lower %}🥭
|
||||
{% elif 'antidote' in item.name|lower or 'cure' in item.effect|lower %}🧪
|
||||
{% elif 'bomb' in item.name|lower or 'damage' in item.effect|lower %}💣
|
||||
{% elif 'elixir' in item.name|lower %}🥤
|
||||
{% else %}📦
|
||||
{% endif %}
|
||||
</span>
|
||||
<div class="item-info">
|
||||
<span class="item-name">{{ item.name }}</span>
|
||||
<span class="item-effect">{{ item.effect|default('Use in combat.') }}</span>
|
||||
</div>
|
||||
<span class="item-quantity">x{{ item.quantity }}</span>
|
||||
</button>
|
||||
{% endfor %}
|
||||
</div>
|
||||
{% else %}
|
||||
<div class="items-empty">
|
||||
<p>No usable items in inventory.</p>
|
||||
<p style="font-size: var(--text-xs); margin-top: 0.5rem; color: var(--text-muted);">
|
||||
Purchase potions from merchants or find them while exploring.
|
||||
</p>
|
||||
</div>
|
||||
{% endif %}
|
||||
</div>
|
||||
<div class="modal-footer">
|
||||
<button class="btn btn--secondary" onclick="closeModal()">Cancel</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
{% block extra_head %}
|
||||
<link rel="stylesheet" href="{{ url_for('static', filename='css/play.css') }}">
|
||||
<link rel="stylesheet" href="{{ url_for('static', filename='css/inventory.css') }}">
|
||||
{% endblock %}
|
||||
|
||||
{% block content %}
|
||||
|
||||
Reference in New Issue
Block a user