feat(api): implement combat loot integration with hybrid static/procedural system
Add CombatLootService that orchestrates loot generation from combat, supporting both static item drops (consumables, materials) and procedural equipment generation (weapons, armor with affixes). Key changes: - Extend LootEntry model with LootType enum (STATIC/PROCEDURAL) - Create StaticItemLoader service for consumables/materials from YAML - Create CombatLootService with full rarity formula incorporating: - Party average level - Enemy difficulty tier (EASY: +0%, MEDIUM: +5%, HARD: +15%, BOSS: +30%) - Character luck stat - Per-entry rarity bonus - Integrate with CombatService._calculate_rewards() for automatic loot gen - Add boss guaranteed drops via generate_boss_loot() New enemy variants (goblin family proof-of-concept): - goblin_scout (Easy) - static drops only - goblin_warrior (Medium) - static + procedural weapon drops - goblin_chieftain (Hard) - static + procedural weapon/armor drops Static items added: - consumables.yaml: health/mana potions, elixirs, food - materials.yaml: trophy items, crafting materials Tests: 59 new tests across 3 test files (all passing)
This commit is contained in:
85
api/app/data/enemies/goblin_chieftain.yaml
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85
api/app/data/enemies/goblin_chieftain.yaml
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# Goblin Chieftain - Hard variant, elite tribe leader
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# A cunning and powerful goblin leader, adorned with trophies.
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# Commands respect through fear and violence, drops quality loot.
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enemy_id: goblin_chieftain
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name: Goblin Chieftain
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description: >
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A large, scarred goblin wearing a crown of teeth and bones.
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The chieftain has clawed its way to leadership through countless
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battles and betrayals. It wields a well-maintained weapon stolen
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from a fallen adventurer and commands its tribe with an iron fist.
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base_stats:
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strength: 16
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dexterity: 12
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constitution: 14
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intelligence: 10
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wisdom: 10
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charisma: 12
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luck: 12
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abilities:
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- basic_attack
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- shield_bash
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- intimidating_shout
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loot_table:
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# Static drops - guaranteed materials
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- loot_type: static
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item_id: goblin_ear
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drop_chance: 1.0
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quantity_min: 2
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quantity_max: 3
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- loot_type: static
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item_id: goblin_chieftain_token
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drop_chance: 0.80
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quantity_min: 1
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quantity_max: 1
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- loot_type: static
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item_id: goblin_war_paint
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drop_chance: 0.50
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quantity_min: 1
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quantity_max: 2
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# Consumable drops
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- loot_type: static
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item_id: health_potion_medium
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drop_chance: 0.40
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quantity_min: 1
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quantity_max: 1
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- loot_type: static
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item_id: elixir_of_strength
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drop_chance: 0.10
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quantity_min: 1
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quantity_max: 1
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# Procedural equipment drops - higher chance and rarity bonus
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- loot_type: procedural
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item_type: weapon
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drop_chance: 0.25
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rarity_bonus: 0.10
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quantity_min: 1
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quantity_max: 1
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- loot_type: procedural
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item_type: armor
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drop_chance: 0.15
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rarity_bonus: 0.05
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quantity_min: 1
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quantity_max: 1
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experience_reward: 75
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gold_reward_min: 20
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gold_reward_max: 50
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difficulty: hard
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tags:
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- humanoid
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- goblinoid
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- leader
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- elite
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- armed
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base_damage: 14
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crit_chance: 0.15
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flee_chance: 0.25
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56
api/app/data/enemies/goblin_scout.yaml
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api/app/data/enemies/goblin_scout.yaml
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# Goblin Scout - Easy variant, agile but fragile
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# A fast, cowardly goblin that serves as a lookout for its tribe.
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# Quick to flee, drops minor loot and the occasional small potion.
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enemy_id: goblin_scout
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name: Goblin Scout
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description: >
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A small, wiry goblin with oversized ears and beady yellow eyes.
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Goblin scouts are the first line of awareness for their tribes,
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often found lurking in shadows or perched in trees. They prefer
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to run rather than fight, but will attack if cornered.
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base_stats:
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strength: 6
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dexterity: 14
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constitution: 5
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intelligence: 6
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wisdom: 10
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charisma: 4
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luck: 10
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abilities:
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- basic_attack
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loot_table:
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# Static drops - materials and consumables
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- loot_type: static
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item_id: goblin_ear
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drop_chance: 0.60
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quantity_min: 1
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quantity_max: 1
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- loot_type: static
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item_id: goblin_trinket
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drop_chance: 0.20
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quantity_min: 1
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quantity_max: 1
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- loot_type: static
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item_id: health_potion_small
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drop_chance: 0.08
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quantity_min: 1
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quantity_max: 1
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experience_reward: 10
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gold_reward_min: 1
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gold_reward_max: 4
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difficulty: easy
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tags:
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- humanoid
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- goblinoid
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- small
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- scout
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base_damage: 3
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crit_chance: 0.08
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flee_chance: 0.70
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70
api/app/data/enemies/goblin_warrior.yaml
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70
api/app/data/enemies/goblin_warrior.yaml
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# Goblin Warrior - Medium variant, trained fighter
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# A battle-hardened goblin wielding crude but effective weapons.
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# More dangerous than scouts, fights in organized groups.
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enemy_id: goblin_warrior
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name: Goblin Warrior
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description: >
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A muscular goblin clad in scavenged armor and wielding a crude
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but deadly weapon. Goblin warriors are the backbone of any goblin
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warband, trained to fight rather than flee. They attack with
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surprising ferocity and coordination.
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base_stats:
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strength: 12
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dexterity: 10
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constitution: 10
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intelligence: 6
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wisdom: 6
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charisma: 4
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luck: 8
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abilities:
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- basic_attack
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- shield_bash
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loot_table:
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# Static drops - materials and consumables
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- loot_type: static
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item_id: goblin_ear
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drop_chance: 0.80
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quantity_min: 1
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quantity_max: 1
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- loot_type: static
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item_id: goblin_war_paint
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drop_chance: 0.15
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quantity_min: 1
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quantity_max: 1
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- loot_type: static
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item_id: health_potion_small
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drop_chance: 0.15
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quantity_min: 1
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quantity_max: 1
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- loot_type: static
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item_id: iron_ore
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drop_chance: 0.10
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quantity_min: 1
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quantity_max: 2
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# Procedural equipment drops
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- loot_type: procedural
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item_type: weapon
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drop_chance: 0.08
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rarity_bonus: 0.0
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quantity_min: 1
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quantity_max: 1
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experience_reward: 25
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gold_reward_min: 5
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gold_reward_max: 15
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difficulty: medium
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tags:
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- humanoid
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- goblinoid
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- warrior
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- armed
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base_damage: 8
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crit_chance: 0.10
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flee_chance: 0.45
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161
api/app/data/static_items/consumables.yaml
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161
api/app/data/static_items/consumables.yaml
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# Consumable items that drop from enemies or are purchased from vendors
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# These items have effects_on_use that trigger when consumed
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items:
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# ==========================================================================
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# Health Potions
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# ==========================================================================
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health_potion_small:
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name: "Small Health Potion"
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item_type: consumable
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rarity: common
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description: "A small vial of red liquid that restores a modest amount of health."
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value: 25
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is_tradeable: true
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effects_on_use:
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- effect_id: heal_small
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name: "Minor Healing"
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effect_type: hot
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power: 30
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duration: 1
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stacks: 1
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health_potion_medium:
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name: "Health Potion"
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item_type: consumable
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rarity: uncommon
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description: "A standard healing potion used by adventurers across the realm."
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value: 75
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is_tradeable: true
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effects_on_use:
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- effect_id: heal_medium
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name: "Healing"
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effect_type: hot
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power: 75
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duration: 1
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stacks: 1
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health_potion_large:
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name: "Large Health Potion"
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item_type: consumable
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rarity: rare
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description: "A potent healing draught that restores significant health."
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value: 150
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is_tradeable: true
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effects_on_use:
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- effect_id: heal_large
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name: "Major Healing"
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effect_type: hot
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power: 150
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duration: 1
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stacks: 1
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# ==========================================================================
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# Mana Potions
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# ==========================================================================
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mana_potion_small:
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name: "Small Mana Potion"
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item_type: consumable
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rarity: common
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description: "A small vial of blue liquid that restores mana."
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value: 25
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is_tradeable: true
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# Note: MP restoration would need custom effect type or game logic
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mana_potion_medium:
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name: "Mana Potion"
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item_type: consumable
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rarity: uncommon
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description: "A standard mana potion favored by spellcasters."
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value: 75
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is_tradeable: true
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# ==========================================================================
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# Status Effect Cures
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# ==========================================================================
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antidote:
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name: "Antidote"
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item_type: consumable
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rarity: common
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description: "A bitter herbal remedy that cures poison effects."
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value: 30
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is_tradeable: true
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smelling_salts:
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name: "Smelling Salts"
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item_type: consumable
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rarity: uncommon
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description: "Pungent salts that can revive unconscious allies or cure stun."
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value: 40
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is_tradeable: true
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# ==========================================================================
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# Combat Buffs
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# ==========================================================================
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elixir_of_strength:
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name: "Elixir of Strength"
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item_type: consumable
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rarity: rare
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description: "A powerful elixir that temporarily increases strength."
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value: 100
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is_tradeable: true
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effects_on_use:
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- effect_id: str_buff
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name: "Strength Boost"
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effect_type: buff
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power: 5
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duration: 5
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stacks: 1
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elixir_of_agility:
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name: "Elixir of Agility"
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item_type: consumable
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rarity: rare
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description: "A shimmering elixir that enhances reflexes and speed."
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value: 100
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is_tradeable: true
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effects_on_use:
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- effect_id: dex_buff
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name: "Agility Boost"
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effect_type: buff
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power: 5
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duration: 5
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stacks: 1
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# ==========================================================================
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# Food Items (simple healing, no combat use)
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# ==========================================================================
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ration:
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name: "Trail Ration"
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item_type: consumable
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rarity: common
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description: "Dried meat, hardtack, and nuts. Sustains an adventurer on long journeys."
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value: 5
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is_tradeable: true
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effects_on_use:
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- effect_id: ration_heal
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name: "Nourishment"
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effect_type: hot
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power: 10
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duration: 1
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stacks: 1
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cooked_meat:
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name: "Cooked Meat"
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item_type: consumable
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rarity: common
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description: "Freshly cooked meat that restores health."
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value: 15
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is_tradeable: true
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effects_on_use:
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- effect_id: meat_heal
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name: "Hearty Meal"
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effect_type: hot
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power: 20
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duration: 1
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stacks: 1
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207
api/app/data/static_items/materials.yaml
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207
api/app/data/static_items/materials.yaml
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@@ -0,0 +1,207 @@
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# Trophy items, crafting materials, and quest items dropped by enemies
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# These items don't have combat effects but are used for quests, crafting, or selling
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items:
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# ==========================================================================
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# Goblin Drops
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# ==========================================================================
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goblin_ear:
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name: "Goblin Ear"
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item_type: quest_item
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rarity: common
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description: "A severed goblin ear. Proof of a kill, sometimes collected for bounties."
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value: 2
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is_tradeable: true
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goblin_trinket:
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name: "Goblin Trinket"
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item_type: quest_item
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rarity: common
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description: "A crude piece of jewelry stolen by a goblin. Worth a few coins."
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value: 8
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is_tradeable: true
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goblin_war_paint:
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name: "Goblin War Paint"
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item_type: quest_item
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rarity: uncommon
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description: "Pungent red and black paint used by goblin warriors before battle."
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value: 15
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is_tradeable: true
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goblin_chieftain_token:
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name: "Chieftain's Token"
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item_type: quest_item
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rarity: rare
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description: "A carved bone token marking the authority of a goblin chieftain."
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value: 50
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is_tradeable: true
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# ==========================================================================
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# Wolf/Beast Drops
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# ==========================================================================
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wolf_pelt:
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name: "Wolf Pelt"
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item_type: quest_item
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rarity: common
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description: "A fur pelt from a wolf. Useful for crafting or selling to tanners."
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value: 10
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is_tradeable: true
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dire_wolf_fang:
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name: "Dire Wolf Fang"
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item_type: quest_item
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rarity: uncommon
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description: "A large fang from a dire wolf. Prized by craftsmen for weapon making."
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value: 25
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is_tradeable: true
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beast_hide:
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name: "Beast Hide"
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item_type: quest_item
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rarity: common
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description: "Thick hide from a large beast. Can be tanned into leather."
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value: 12
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||||
is_tradeable: true
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||||
# ==========================================================================
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# Undead Drops
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# ==========================================================================
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skeleton_bone:
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name: "Skeleton Bone"
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item_type: quest_item
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rarity: common
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||||
description: "A bone from an animated skeleton. Retains faint magical energy."
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||||
value: 5
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||||
is_tradeable: true
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||||
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||||
bone_dust:
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name: "Bone Dust"
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||||
item_type: quest_item
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||||
rarity: common
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||||
description: "Powdered bone from undead remains. Used in alchemy and rituals."
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value: 8
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||||
is_tradeable: true
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||||
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||||
skull_fragment:
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name: "Skull Fragment"
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||||
item_type: quest_item
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rarity: uncommon
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||||
description: "A piece of an undead skull, still crackling with dark energy."
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||||
value: 20
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||||
is_tradeable: true
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||||
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||||
# ==========================================================================
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# Orc Drops
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# ==========================================================================
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orc_tusk:
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name: "Orc Tusk"
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item_type: quest_item
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||||
rarity: uncommon
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||||
description: "A large tusk from an orc warrior. A trophy prized by collectors."
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||||
value: 25
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||||
is_tradeable: true
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||||
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orc_war_banner:
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name: "Orc War Banner"
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||||
item_type: quest_item
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||||
rarity: rare
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||||
description: "A bloodstained banner torn from an orc warband. Proof of a hard fight."
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||||
value: 45
|
||||
is_tradeable: true
|
||||
|
||||
berserker_charm:
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||||
name: "Berserker Charm"
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||||
item_type: quest_item
|
||||
rarity: rare
|
||||
description: "A crude charm worn by orc berserkers. Said to enhance rage."
|
||||
value: 60
|
||||
is_tradeable: true
|
||||
|
||||
# ==========================================================================
|
||||
# Bandit Drops
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||||
# ==========================================================================
|
||||
|
||||
bandit_mask:
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||||
name: "Bandit Mask"
|
||||
item_type: quest_item
|
||||
rarity: common
|
||||
description: "A cloth mask worn by bandits to conceal their identity."
|
||||
value: 8
|
||||
is_tradeable: true
|
||||
|
||||
stolen_coin_pouch:
|
||||
name: "Stolen Coin Pouch"
|
||||
item_type: quest_item
|
||||
rarity: common
|
||||
description: "A small pouch of coins stolen by bandits. Should be returned."
|
||||
value: 15
|
||||
is_tradeable: true
|
||||
|
||||
wanted_poster:
|
||||
name: "Wanted Poster"
|
||||
item_type: quest_item
|
||||
rarity: uncommon
|
||||
description: "A crumpled wanted poster. May lead to bounty opportunities."
|
||||
value: 5
|
||||
is_tradeable: true
|
||||
|
||||
# ==========================================================================
|
||||
# Generic/Currency Items
|
||||
# ==========================================================================
|
||||
|
||||
gold_coin:
|
||||
name: "Gold Coin"
|
||||
item_type: quest_item
|
||||
rarity: common
|
||||
description: "A single gold coin. Standard currency across the realm."
|
||||
value: 1
|
||||
is_tradeable: true
|
||||
|
||||
silver_coin:
|
||||
name: "Silver Coin"
|
||||
item_type: quest_item
|
||||
rarity: common
|
||||
description: "A silver coin worth less than gold but still useful."
|
||||
value: 1
|
||||
is_tradeable: true
|
||||
|
||||
# ==========================================================================
|
||||
# Crafting Materials (Generic)
|
||||
# ==========================================================================
|
||||
|
||||
iron_ore:
|
||||
name: "Iron Ore"
|
||||
item_type: quest_item
|
||||
rarity: common
|
||||
description: "Raw iron ore that can be smelted into ingots."
|
||||
value: 10
|
||||
is_tradeable: true
|
||||
|
||||
leather_scraps:
|
||||
name: "Leather Scraps"
|
||||
item_type: quest_item
|
||||
rarity: common
|
||||
description: "Scraps of leather useful for crafting and repairs."
|
||||
value: 5
|
||||
is_tradeable: true
|
||||
|
||||
cloth_scraps:
|
||||
name: "Cloth Scraps"
|
||||
item_type: quest_item
|
||||
rarity: common
|
||||
description: "Torn cloth that can be sewn into bandages or used for crafting."
|
||||
value: 3
|
||||
is_tradeable: true
|
||||
|
||||
magic_essence:
|
||||
name: "Magic Essence"
|
||||
item_type: quest_item
|
||||
rarity: uncommon
|
||||
description: "Crystallized magical energy. Used in enchanting and alchemy."
|
||||
value: 30
|
||||
is_tradeable: true
|
||||
@@ -21,35 +21,92 @@ class EnemyDifficulty(Enum):
|
||||
BOSS = "boss"
|
||||
|
||||
|
||||
class LootType(Enum):
|
||||
"""
|
||||
Types of loot drops in enemy loot tables.
|
||||
|
||||
STATIC: Fixed item_id reference (consumables, quest items, materials)
|
||||
PROCEDURAL: Procedurally generated equipment (weapons, armor with affixes)
|
||||
"""
|
||||
STATIC = "static"
|
||||
PROCEDURAL = "procedural"
|
||||
|
||||
|
||||
@dataclass
|
||||
class LootEntry:
|
||||
"""
|
||||
Single entry in an enemy's loot table.
|
||||
|
||||
Supports two types of loot:
|
||||
|
||||
STATIC loot (default):
|
||||
- item_id references a predefined item (health_potion, gold_coin, etc.)
|
||||
- quantity_min/max define stack size
|
||||
|
||||
PROCEDURAL loot:
|
||||
- item_type specifies "weapon" or "armor"
|
||||
- rarity_bonus adds to rarity roll (difficulty contribution)
|
||||
- Generated equipment uses the ItemGenerator system
|
||||
|
||||
Attributes:
|
||||
item_id: Reference to item definition
|
||||
loot_type: Type of loot (static or procedural)
|
||||
drop_chance: Probability of dropping (0.0 to 1.0)
|
||||
quantity_min: Minimum quantity if dropped
|
||||
quantity_max: Maximum quantity if dropped
|
||||
item_id: Reference to item definition (for STATIC loot)
|
||||
item_type: Type of equipment to generate (for PROCEDURAL loot)
|
||||
rarity_bonus: Added to rarity roll (0.0 to 0.5, for PROCEDURAL)
|
||||
"""
|
||||
|
||||
item_id: str
|
||||
# Common fields
|
||||
loot_type: LootType = LootType.STATIC
|
||||
drop_chance: float = 0.1
|
||||
quantity_min: int = 1
|
||||
quantity_max: int = 1
|
||||
|
||||
# Static loot fields
|
||||
item_id: Optional[str] = None
|
||||
|
||||
# Procedural loot fields
|
||||
item_type: Optional[str] = None # "weapon" or "armor"
|
||||
rarity_bonus: float = 0.0 # Added to rarity roll (0.0 to 0.5)
|
||||
|
||||
def to_dict(self) -> Dict[str, Any]:
|
||||
"""Serialize loot entry to dictionary."""
|
||||
return asdict(self)
|
||||
data = {
|
||||
"loot_type": self.loot_type.value,
|
||||
"drop_chance": self.drop_chance,
|
||||
"quantity_min": self.quantity_min,
|
||||
"quantity_max": self.quantity_max,
|
||||
}
|
||||
# Only include relevant fields based on loot type
|
||||
if self.item_id is not None:
|
||||
data["item_id"] = self.item_id
|
||||
if self.item_type is not None:
|
||||
data["item_type"] = self.item_type
|
||||
data["rarity_bonus"] = self.rarity_bonus
|
||||
return data
|
||||
|
||||
@classmethod
|
||||
def from_dict(cls, data: Dict[str, Any]) -> 'LootEntry':
|
||||
"""Deserialize loot entry from dictionary."""
|
||||
"""
|
||||
Deserialize loot entry from dictionary.
|
||||
|
||||
Backward compatible: entries without loot_type default to STATIC,
|
||||
and item_id is required for STATIC entries (for backward compat).
|
||||
"""
|
||||
# Parse loot type with backward compatibility
|
||||
loot_type_str = data.get("loot_type", "static")
|
||||
loot_type = LootType(loot_type_str)
|
||||
|
||||
return cls(
|
||||
item_id=data["item_id"],
|
||||
loot_type=loot_type,
|
||||
drop_chance=data.get("drop_chance", 0.1),
|
||||
quantity_min=data.get("quantity_min", 1),
|
||||
quantity_max=data.get("quantity_max", 1),
|
||||
item_id=data.get("item_id"),
|
||||
item_type=data.get("item_type"),
|
||||
rarity_bonus=data.get("rarity_bonus", 0.0),
|
||||
)
|
||||
|
||||
|
||||
|
||||
359
api/app/services/combat_loot_service.py
Normal file
359
api/app/services/combat_loot_service.py
Normal file
@@ -0,0 +1,359 @@
|
||||
"""
|
||||
Combat Loot Service - Orchestrates loot generation from combat encounters.
|
||||
|
||||
This service bridges the EnemyTemplate loot tables with both the StaticItemLoader
|
||||
(for consumables and materials) and ItemGenerator (for procedural equipment).
|
||||
|
||||
The service calculates effective rarity based on:
|
||||
- Party average level
|
||||
- Enemy difficulty tier
|
||||
- Character luck stat
|
||||
- Optional loot bonus modifiers (from abilities, buffs, etc.)
|
||||
"""
|
||||
|
||||
import random
|
||||
from dataclasses import dataclass
|
||||
from typing import List, Optional
|
||||
|
||||
from app.models.enemy import EnemyTemplate, LootEntry, LootType, EnemyDifficulty
|
||||
from app.models.items import Item
|
||||
from app.services.item_generator import get_item_generator, ItemGenerator
|
||||
from app.services.static_item_loader import get_static_item_loader, StaticItemLoader
|
||||
from app.utils.logging import get_logger
|
||||
|
||||
logger = get_logger(__file__)
|
||||
|
||||
|
||||
# Difficulty tier rarity bonuses (converted to effective luck points)
|
||||
# Higher difficulty enemies have better chances of dropping rare items
|
||||
DIFFICULTY_RARITY_BONUS = {
|
||||
EnemyDifficulty.EASY: 0.0,
|
||||
EnemyDifficulty.MEDIUM: 0.05,
|
||||
EnemyDifficulty.HARD: 0.15,
|
||||
EnemyDifficulty.BOSS: 0.30,
|
||||
}
|
||||
|
||||
# Multiplier for converting rarity bonus to effective luck points
|
||||
# Each 0.05 bonus translates to +1 effective luck
|
||||
LUCK_CONVERSION_FACTOR = 20
|
||||
|
||||
|
||||
@dataclass
|
||||
class LootContext:
|
||||
"""
|
||||
Context for loot generation calculations.
|
||||
|
||||
Provides all the factors that influence loot quality and rarity.
|
||||
|
||||
Attributes:
|
||||
party_average_level: Average level of player characters in the encounter
|
||||
enemy_difficulty: Difficulty tier of the enemy being looted
|
||||
luck_stat: Party's luck stat (typically average or leader's luck)
|
||||
loot_bonus: Additional bonus from abilities, buffs, or modifiers (0.0 to 1.0)
|
||||
"""
|
||||
party_average_level: int = 1
|
||||
enemy_difficulty: EnemyDifficulty = EnemyDifficulty.EASY
|
||||
luck_stat: int = 8
|
||||
loot_bonus: float = 0.0
|
||||
|
||||
|
||||
class CombatLootService:
|
||||
"""
|
||||
Service for generating combat loot drops.
|
||||
|
||||
Supports two types of loot:
|
||||
- STATIC: Predefined items loaded from YAML (consumables, materials)
|
||||
- PROCEDURAL: Generated equipment with affixes (weapons, armor)
|
||||
|
||||
The service handles:
|
||||
- Rolling for drops based on drop_chance
|
||||
- Loading static items via StaticItemLoader
|
||||
- Generating procedural items via ItemGenerator
|
||||
- Calculating effective rarity based on context
|
||||
"""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
item_generator: Optional[ItemGenerator] = None,
|
||||
static_loader: Optional[StaticItemLoader] = None
|
||||
):
|
||||
"""
|
||||
Initialize the combat loot service.
|
||||
|
||||
Args:
|
||||
item_generator: ItemGenerator instance (uses global singleton if None)
|
||||
static_loader: StaticItemLoader instance (uses global singleton if None)
|
||||
"""
|
||||
self.item_generator = item_generator or get_item_generator()
|
||||
self.static_loader = static_loader or get_static_item_loader()
|
||||
logger.info("CombatLootService initialized")
|
||||
|
||||
def generate_loot_from_enemy(
|
||||
self,
|
||||
enemy: EnemyTemplate,
|
||||
context: LootContext
|
||||
) -> List[Item]:
|
||||
"""
|
||||
Generate all loot drops from a defeated enemy.
|
||||
|
||||
Iterates through the enemy's loot table, rolling for each entry
|
||||
and generating appropriate items based on loot type.
|
||||
|
||||
Args:
|
||||
enemy: The defeated enemy template
|
||||
context: Loot generation context (party level, luck, etc.)
|
||||
|
||||
Returns:
|
||||
List of Item objects to add to player inventory
|
||||
"""
|
||||
items = []
|
||||
|
||||
for entry in enemy.loot_table:
|
||||
# Roll for drop chance
|
||||
if random.random() >= entry.drop_chance:
|
||||
continue
|
||||
|
||||
# Determine quantity
|
||||
quantity = random.randint(entry.quantity_min, entry.quantity_max)
|
||||
|
||||
if entry.loot_type == LootType.STATIC:
|
||||
# Static item: load from predefined templates
|
||||
static_items = self._generate_static_items(entry, quantity)
|
||||
items.extend(static_items)
|
||||
|
||||
elif entry.loot_type == LootType.PROCEDURAL:
|
||||
# Procedural equipment: generate with ItemGenerator
|
||||
procedural_items = self._generate_procedural_items(
|
||||
entry, quantity, context
|
||||
)
|
||||
items.extend(procedural_items)
|
||||
|
||||
logger.info(
|
||||
"Loot generated from enemy",
|
||||
enemy_id=enemy.enemy_id,
|
||||
enemy_difficulty=enemy.difficulty.value,
|
||||
item_count=len(items),
|
||||
party_level=context.party_average_level,
|
||||
luck=context.luck_stat
|
||||
)
|
||||
|
||||
return items
|
||||
|
||||
def _generate_static_items(
|
||||
self,
|
||||
entry: LootEntry,
|
||||
quantity: int
|
||||
) -> List[Item]:
|
||||
"""
|
||||
Generate static items from a loot entry.
|
||||
|
||||
Args:
|
||||
entry: The loot table entry
|
||||
quantity: Number of items to generate
|
||||
|
||||
Returns:
|
||||
List of Item instances
|
||||
"""
|
||||
items = []
|
||||
|
||||
if not entry.item_id:
|
||||
logger.warning(
|
||||
"Static loot entry missing item_id",
|
||||
entry=entry.to_dict()
|
||||
)
|
||||
return items
|
||||
|
||||
for _ in range(quantity):
|
||||
item = self.static_loader.get_item(entry.item_id)
|
||||
if item:
|
||||
items.append(item)
|
||||
else:
|
||||
logger.warning(
|
||||
"Failed to load static item",
|
||||
item_id=entry.item_id
|
||||
)
|
||||
|
||||
return items
|
||||
|
||||
def _generate_procedural_items(
|
||||
self,
|
||||
entry: LootEntry,
|
||||
quantity: int,
|
||||
context: LootContext
|
||||
) -> List[Item]:
|
||||
"""
|
||||
Generate procedural items from a loot entry.
|
||||
|
||||
Calculates effective luck based on:
|
||||
- Base luck stat
|
||||
- Entry-specific rarity bonus
|
||||
- Difficulty bonus
|
||||
- Loot bonus from abilities/buffs
|
||||
|
||||
Args:
|
||||
entry: The loot table entry
|
||||
quantity: Number of items to generate
|
||||
context: Loot generation context
|
||||
|
||||
Returns:
|
||||
List of generated Item instances
|
||||
"""
|
||||
items = []
|
||||
|
||||
if not entry.item_type:
|
||||
logger.warning(
|
||||
"Procedural loot entry missing item_type",
|
||||
entry=entry.to_dict()
|
||||
)
|
||||
return items
|
||||
|
||||
# Calculate effective luck for rarity roll
|
||||
effective_luck = self._calculate_effective_luck(entry, context)
|
||||
|
||||
for _ in range(quantity):
|
||||
item = self.item_generator.generate_loot_drop(
|
||||
character_level=context.party_average_level,
|
||||
luck_stat=effective_luck,
|
||||
item_type=entry.item_type
|
||||
)
|
||||
if item:
|
||||
items.append(item)
|
||||
else:
|
||||
logger.warning(
|
||||
"Failed to generate procedural item",
|
||||
item_type=entry.item_type,
|
||||
level=context.party_average_level
|
||||
)
|
||||
|
||||
return items
|
||||
|
||||
def _calculate_effective_luck(
|
||||
self,
|
||||
entry: LootEntry,
|
||||
context: LootContext
|
||||
) -> int:
|
||||
"""
|
||||
Calculate effective luck for rarity rolling.
|
||||
|
||||
Combines multiple factors:
|
||||
- Base luck stat from party
|
||||
- Entry-specific rarity bonus (defined per loot entry)
|
||||
- Difficulty bonus (based on enemy tier)
|
||||
- Loot bonus (from abilities, buffs, etc.)
|
||||
|
||||
The formula:
|
||||
effective_luck = base_luck + (entry_bonus + difficulty_bonus + loot_bonus) * FACTOR
|
||||
|
||||
Args:
|
||||
entry: The loot table entry
|
||||
context: Loot generation context
|
||||
|
||||
Returns:
|
||||
Effective luck stat for rarity calculations
|
||||
"""
|
||||
# Get difficulty bonus
|
||||
difficulty_bonus = DIFFICULTY_RARITY_BONUS.get(
|
||||
context.enemy_difficulty, 0.0
|
||||
)
|
||||
|
||||
# Sum all bonuses
|
||||
total_bonus = (
|
||||
entry.rarity_bonus +
|
||||
difficulty_bonus +
|
||||
context.loot_bonus
|
||||
)
|
||||
|
||||
# Convert bonus to effective luck points
|
||||
bonus_luck = int(total_bonus * LUCK_CONVERSION_FACTOR)
|
||||
|
||||
effective_luck = context.luck_stat + bonus_luck
|
||||
|
||||
logger.debug(
|
||||
"Effective luck calculated",
|
||||
base_luck=context.luck_stat,
|
||||
entry_bonus=entry.rarity_bonus,
|
||||
difficulty_bonus=difficulty_bonus,
|
||||
loot_bonus=context.loot_bonus,
|
||||
total_bonus=total_bonus,
|
||||
effective_luck=effective_luck
|
||||
)
|
||||
|
||||
return effective_luck
|
||||
|
||||
def generate_boss_loot(
|
||||
self,
|
||||
enemy: EnemyTemplate,
|
||||
context: LootContext,
|
||||
guaranteed_drops: int = 1
|
||||
) -> List[Item]:
|
||||
"""
|
||||
Generate loot from a boss enemy with guaranteed drops.
|
||||
|
||||
Boss enemies are guaranteed to drop at least one piece of equipment
|
||||
in addition to their normal loot table rolls.
|
||||
|
||||
Args:
|
||||
enemy: The boss enemy template
|
||||
context: Loot generation context
|
||||
guaranteed_drops: Number of guaranteed equipment drops
|
||||
|
||||
Returns:
|
||||
List of Item objects including guaranteed drops
|
||||
"""
|
||||
# Generate normal loot first
|
||||
items = self.generate_loot_from_enemy(enemy, context)
|
||||
|
||||
# Add guaranteed procedural drops for bosses
|
||||
if enemy.is_boss():
|
||||
context_for_boss = LootContext(
|
||||
party_average_level=context.party_average_level,
|
||||
enemy_difficulty=EnemyDifficulty.BOSS,
|
||||
luck_stat=context.luck_stat,
|
||||
loot_bonus=context.loot_bonus + 0.1 # Extra bonus for bosses
|
||||
)
|
||||
|
||||
for _ in range(guaranteed_drops):
|
||||
# Alternate between weapon and armor
|
||||
item_type = random.choice(["weapon", "armor"])
|
||||
effective_luck = self._calculate_effective_luck(
|
||||
LootEntry(
|
||||
loot_type=LootType.PROCEDURAL,
|
||||
item_type=item_type,
|
||||
rarity_bonus=0.15 # Boss-tier bonus
|
||||
),
|
||||
context_for_boss
|
||||
)
|
||||
|
||||
item = self.item_generator.generate_loot_drop(
|
||||
character_level=context.party_average_level,
|
||||
luck_stat=effective_luck,
|
||||
item_type=item_type
|
||||
)
|
||||
if item:
|
||||
items.append(item)
|
||||
|
||||
logger.info(
|
||||
"Boss loot generated",
|
||||
enemy_id=enemy.enemy_id,
|
||||
guaranteed_drops=guaranteed_drops,
|
||||
total_items=len(items)
|
||||
)
|
||||
|
||||
return items
|
||||
|
||||
|
||||
# Global singleton
|
||||
_service_instance: Optional[CombatLootService] = None
|
||||
|
||||
|
||||
def get_combat_loot_service() -> CombatLootService:
|
||||
"""
|
||||
Get the global CombatLootService instance.
|
||||
|
||||
Returns:
|
||||
Singleton CombatLootService instance
|
||||
"""
|
||||
global _service_instance
|
||||
if _service_instance is None:
|
||||
_service_instance = CombatLootService()
|
||||
return _service_instance
|
||||
@@ -15,7 +15,7 @@ from uuid import uuid4
|
||||
|
||||
from app.models.combat import Combatant, CombatEncounter
|
||||
from app.models.character import Character
|
||||
from app.models.enemy import EnemyTemplate
|
||||
from app.models.enemy import EnemyTemplate, EnemyDifficulty
|
||||
from app.models.stats import Stats
|
||||
from app.models.abilities import Ability, AbilityLoader
|
||||
from app.models.effects import Effect
|
||||
@@ -25,6 +25,11 @@ from app.services.damage_calculator import DamageCalculator, DamageResult
|
||||
from app.services.enemy_loader import EnemyLoader, get_enemy_loader
|
||||
from app.services.session_service import get_session_service
|
||||
from app.services.character_service import get_character_service
|
||||
from app.services.combat_loot_service import (
|
||||
get_combat_loot_service,
|
||||
CombatLootService,
|
||||
LootContext
|
||||
)
|
||||
from app.utils.logging import get_logger
|
||||
|
||||
logger = get_logger(__file__)
|
||||
@@ -197,6 +202,7 @@ class CombatService:
|
||||
self.character_service = get_character_service()
|
||||
self.enemy_loader = get_enemy_loader()
|
||||
self.ability_loader = AbilityLoader()
|
||||
self.loot_service = get_combat_loot_service()
|
||||
|
||||
logger.info("CombatService initialized")
|
||||
|
||||
@@ -898,6 +904,9 @@ class CombatService:
|
||||
"""
|
||||
Calculate and distribute rewards after victory.
|
||||
|
||||
Uses CombatLootService for loot generation, supporting both
|
||||
static items (consumables) and procedural equipment.
|
||||
|
||||
Args:
|
||||
encounter: Completed combat encounter
|
||||
session: Game session
|
||||
@@ -908,6 +917,9 @@ class CombatService:
|
||||
"""
|
||||
rewards = CombatRewards()
|
||||
|
||||
# Build loot context from encounter
|
||||
loot_context = self._build_loot_context(encounter)
|
||||
|
||||
# Sum up rewards from defeated enemies
|
||||
for combatant in encounter.combatants:
|
||||
if not combatant.is_player and combatant.is_dead():
|
||||
@@ -919,9 +931,28 @@ class CombatService:
|
||||
rewards.experience += enemy.experience_reward
|
||||
rewards.gold += enemy.get_gold_reward()
|
||||
|
||||
# Roll for loot
|
||||
loot = enemy.roll_loot()
|
||||
rewards.items.extend(loot)
|
||||
# Generate loot using the loot service
|
||||
# Update context with this specific enemy's difficulty
|
||||
enemy_context = LootContext(
|
||||
party_average_level=loot_context.party_average_level,
|
||||
enemy_difficulty=enemy.difficulty,
|
||||
luck_stat=loot_context.luck_stat,
|
||||
loot_bonus=loot_context.loot_bonus
|
||||
)
|
||||
|
||||
# Use boss loot for boss enemies
|
||||
if enemy.is_boss():
|
||||
loot_items = self.loot_service.generate_boss_loot(
|
||||
enemy, enemy_context
|
||||
)
|
||||
else:
|
||||
loot_items = self.loot_service.generate_loot_from_enemy(
|
||||
enemy, enemy_context
|
||||
)
|
||||
|
||||
# Convert Item objects to dicts for serialization
|
||||
for item in loot_items:
|
||||
rewards.items.append(item.to_dict())
|
||||
|
||||
# Distribute rewards to player characters
|
||||
player_combatants = [c for c in encounter.combatants if c.is_player]
|
||||
@@ -964,6 +995,49 @@ class CombatService:
|
||||
|
||||
return rewards
|
||||
|
||||
def _build_loot_context(self, encounter: CombatEncounter) -> LootContext:
|
||||
"""
|
||||
Build loot generation context from a combat encounter.
|
||||
|
||||
Calculates:
|
||||
- Party average level
|
||||
- Party average luck stat
|
||||
- Default difficulty (uses EASY, specific enemies override)
|
||||
|
||||
Args:
|
||||
encounter: Combat encounter with player combatants
|
||||
|
||||
Returns:
|
||||
LootContext for loot generation
|
||||
"""
|
||||
player_combatants = [c for c in encounter.combatants if c.is_player]
|
||||
|
||||
# Calculate party average level
|
||||
if player_combatants:
|
||||
# Use combatant's level if available, otherwise default to 1
|
||||
levels = []
|
||||
for p in player_combatants:
|
||||
# Try to get level from stats or combatant
|
||||
level = getattr(p, 'level', 1)
|
||||
levels.append(level)
|
||||
avg_level = sum(levels) // len(levels) if levels else 1
|
||||
else:
|
||||
avg_level = 1
|
||||
|
||||
# Calculate party average luck
|
||||
if player_combatants:
|
||||
luck_values = [p.stats.luck for p in player_combatants]
|
||||
avg_luck = sum(luck_values) // len(luck_values) if luck_values else 8
|
||||
else:
|
||||
avg_luck = 8
|
||||
|
||||
return LootContext(
|
||||
party_average_level=avg_level,
|
||||
enemy_difficulty=EnemyDifficulty.EASY, # Default; overridden per-enemy
|
||||
luck_stat=avg_luck,
|
||||
loot_bonus=0.0 # Future: add buffs/abilities bonus
|
||||
)
|
||||
|
||||
# =========================================================================
|
||||
# Helper Methods
|
||||
# =========================================================================
|
||||
|
||||
276
api/app/services/static_item_loader.py
Normal file
276
api/app/services/static_item_loader.py
Normal file
@@ -0,0 +1,276 @@
|
||||
"""
|
||||
Static Item Loader Service - YAML-based static item loading.
|
||||
|
||||
This service loads predefined item definitions (consumables, materials, quest items)
|
||||
from YAML files, providing a way to reference specific items by ID in loot tables.
|
||||
|
||||
Static items differ from procedurally generated items in that they have fixed
|
||||
properties defined in YAML rather than randomly generated affixes.
|
||||
"""
|
||||
|
||||
from pathlib import Path
|
||||
from typing import Dict, List, Optional
|
||||
import uuid
|
||||
import yaml
|
||||
|
||||
from app.models.items import Item
|
||||
from app.models.effects import Effect
|
||||
from app.models.enums import ItemType, ItemRarity, EffectType
|
||||
from app.utils.logging import get_logger
|
||||
|
||||
logger = get_logger(__file__)
|
||||
|
||||
|
||||
class StaticItemLoader:
|
||||
"""
|
||||
Loads and manages static item definitions from YAML configuration files.
|
||||
|
||||
Static items are predefined items (consumables, materials, quest items)
|
||||
that can be referenced by item_id in enemy loot tables.
|
||||
|
||||
Items are loaded from:
|
||||
- api/app/data/static_items/consumables.yaml
|
||||
- api/app/data/static_items/materials.yaml
|
||||
|
||||
Each call to get_item() creates a new Item instance with a unique ID,
|
||||
so multiple drops of the same item_id become distinct inventory items.
|
||||
"""
|
||||
|
||||
def __init__(self, data_dir: Optional[str] = None):
|
||||
"""
|
||||
Initialize the static item loader.
|
||||
|
||||
Args:
|
||||
data_dir: Path to directory containing static item YAML files.
|
||||
Defaults to /app/data/static_items/
|
||||
"""
|
||||
if data_dir is None:
|
||||
# Default to app/data/static_items relative to this file
|
||||
current_file = Path(__file__)
|
||||
app_dir = current_file.parent.parent # Go up to /app
|
||||
data_dir = str(app_dir / "data" / "static_items")
|
||||
|
||||
self.data_dir = Path(data_dir)
|
||||
self._cache: Dict[str, dict] = {}
|
||||
self._loaded = False
|
||||
|
||||
logger.info("StaticItemLoader initialized", data_dir=str(self.data_dir))
|
||||
|
||||
def _ensure_loaded(self) -> None:
|
||||
"""Ensure items are loaded before any operation."""
|
||||
if not self._loaded:
|
||||
self._load_all()
|
||||
|
||||
def _load_all(self) -> None:
|
||||
"""Load all static item YAML files."""
|
||||
if not self.data_dir.exists():
|
||||
logger.warning(
|
||||
"Static items directory not found",
|
||||
path=str(self.data_dir)
|
||||
)
|
||||
self._loaded = True
|
||||
return
|
||||
|
||||
# Load all YAML files in the directory
|
||||
for yaml_file in self.data_dir.glob("*.yaml"):
|
||||
self._load_file(yaml_file)
|
||||
|
||||
self._loaded = True
|
||||
logger.info("Static items loaded", count=len(self._cache))
|
||||
|
||||
def _load_file(self, yaml_file: Path) -> None:
|
||||
"""
|
||||
Load items from a single YAML file.
|
||||
|
||||
Args:
|
||||
yaml_file: Path to the YAML file
|
||||
"""
|
||||
try:
|
||||
with open(yaml_file, 'r') as f:
|
||||
data = yaml.safe_load(f)
|
||||
|
||||
if data is None:
|
||||
logger.warning("Empty YAML file", file=str(yaml_file))
|
||||
return
|
||||
|
||||
items = data.get("items", {})
|
||||
for item_id, item_data in items.items():
|
||||
# Store the template data with its ID
|
||||
item_data["_item_id"] = item_id
|
||||
self._cache[item_id] = item_data
|
||||
|
||||
logger.debug(
|
||||
"Static items loaded from file",
|
||||
file=str(yaml_file),
|
||||
count=len(items)
|
||||
)
|
||||
|
||||
except Exception as e:
|
||||
logger.error(
|
||||
"Failed to load static items file",
|
||||
file=str(yaml_file),
|
||||
error=str(e)
|
||||
)
|
||||
|
||||
def get_item(self, item_id: str, quantity: int = 1) -> Optional[Item]:
|
||||
"""
|
||||
Get an item instance by ID.
|
||||
|
||||
Creates a new Item instance with a unique ID for each call,
|
||||
so multiple drops become distinct inventory items.
|
||||
|
||||
Args:
|
||||
item_id: The static item ID (e.g., "health_potion_small")
|
||||
quantity: Requested quantity (not used for individual item,
|
||||
but available for future stackable item support)
|
||||
|
||||
Returns:
|
||||
Item instance or None if item_id not found
|
||||
"""
|
||||
self._ensure_loaded()
|
||||
|
||||
template = self._cache.get(item_id)
|
||||
if template is None:
|
||||
logger.warning("Static item not found", item_id=item_id)
|
||||
return None
|
||||
|
||||
# Create new instance with unique ID
|
||||
instance_id = f"{item_id}_{uuid.uuid4().hex[:8]}"
|
||||
|
||||
# Parse item type
|
||||
item_type_str = template.get("item_type", "quest_item")
|
||||
try:
|
||||
item_type = ItemType(item_type_str)
|
||||
except ValueError:
|
||||
logger.warning(
|
||||
"Unknown item type, defaulting to quest_item",
|
||||
item_type=item_type_str,
|
||||
item_id=item_id
|
||||
)
|
||||
item_type = ItemType.QUEST_ITEM
|
||||
|
||||
# Parse rarity
|
||||
rarity_str = template.get("rarity", "common")
|
||||
try:
|
||||
rarity = ItemRarity(rarity_str)
|
||||
except ValueError:
|
||||
logger.warning(
|
||||
"Unknown rarity, defaulting to common",
|
||||
rarity=rarity_str,
|
||||
item_id=item_id
|
||||
)
|
||||
rarity = ItemRarity.COMMON
|
||||
|
||||
# Parse effects if present
|
||||
effects = []
|
||||
for effect_data in template.get("effects_on_use", []):
|
||||
try:
|
||||
effect = self._parse_effect(effect_data)
|
||||
if effect:
|
||||
effects.append(effect)
|
||||
except Exception as e:
|
||||
logger.warning(
|
||||
"Failed to parse effect",
|
||||
item_id=item_id,
|
||||
error=str(e)
|
||||
)
|
||||
|
||||
# Parse stat bonuses if present
|
||||
stat_bonuses = template.get("stat_bonuses", {})
|
||||
|
||||
return Item(
|
||||
item_id=instance_id,
|
||||
name=template.get("name", item_id),
|
||||
item_type=item_type,
|
||||
rarity=rarity,
|
||||
description=template.get("description", ""),
|
||||
value=template.get("value", 1),
|
||||
is_tradeable=template.get("is_tradeable", True),
|
||||
stat_bonuses=stat_bonuses,
|
||||
effects_on_use=effects,
|
||||
)
|
||||
|
||||
def _parse_effect(self, effect_data: Dict) -> Optional[Effect]:
|
||||
"""
|
||||
Parse an effect from YAML data.
|
||||
|
||||
Supports simplified YAML format where effect_type is a string.
|
||||
|
||||
Args:
|
||||
effect_data: Effect definition from YAML
|
||||
|
||||
Returns:
|
||||
Effect instance or None if parsing fails
|
||||
"""
|
||||
# Parse effect type
|
||||
effect_type_str = effect_data.get("effect_type", "buff")
|
||||
try:
|
||||
effect_type = EffectType(effect_type_str)
|
||||
except ValueError:
|
||||
logger.warning(
|
||||
"Unknown effect type",
|
||||
effect_type=effect_type_str
|
||||
)
|
||||
return None
|
||||
|
||||
# Generate effect ID if not provided
|
||||
effect_id = effect_data.get(
|
||||
"effect_id",
|
||||
f"effect_{uuid.uuid4().hex[:8]}"
|
||||
)
|
||||
|
||||
return Effect(
|
||||
effect_id=effect_id,
|
||||
name=effect_data.get("name", "Unknown Effect"),
|
||||
effect_type=effect_type,
|
||||
duration=effect_data.get("duration", 1),
|
||||
power=effect_data.get("power", 0),
|
||||
stacks=effect_data.get("stacks", 1),
|
||||
max_stacks=effect_data.get("max_stacks", 5),
|
||||
)
|
||||
|
||||
def get_all_item_ids(self) -> List[str]:
|
||||
"""
|
||||
Get list of all available static item IDs.
|
||||
|
||||
Returns:
|
||||
List of item_id strings
|
||||
"""
|
||||
self._ensure_loaded()
|
||||
return list(self._cache.keys())
|
||||
|
||||
def has_item(self, item_id: str) -> bool:
|
||||
"""
|
||||
Check if an item ID exists.
|
||||
|
||||
Args:
|
||||
item_id: The item ID to check
|
||||
|
||||
Returns:
|
||||
True if item exists in cache
|
||||
"""
|
||||
self._ensure_loaded()
|
||||
return item_id in self._cache
|
||||
|
||||
def clear_cache(self) -> None:
|
||||
"""Clear the item cache, forcing reload on next access."""
|
||||
self._cache.clear()
|
||||
self._loaded = False
|
||||
logger.debug("Static item cache cleared")
|
||||
|
||||
|
||||
# Global instance for convenience
|
||||
_loader_instance: Optional[StaticItemLoader] = None
|
||||
|
||||
|
||||
def get_static_item_loader() -> StaticItemLoader:
|
||||
"""
|
||||
Get the global StaticItemLoader instance.
|
||||
|
||||
Returns:
|
||||
Singleton StaticItemLoader instance
|
||||
"""
|
||||
global _loader_instance
|
||||
if _loader_instance is None:
|
||||
_loader_instance = StaticItemLoader()
|
||||
return _loader_instance
|
||||
Reference in New Issue
Block a user