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| Author | SHA1 | Date | |
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| 70b2b0f124 |
@@ -35,7 +35,8 @@ class Character:
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player_class: Character's class (determines base stats and skill trees)
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origin: Character's backstory origin (saved for AI DM narrative hooks)
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level: Current level
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experience: Current XP points
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experience: Current XP progress toward next level (resets on level-up)
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total_xp: Cumulative XP earned across all levels (never decreases)
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base_stats: Base stats (from class + level-ups)
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unlocked_skills: List of skill_ids that have been unlocked
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inventory: All items the character owns
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@@ -53,7 +54,8 @@ class Character:
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player_class: PlayerClass
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origin: Origin
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level: int = 1
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experience: int = 0
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experience: int = 0 # Current level progress (resets on level-up)
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total_xp: int = 0 # Cumulative XP (never decreases)
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# Stats and progression
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base_stats: Stats = field(default_factory=Stats)
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@@ -315,6 +317,9 @@ class Character:
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"""
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Add experience points and check for level up.
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Updates both current level progress (experience) and cumulative total (total_xp).
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The cumulative total never decreases, providing players a sense of overall progression.
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Args:
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xp: Amount of experience to add
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@@ -322,6 +327,7 @@ class Character:
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True if character leveled up, False otherwise
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"""
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self.experience += xp
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self.total_xp += xp # Track cumulative XP (never decreases)
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required_xp = self._calculate_xp_for_next_level()
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if self.experience >= required_xp:
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@@ -334,15 +340,18 @@ class Character:
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"""
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Level up the character.
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- Increases level
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- Resets experience to overflow amount
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- Increases level by 1
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- Resets experience to overflow amount (XP beyond requirement carries over)
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- Preserves total_xp (cumulative XP is never modified here)
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- Grants 1 skill point (level - unlocked_skills count)
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- Could grant stat increases (future enhancement)
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"""
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required_xp = self._calculate_xp_for_next_level()
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overflow_xp = self.experience - required_xp
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self.level += 1
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self.experience = overflow_xp
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self.experience = overflow_xp # Reset current level progress
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# total_xp remains unchanged - it's cumulative and never decreases
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# Future: Apply stat increases based on class
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# For now, stats are increased manually via skill points
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@@ -359,6 +368,19 @@ class Character:
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"""
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return int(100 * (self.level ** 1.5))
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@property
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def xp_to_next_level(self) -> int:
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"""
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Get XP remaining until next level.
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This is a computed property for UI display showing progress bars
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and "X/Y XP to next level" displays.
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Returns:
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Amount of XP needed to reach next level
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"""
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return self._calculate_xp_for_next_level() - self.experience
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def to_dict(self) -> Dict[str, Any]:
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"""
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Serialize character to dictionary for JSON storage.
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@@ -374,6 +396,9 @@ class Character:
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"origin": self.origin.to_dict(),
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"level": self.level,
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"experience": self.experience,
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"total_xp": self.total_xp,
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"xp_to_next_level": self.xp_to_next_level,
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"xp_required_for_next_level": self._calculate_xp_for_next_level(),
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"base_stats": self.base_stats.to_dict(),
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"unlocked_skills": self.unlocked_skills,
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"inventory": [item.to_dict() for item in self.inventory],
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@@ -465,6 +490,7 @@ class Character:
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origin=origin,
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level=data.get("level", 1),
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experience=data.get("experience", 0),
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total_xp=data.get("total_xp", 0), # Default 0 for legacy data
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base_stats=base_stats,
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unlocked_skills=data.get("unlocked_skills", []),
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inventory=inventory,
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@@ -1261,7 +1261,12 @@ class CombatService:
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xp_per_player = rewards.experience // max(1, len(player_combatants))
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gold_per_player = rewards.gold // max(1, len(player_combatants))
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for player in player_combatants:
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# Distribute items evenly among players
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# For simplicity, give all items to each player in solo mode,
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# or distribute round-robin in multiplayer
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items_to_distribute = [Item.from_dict(item_dict) for item_dict in rewards.items]
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for i, player in enumerate(player_combatants):
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if session.is_solo():
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char_id = session.solo_character_id
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else:
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@@ -1278,6 +1283,18 @@ class CombatService:
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# Add gold
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character.gold += gold_per_player
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# Distribute items
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if session.is_solo():
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# Solo mode: give all items to the character
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for item in items_to_distribute:
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character.add_item(item)
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else:
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# Multiplayer: distribute items round-robin
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# Player i gets items at indices i, i+n, i+2n, etc.
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for idx, item in enumerate(items_to_distribute):
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if idx % len(player_combatants) == i:
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character.add_item(item)
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# Save character
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self.character_service.update_character(character, user_id)
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@@ -936,7 +936,8 @@ power = fireball.calculate_power(caster_stats)
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| `name` | str | Character name |
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| `player_class` | PlayerClass | Character class |
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| `level` | int | Current level |
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| `experience` | int | XP points |
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| `experience` | int | Current XP progress toward next level (resets on level-up) |
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| `total_xp` | int | Cumulative XP earned across all levels (never decreases) |
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| `stats` | Stats | Current stats |
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| `unlocked_skills` | List[str] | Unlocked skill_ids |
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| `inventory` | List[Item] | All items |
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@@ -945,10 +946,17 @@ power = fireball.calculate_power(caster_stats)
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| `active_quests` | List[str] | Quest IDs |
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| `discovered_locations` | List[str] | Location IDs |
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**Computed Properties:**
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- `xp_to_next_level` - XP remaining until next level (calculated: `required_xp - experience`)
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- `current_hp` / `max_hp` - Health points (calculated from constitution)
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- `defense` / `resistance` - Damage reduction (calculated from stats)
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**Methods:**
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- `to_dict()` - Serialize to dictionary for JSON storage
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- `from_dict(data)` - Deserialize from dictionary
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- `to_dict()` - Serialize to dictionary for JSON storage (includes computed fields)
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- `from_dict(data)` - Deserialize from dictionary (handles legacy data)
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- `get_effective_stats(active_effects)` - **THE CRITICAL METHOD** - Calculate final stats
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- `add_experience(xp)` - Add XP and check for level-up (updates both `experience` and `total_xp`)
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- `level_up()` - Level up character (resets `experience`, preserves `total_xp`)
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**get_effective_stats() Details:**
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@@ -401,6 +401,12 @@ XP Required = 100 × (current_level ^ 1.5)
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- Level up triggers automatically when threshold reached
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- Base stats remain constant (progression via skill trees & equipment)
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**XP Tracking:**
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- **`experience`**: Current progress toward next level (0 to required XP, resets on level-up)
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- **`total_xp`**: Cumulative XP earned across all levels (never decreases)
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- **UI Display**: Shows both values (e.g., "Total XP: 150 | Progress: 50/282 to Level 3")
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- **Legacy data**: Characters without `total_xp` default to 0, will track from next XP gain
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**Implementation:**
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- Leveling logic lives in `Character` model (`add_experience()`, `level_up()` methods)
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- No separate service needed (OOP design pattern)
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@@ -324,6 +324,7 @@ def test_add_experience_no_level_up(basic_character):
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assert leveled_up == False
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assert basic_character.level == 1
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assert basic_character.experience == 50
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assert basic_character.total_xp == 50 # Cumulative XP tracked
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def test_add_experience_with_level_up(basic_character):
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@@ -333,7 +334,8 @@ def test_add_experience_with_level_up(basic_character):
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assert leveled_up == True
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assert basic_character.level == 2
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assert basic_character.experience == 0 # Reset
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assert basic_character.experience == 0 # Current level progress resets
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assert basic_character.total_xp == 100 # Cumulative XP preserved
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def test_add_experience_with_overflow(basic_character):
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@@ -343,7 +345,48 @@ def test_add_experience_with_overflow(basic_character):
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assert leveled_up == True
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assert basic_character.level == 2
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assert basic_character.experience == 50 # Overflow
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assert basic_character.experience == 50 # Overflow preserved
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assert basic_character.total_xp == 150 # All XP tracked cumulatively
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def test_xp_to_next_level_property(basic_character):
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"""Test xp_to_next_level property calculation."""
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# At level 1 with 0 XP, need 100 to level up
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assert basic_character.xp_to_next_level == 100
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# Add 30 XP
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basic_character.add_experience(30)
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assert basic_character.xp_to_next_level == 70 # 100 - 30
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# Add 70 more to level up
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basic_character.add_experience(70)
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assert basic_character.level == 2
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assert basic_character.experience == 0
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# At level 2, need 282 XP to level up
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assert basic_character.xp_to_next_level == 282
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def test_total_xp_never_decreases(basic_character):
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"""Test that total_xp is cumulative and never decreases."""
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# Start at 0
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assert basic_character.total_xp == 0
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# Add XP multiple times
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basic_character.add_experience(50)
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assert basic_character.total_xp == 50
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basic_character.add_experience(50)
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assert basic_character.total_xp == 100
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# Should have leveled up to level 2
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assert basic_character.level == 2
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assert basic_character.experience == 0 # Current progress reset
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# Add more XP
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basic_character.add_experience(100)
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assert basic_character.total_xp == 200 # Still cumulative
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# Even though experience resets on level-up, total_xp keeps growing
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assert basic_character.total_xp >= basic_character.experience
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def test_xp_calculation(basic_origin):
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@@ -386,6 +429,7 @@ def test_character_serialization(basic_character):
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basic_character.gold = 500
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basic_character.level = 3
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basic_character.experience = 100
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basic_character.total_xp = 500 # Manually set for test
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data = basic_character.to_dict()
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@@ -394,7 +438,13 @@ def test_character_serialization(basic_character):
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assert data["name"] == "Test Hero"
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assert data["level"] == 3
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assert data["experience"] == 100
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assert data["total_xp"] == 500
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assert data["gold"] == 500
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# Check computed fields
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assert "xp_to_next_level" in data
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assert "xp_required_for_next_level" in data
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assert data["xp_required_for_next_level"] == 519 # Level 3 requires 519 XP
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assert data["xp_to_next_level"] == 419 # 519 - 100
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def test_character_deserialization(basic_player_class, basic_origin):
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@@ -636,7 +636,15 @@ class TestRewardsCalculation:
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# Mock loot service to return mock items
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mock_item = Mock()
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mock_item.to_dict.return_value = {"item_id": "sword", "quantity": 1}
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mock_item.to_dict.return_value = {
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"item_id": "test_sword",
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"name": "Test Sword",
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"item_type": "weapon",
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"rarity": "common",
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"description": "A test sword",
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"value": 10,
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"damage": 5,
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}
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service.loot_service.generate_loot_from_enemy.return_value = [mock_item]
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mock_session = Mock()
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@@ -647,6 +655,7 @@ class TestRewardsCalculation:
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mock_char.level = 1
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mock_char.experience = 0
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mock_char.gold = 0
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mock_char.add_item = Mock() # Mock the add_item method
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service.character_service.get_character.return_value = mock_char
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service.character_service.update_character = Mock()
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@@ -655,3 +664,6 @@ class TestRewardsCalculation:
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assert rewards.experience == 50
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assert rewards.gold == 25
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assert len(rewards.items) == 1
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# Verify items were added to character inventory
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assert mock_char.add_item.called, "Items should be added to character inventory"
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assert mock_char.add_item.call_count == 1, "Should add 1 item to inventory"
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