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Author SHA1 Message Date
70b2b0f124 fixing leveling xp reporting 2025-11-30 18:20:40 -06:00
6 changed files with 131 additions and 12 deletions

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@@ -35,7 +35,8 @@ class Character:
player_class: Character's class (determines base stats and skill trees)
origin: Character's backstory origin (saved for AI DM narrative hooks)
level: Current level
experience: Current XP points
experience: Current XP progress toward next level (resets on level-up)
total_xp: Cumulative XP earned across all levels (never decreases)
base_stats: Base stats (from class + level-ups)
unlocked_skills: List of skill_ids that have been unlocked
inventory: All items the character owns
@@ -53,7 +54,8 @@ class Character:
player_class: PlayerClass
origin: Origin
level: int = 1
experience: int = 0
experience: int = 0 # Current level progress (resets on level-up)
total_xp: int = 0 # Cumulative XP (never decreases)
# Stats and progression
base_stats: Stats = field(default_factory=Stats)
@@ -315,6 +317,9 @@ class Character:
"""
Add experience points and check for level up.
Updates both current level progress (experience) and cumulative total (total_xp).
The cumulative total never decreases, providing players a sense of overall progression.
Args:
xp: Amount of experience to add
@@ -322,6 +327,7 @@ class Character:
True if character leveled up, False otherwise
"""
self.experience += xp
self.total_xp += xp # Track cumulative XP (never decreases)
required_xp = self._calculate_xp_for_next_level()
if self.experience >= required_xp:
@@ -334,15 +340,18 @@ class Character:
"""
Level up the character.
- Increases level
- Resets experience to overflow amount
- Increases level by 1
- Resets experience to overflow amount (XP beyond requirement carries over)
- Preserves total_xp (cumulative XP is never modified here)
- Grants 1 skill point (level - unlocked_skills count)
- Could grant stat increases (future enhancement)
"""
required_xp = self._calculate_xp_for_next_level()
overflow_xp = self.experience - required_xp
self.level += 1
self.experience = overflow_xp
self.experience = overflow_xp # Reset current level progress
# total_xp remains unchanged - it's cumulative and never decreases
# Future: Apply stat increases based on class
# For now, stats are increased manually via skill points
@@ -359,6 +368,19 @@ class Character:
"""
return int(100 * (self.level ** 1.5))
@property
def xp_to_next_level(self) -> int:
"""
Get XP remaining until next level.
This is a computed property for UI display showing progress bars
and "X/Y XP to next level" displays.
Returns:
Amount of XP needed to reach next level
"""
return self._calculate_xp_for_next_level() - self.experience
def to_dict(self) -> Dict[str, Any]:
"""
Serialize character to dictionary for JSON storage.
@@ -374,6 +396,9 @@ class Character:
"origin": self.origin.to_dict(),
"level": self.level,
"experience": self.experience,
"total_xp": self.total_xp,
"xp_to_next_level": self.xp_to_next_level,
"xp_required_for_next_level": self._calculate_xp_for_next_level(),
"base_stats": self.base_stats.to_dict(),
"unlocked_skills": self.unlocked_skills,
"inventory": [item.to_dict() for item in self.inventory],
@@ -465,6 +490,7 @@ class Character:
origin=origin,
level=data.get("level", 1),
experience=data.get("experience", 0),
total_xp=data.get("total_xp", 0), # Default 0 for legacy data
base_stats=base_stats,
unlocked_skills=data.get("unlocked_skills", []),
inventory=inventory,

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@@ -1261,7 +1261,12 @@ class CombatService:
xp_per_player = rewards.experience // max(1, len(player_combatants))
gold_per_player = rewards.gold // max(1, len(player_combatants))
for player in player_combatants:
# Distribute items evenly among players
# For simplicity, give all items to each player in solo mode,
# or distribute round-robin in multiplayer
items_to_distribute = [Item.from_dict(item_dict) for item_dict in rewards.items]
for i, player in enumerate(player_combatants):
if session.is_solo():
char_id = session.solo_character_id
else:
@@ -1278,6 +1283,18 @@ class CombatService:
# Add gold
character.gold += gold_per_player
# Distribute items
if session.is_solo():
# Solo mode: give all items to the character
for item in items_to_distribute:
character.add_item(item)
else:
# Multiplayer: distribute items round-robin
# Player i gets items at indices i, i+n, i+2n, etc.
for idx, item in enumerate(items_to_distribute):
if idx % len(player_combatants) == i:
character.add_item(item)
# Save character
self.character_service.update_character(character, user_id)

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@@ -936,7 +936,8 @@ power = fireball.calculate_power(caster_stats)
| `name` | str | Character name |
| `player_class` | PlayerClass | Character class |
| `level` | int | Current level |
| `experience` | int | XP points |
| `experience` | int | Current XP progress toward next level (resets on level-up) |
| `total_xp` | int | Cumulative XP earned across all levels (never decreases) |
| `stats` | Stats | Current stats |
| `unlocked_skills` | List[str] | Unlocked skill_ids |
| `inventory` | List[Item] | All items |
@@ -945,10 +946,17 @@ power = fireball.calculate_power(caster_stats)
| `active_quests` | List[str] | Quest IDs |
| `discovered_locations` | List[str] | Location IDs |
**Computed Properties:**
- `xp_to_next_level` - XP remaining until next level (calculated: `required_xp - experience`)
- `current_hp` / `max_hp` - Health points (calculated from constitution)
- `defense` / `resistance` - Damage reduction (calculated from stats)
**Methods:**
- `to_dict()` - Serialize to dictionary for JSON storage
- `from_dict(data)` - Deserialize from dictionary
- `to_dict()` - Serialize to dictionary for JSON storage (includes computed fields)
- `from_dict(data)` - Deserialize from dictionary (handles legacy data)
- `get_effective_stats(active_effects)` - **THE CRITICAL METHOD** - Calculate final stats
- `add_experience(xp)` - Add XP and check for level-up (updates both `experience` and `total_xp`)
- `level_up()` - Level up character (resets `experience`, preserves `total_xp`)
**get_effective_stats() Details:**

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@@ -401,6 +401,12 @@ XP Required = 100 × (current_level ^ 1.5)
- Level up triggers automatically when threshold reached
- Base stats remain constant (progression via skill trees & equipment)
**XP Tracking:**
- **`experience`**: Current progress toward next level (0 to required XP, resets on level-up)
- **`total_xp`**: Cumulative XP earned across all levels (never decreases)
- **UI Display**: Shows both values (e.g., "Total XP: 150 | Progress: 50/282 to Level 3")
- **Legacy data**: Characters without `total_xp` default to 0, will track from next XP gain
**Implementation:**
- Leveling logic lives in `Character` model (`add_experience()`, `level_up()` methods)
- No separate service needed (OOP design pattern)

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@@ -324,6 +324,7 @@ def test_add_experience_no_level_up(basic_character):
assert leveled_up == False
assert basic_character.level == 1
assert basic_character.experience == 50
assert basic_character.total_xp == 50 # Cumulative XP tracked
def test_add_experience_with_level_up(basic_character):
@@ -333,7 +334,8 @@ def test_add_experience_with_level_up(basic_character):
assert leveled_up == True
assert basic_character.level == 2
assert basic_character.experience == 0 # Reset
assert basic_character.experience == 0 # Current level progress resets
assert basic_character.total_xp == 100 # Cumulative XP preserved
def test_add_experience_with_overflow(basic_character):
@@ -343,7 +345,48 @@ def test_add_experience_with_overflow(basic_character):
assert leveled_up == True
assert basic_character.level == 2
assert basic_character.experience == 50 # Overflow
assert basic_character.experience == 50 # Overflow preserved
assert basic_character.total_xp == 150 # All XP tracked cumulatively
def test_xp_to_next_level_property(basic_character):
"""Test xp_to_next_level property calculation."""
# At level 1 with 0 XP, need 100 to level up
assert basic_character.xp_to_next_level == 100
# Add 30 XP
basic_character.add_experience(30)
assert basic_character.xp_to_next_level == 70 # 100 - 30
# Add 70 more to level up
basic_character.add_experience(70)
assert basic_character.level == 2
assert basic_character.experience == 0
# At level 2, need 282 XP to level up
assert basic_character.xp_to_next_level == 282
def test_total_xp_never_decreases(basic_character):
"""Test that total_xp is cumulative and never decreases."""
# Start at 0
assert basic_character.total_xp == 0
# Add XP multiple times
basic_character.add_experience(50)
assert basic_character.total_xp == 50
basic_character.add_experience(50)
assert basic_character.total_xp == 100
# Should have leveled up to level 2
assert basic_character.level == 2
assert basic_character.experience == 0 # Current progress reset
# Add more XP
basic_character.add_experience(100)
assert basic_character.total_xp == 200 # Still cumulative
# Even though experience resets on level-up, total_xp keeps growing
assert basic_character.total_xp >= basic_character.experience
def test_xp_calculation(basic_origin):
@@ -386,6 +429,7 @@ def test_character_serialization(basic_character):
basic_character.gold = 500
basic_character.level = 3
basic_character.experience = 100
basic_character.total_xp = 500 # Manually set for test
data = basic_character.to_dict()
@@ -394,7 +438,13 @@ def test_character_serialization(basic_character):
assert data["name"] == "Test Hero"
assert data["level"] == 3
assert data["experience"] == 100
assert data["total_xp"] == 500
assert data["gold"] == 500
# Check computed fields
assert "xp_to_next_level" in data
assert "xp_required_for_next_level" in data
assert data["xp_required_for_next_level"] == 519 # Level 3 requires 519 XP
assert data["xp_to_next_level"] == 419 # 519 - 100
def test_character_deserialization(basic_player_class, basic_origin):

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@@ -636,7 +636,15 @@ class TestRewardsCalculation:
# Mock loot service to return mock items
mock_item = Mock()
mock_item.to_dict.return_value = {"item_id": "sword", "quantity": 1}
mock_item.to_dict.return_value = {
"item_id": "test_sword",
"name": "Test Sword",
"item_type": "weapon",
"rarity": "common",
"description": "A test sword",
"value": 10,
"damage": 5,
}
service.loot_service.generate_loot_from_enemy.return_value = [mock_item]
mock_session = Mock()
@@ -647,6 +655,7 @@ class TestRewardsCalculation:
mock_char.level = 1
mock_char.experience = 0
mock_char.gold = 0
mock_char.add_item = Mock() # Mock the add_item method
service.character_service.get_character.return_value = mock_char
service.character_service.update_character = Mock()
@@ -655,3 +664,6 @@ class TestRewardsCalculation:
assert rewards.experience == 50
assert rewards.gold == 25
assert len(rewards.items) == 1
# Verify items were added to character inventory
assert mock_char.add_item.called, "Items should be added to character inventory"
assert mock_char.add_item.call_count == 1, "Should add 1 item to inventory"