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Author SHA1 Message Date
7c0e257540 Merge pull request 'feat/phase4-combat-foundation' (#8) from feat/phase4-combat-foundation into dev
Reviewed-on: #8
2025-11-28 04:21:19 +00:00
6d3fb63355 Combat foundation complete 2025-11-27 22:18:58 -06:00
dd92cf5991 combat testing and polishing in the dev console, many bug fixes 2025-11-27 20:37:53 -06:00
94c4ca9e95 updating docs 2025-11-27 11:51:21 -06:00
19b537d8b0 updating docs 2025-11-27 11:50:06 -06:00
58f0c1b8f6 trimming phase 4 planning doc 2025-11-27 00:10:26 -06:00
29b4853c84 updating docs 2025-11-27 00:05:33 -06:00
fdd48034e4 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)
2025-11-27 00:01:17 -06:00
a38906b445 feat(api): integrate equipment stats into combat damage system
Equipment-Combat Integration:
- Update Stats damage formula from STR//2 to int(STR*0.75) for better scaling
- Add spell_power system for magical weapons (staves, wands)
- Add spell_power_bonus field to Stats model with spell_power property
- Add spell_power field to Item model with is_magical_weapon() method
- Update Character.get_effective_stats() to populate spell_power_bonus

Combatant Model Updates:
- Add weapon property fields (crit_chance, crit_multiplier, damage_type)
- Add elemental weapon support (elemental_damage_type, physical_ratio, elemental_ratio)
- Update serialization to handle new weapon properties

DamageCalculator Refactoring:
- Remove weapon_damage parameter from calculate_physical_damage()
- Use attacker_stats.damage directly (includes weapon bonus)
- Use attacker_stats.spell_power for magical damage calculations

Combat Service Updates:
- Extract weapon properties in _create_combatant_from_character()
- Use stats.damage_bonus for enemy combatants from templates
- Remove hardcoded _get_weapon_damage() method
- Handle elemental weapons with split damage in _execute_attack()

Item Generation Updates:
- Add base_spell_power to BaseItemTemplate dataclass
- Add ARCANE damage type to DamageType enum
- Add magical weapon templates (wizard_staff, arcane_staff, wand, crystal_wand)

Test Updates:
- Update test_stats.py for new damage formula (0.75 scaling)
- Update test_character.py for equipment bonus calculations
- Update test_damage_calculator.py for new API signatures
- Update test_combat_service.py mock fixture for equipped attribute

Tests: 174 passing
2025-11-26 19:54:58 -06:00
4ced1b04df feat(api): implement inventory API endpoints
Add REST API endpoints for character inventory management:
- GET /api/v1/characters/<id>/inventory - Get inventory and equipped items
- POST /api/v1/characters/<id>/inventory/equip - Equip item to slot
- POST /api/v1/characters/<id>/inventory/unequip - Unequip from slot
- POST /api/v1/characters/<id>/inventory/use - Use consumable item
- DELETE /api/v1/characters/<id>/inventory/<item_id> - Drop item

All endpoints include:
- Authentication via @require_auth decorator
- Ownership validation through CharacterService
- Comprehensive error handling with proper HTTP status codes
- Full logging for debugging

Includes 25 integration tests covering authentication requirements,
URL patterns, and response formats.

Task 2.4 of Phase 4 Combat Implementation complete.
2025-11-26 18:54:33 -06:00
76f67c4a22 feat(api): implement inventory service with equipment system
Add InventoryService for managing character inventory, equipment, and
consumable usage. Key features:

- Add/remove items with inventory capacity checks
- Equipment slot validation (weapon, off_hand, helmet, chest, gloves,
  boots, accessory_1, accessory_2)
- Level and class requirement validation for equipment
- Consumable usage with instant and duration-based effects
- Combat-specific consumable method returning effects for combat system
- Bulk operations (add_items, get_items_by_type, get_equippable_items)

Design decision: Uses full Item object storage (not IDs) to support
procedurally generated items with unique identifiers.

Files added:
- /api/app/services/inventory_service.py (560 lines)
- /api/tests/test_inventory_service.py (51 tests passing)

Task 2.3 of Phase 4 Combat Implementation complete.
2025-11-26 18:38:39 -06:00
185be7fee0 feat(api): implement Diablo-style item affix system
Add procedural item generation with affix naming system:
- Items with RARE/EPIC/LEGENDARY rarity get dynamic names
- Prefixes (e.g., "Flaming") add elemental damage, material bonuses
- Suffixes (e.g., "of Strength") add stat bonuses
- Affix count scales with rarity: RARE=1, EPIC=2, LEGENDARY=3

New files:
- models/affixes.py: Affix and BaseItemTemplate dataclasses
- services/affix_loader.py: YAML-based affix pool loading
- services/base_item_loader.py: Base item template loading
- services/item_generator.py: Main procedural generation service
- data/affixes/prefixes.yaml: 14 prefix definitions
- data/affixes/suffixes.yaml: 15 suffix definitions
- data/base_items/weapons.yaml: 12 weapon templates
- data/base_items/armor.yaml: 12 armor templates
- tests/test_item_generator.py: 34 comprehensive tests

Modified:
- enums.py: Added AffixType and AffixTier enums
- items.py: Added affix tracking fields (applied_affixes, generated_name)

Example output: "Frozen Dagger of the Bear" (EPIC with ice damage + STR/CON)
2025-11-26 17:57:34 -06:00
f3ac0c8647 feat(api): add ItemRarity enum to item system
- Add ItemRarity enum with 5 tiers (common, uncommon, rare, epic, legendary)
- Add rarity field to Item dataclass with COMMON default
- Update Item serialization (to_dict/from_dict) for rarity
- Export ItemRarity from models package
- Add 24 comprehensive unit tests for Item and ItemRarity

Part of Phase 4 Week 2: Inventory & Equipment System (Task 2.1)
2025-11-26 16:14:29 -06:00
03ab783eeb Combat Backend & Data Models
- Implement Combat Service
- Implement Damage Calculator
- Implement Effect Processor
- Implement Combat Actions
- Created Combat API Endpoints
2025-11-26 15:43:20 -06:00
30c3b800e6 feat(api): add luck (LUK) stat to character system
Add new Luck stat to the character stats system with class-specific values:
- Assassin: 12 (highest - critical specialists)
- Luminary: 11 (divine favor)
- Wildstrider/Lorekeeper: 10 (average)
- Arcanist/Oathkeeper: 9 (modest)
- Vanguard: 8 (default - relies on strength)
- Necromancer: 7 (lowest - dark arts cost)

Changes:
- Add luck field to Stats dataclass with default of 8
- Add LUCK to StatType enum
- Update all 8 class YAML files with luck values
- Display LUK in character panel (play page) and detail page
- Update DATA_MODELS.md documentation

Backward compatible: existing characters without luck default to 8.
2025-11-26 12:27:18 -06:00
114 changed files with 26550 additions and 1103 deletions

1
.gitignore vendored
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@@ -35,3 +35,4 @@ Thumbs.db
logs/
app/logs/
*.log
CLAUDE.md

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@@ -169,8 +169,17 @@ def register_blueprints(app: Flask) -> None:
app.register_blueprint(chat_bp)
logger.info("Chat API blueprint registered")
# Import and register Combat API blueprint
from app.api.combat import combat_bp
app.register_blueprint(combat_bp)
logger.info("Combat API blueprint registered")
# Import and register Inventory API blueprint
from app.api.inventory import inventory_bp
app.register_blueprint(inventory_bp)
logger.info("Inventory API blueprint registered")
# TODO: Register additional blueprints as they are created
# from app.api import combat, marketplace, shop
# app.register_blueprint(combat.bp, url_prefix='/api/v1/combat')
# from app.api import marketplace, shop
# app.register_blueprint(marketplace.bp, url_prefix='/api/v1/marketplace')
# app.register_blueprint(shop.bp, url_prefix='/api/v1/shop')

1093
api/app/api/combat.py Normal file

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639
api/app/api/inventory.py Normal file
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@@ -0,0 +1,639 @@
"""
Inventory API Blueprint
Endpoints for managing character inventory and equipment.
All endpoints require authentication and enforce ownership validation.
Endpoints:
- GET /api/v1/characters/<id>/inventory - Get character inventory and equipped items
- POST /api/v1/characters/<id>/inventory/equip - Equip an item
- POST /api/v1/characters/<id>/inventory/unequip - Unequip an item
- POST /api/v1/characters/<id>/inventory/use - Use a consumable item
- DELETE /api/v1/characters/<id>/inventory/<item_id> - Drop an item
"""
from flask import Blueprint, request
from app.services.inventory_service import (
get_inventory_service,
ItemNotFoundError,
CannotEquipError,
InvalidSlotError,
CannotUseItemError,
InventoryFullError,
VALID_SLOTS,
MAX_INVENTORY_SIZE,
)
from app.services.character_service import (
get_character_service,
CharacterNotFound,
)
from app.utils.response import (
success_response,
error_response,
not_found_response,
validation_error_response,
)
from app.utils.auth import require_auth, get_current_user
from app.utils.logging import get_logger
# Initialize logger
logger = get_logger(__file__)
# Create blueprint
inventory_bp = Blueprint('inventory', __name__)
# =============================================================================
# API Endpoints
# =============================================================================
@inventory_bp.route('/api/v1/characters/<character_id>/inventory', methods=['GET'])
@require_auth
def get_inventory(character_id: str):
"""
Get character inventory and equipped items.
Args:
character_id: Character ID
Returns:
200: Inventory and equipment data
401: Not authenticated
404: Character not found or not owned by user
500: Internal server error
Example Response:
{
"result": {
"inventory": [
{
"item_id": "gen_abc123",
"name": "Flaming Dagger",
"item_type": "weapon",
"rarity": "rare",
...
}
],
"equipped": {
"weapon": {...},
"helmet": null,
...
},
"inventory_count": 5,
"max_inventory": 100
}
}
"""
try:
user = get_current_user()
logger.info("Getting inventory",
user_id=user.id,
character_id=character_id)
# Get character (validates ownership)
char_service = get_character_service()
character = char_service.get_character(character_id, user.id)
# Get inventory service
inventory_service = get_inventory_service()
# Get inventory items
inventory_items = inventory_service.get_inventory(character)
# Get equipped items
equipped_items = inventory_service.get_equipped_items(character)
# Build equipped dict with all slots (None for empty slots)
equipped_response = {}
for slot in VALID_SLOTS:
item = equipped_items.get(slot)
equipped_response[slot] = item.to_dict() if item else None
logger.info("Inventory retrieved successfully",
user_id=user.id,
character_id=character_id,
item_count=len(inventory_items))
return success_response(
result={
"inventory": [item.to_dict() for item in inventory_items],
"equipped": equipped_response,
"inventory_count": len(inventory_items),
"max_inventory": MAX_INVENTORY_SIZE,
}
)
except CharacterNotFound as e:
logger.warning("Character not found",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return not_found_response(message=str(e))
except Exception as e:
logger.error("Failed to get inventory",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return error_response(
code="INVENTORY_GET_ERROR",
message="Failed to retrieve inventory",
status=500
)
@inventory_bp.route('/api/v1/characters/<character_id>/inventory/equip', methods=['POST'])
@require_auth
def equip_item(character_id: str):
"""
Equip an item from inventory to a specified slot.
Args:
character_id: Character ID
Request Body:
{
"item_id": "gen_abc123",
"slot": "weapon"
}
Returns:
200: Item equipped successfully
400: Cannot equip item (wrong type, level requirement, etc.)
401: Not authenticated
404: Character or item not found
422: Validation error (invalid slot)
500: Internal server error
Example Response:
{
"result": {
"message": "Equipped Flaming Dagger to weapon slot",
"equipped": {...},
"unequipped_item": null
}
}
"""
try:
user = get_current_user()
# Get request data
data = request.get_json()
if not data:
return validation_error_response(
message="Request body is required",
details={"error": "Request body is required"}
)
item_id = data.get('item_id', '').strip()
slot = data.get('slot', '').strip().lower()
# Validate required fields
validation_errors = {}
if not item_id:
validation_errors['item_id'] = "item_id is required"
if not slot:
validation_errors['slot'] = "slot is required"
if validation_errors:
return validation_error_response(
message="Validation failed",
details=validation_errors
)
logger.info("Equipping item",
user_id=user.id,
character_id=character_id,
item_id=item_id,
slot=slot)
# Get character (validates ownership)
char_service = get_character_service()
character = char_service.get_character(character_id, user.id)
# Get inventory service
inventory_service = get_inventory_service()
# Equip item
previous_item = inventory_service.equip_item(
character, item_id, slot, user.id
)
# Get item name for message
equipped_item = character.equipped.get(slot)
item_name = equipped_item.get_display_name() if equipped_item else item_id
# Build equipped response
equipped_response = {}
for s in VALID_SLOTS:
item = character.equipped.get(s)
equipped_response[s] = item.to_dict() if item else None
logger.info("Item equipped successfully",
user_id=user.id,
character_id=character_id,
item_id=item_id,
slot=slot,
previous_item=previous_item.item_id if previous_item else None)
return success_response(
result={
"message": f"Equipped {item_name} to {slot} slot",
"equipped": equipped_response,
"unequipped_item": previous_item.to_dict() if previous_item else None,
}
)
except CharacterNotFound as e:
logger.warning("Character not found for equip",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return not_found_response(message=str(e))
except ItemNotFoundError as e:
logger.warning("Item not found for equip",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
item_id=item_id if 'item_id' in locals() else 'unknown',
error=str(e))
return not_found_response(message=str(e))
except InvalidSlotError as e:
logger.warning("Invalid slot for equip",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
slot=slot if 'slot' in locals() else 'unknown',
error=str(e))
return validation_error_response(
message=str(e),
details={"slot": str(e)}
)
except CannotEquipError as e:
logger.warning("Cannot equip item",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
item_id=item_id if 'item_id' in locals() else 'unknown',
error=str(e))
return error_response(
code="CANNOT_EQUIP",
message=str(e),
status=400
)
except Exception as e:
logger.error("Failed to equip item",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return error_response(
code="EQUIP_ERROR",
message="Failed to equip item",
status=500
)
@inventory_bp.route('/api/v1/characters/<character_id>/inventory/unequip', methods=['POST'])
@require_auth
def unequip_item(character_id: str):
"""
Unequip an item from a specified slot (returns to inventory).
Args:
character_id: Character ID
Request Body:
{
"slot": "weapon"
}
Returns:
200: Item unequipped successfully (or slot was empty)
400: Inventory full, cannot unequip
401: Not authenticated
404: Character not found
422: Validation error (invalid slot)
500: Internal server error
Example Response:
{
"result": {
"message": "Unequipped Flaming Dagger from weapon slot",
"unequipped_item": {...},
"equipped": {...}
}
}
"""
try:
user = get_current_user()
# Get request data
data = request.get_json()
if not data:
return validation_error_response(
message="Request body is required",
details={"error": "Request body is required"}
)
slot = data.get('slot', '').strip().lower()
if not slot:
return validation_error_response(
message="Validation failed",
details={"slot": "slot is required"}
)
logger.info("Unequipping item",
user_id=user.id,
character_id=character_id,
slot=slot)
# Get character (validates ownership)
char_service = get_character_service()
character = char_service.get_character(character_id, user.id)
# Get inventory service
inventory_service = get_inventory_service()
# Unequip item
unequipped_item = inventory_service.unequip_item(character, slot, user.id)
# Build equipped response
equipped_response = {}
for s in VALID_SLOTS:
item = character.equipped.get(s)
equipped_response[s] = item.to_dict() if item else None
# Build message
if unequipped_item:
message = f"Unequipped {unequipped_item.get_display_name()} from {slot} slot"
else:
message = f"Slot '{slot}' was already empty"
logger.info("Item unequipped",
user_id=user.id,
character_id=character_id,
slot=slot,
unequipped_item=unequipped_item.item_id if unequipped_item else None)
return success_response(
result={
"message": message,
"unequipped_item": unequipped_item.to_dict() if unequipped_item else None,
"equipped": equipped_response,
}
)
except CharacterNotFound as e:
logger.warning("Character not found for unequip",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return not_found_response(message=str(e))
except InvalidSlotError as e:
logger.warning("Invalid slot for unequip",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
slot=slot if 'slot' in locals() else 'unknown',
error=str(e))
return validation_error_response(
message=str(e),
details={"slot": str(e)}
)
except InventoryFullError as e:
logger.warning("Inventory full, cannot unequip",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return error_response(
code="INVENTORY_FULL",
message=str(e),
status=400
)
except Exception as e:
logger.error("Failed to unequip item",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return error_response(
code="UNEQUIP_ERROR",
message="Failed to unequip item",
status=500
)
@inventory_bp.route('/api/v1/characters/<character_id>/inventory/use', methods=['POST'])
@require_auth
def use_item(character_id: str):
"""
Use a consumable item from inventory.
Args:
character_id: Character ID
Request Body:
{
"item_id": "health_potion_small"
}
Returns:
200: Item used successfully
400: Cannot use item (not consumable)
401: Not authenticated
404: Character or item not found
500: Internal server error
Example Response:
{
"result": {
"item_used": "Small Health Potion",
"effects_applied": [
{
"effect_name": "Healing",
"effect_type": "hot",
"value": 25,
"message": "Restored 25 HP"
}
],
"hp_restored": 25,
"mp_restored": 0,
"message": "Used Small Health Potion: Restored 25 HP"
}
}
"""
try:
user = get_current_user()
# Get request data
data = request.get_json()
if not data:
return validation_error_response(
message="Request body is required",
details={"error": "Request body is required"}
)
item_id = data.get('item_id', '').strip()
if not item_id:
return validation_error_response(
message="Validation failed",
details={"item_id": "item_id is required"}
)
logger.info("Using item",
user_id=user.id,
character_id=character_id,
item_id=item_id)
# Get character (validates ownership)
char_service = get_character_service()
character = char_service.get_character(character_id, user.id)
# Get inventory service
inventory_service = get_inventory_service()
# Use consumable
result = inventory_service.use_consumable(character, item_id, user.id)
logger.info("Item used successfully",
user_id=user.id,
character_id=character_id,
item_id=item_id,
hp_restored=result.hp_restored,
mp_restored=result.mp_restored)
return success_response(result=result.to_dict())
except CharacterNotFound as e:
logger.warning("Character not found for use item",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return not_found_response(message=str(e))
except ItemNotFoundError as e:
logger.warning("Item not found for use",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
item_id=item_id if 'item_id' in locals() else 'unknown',
error=str(e))
return not_found_response(message=str(e))
except CannotUseItemError as e:
logger.warning("Cannot use item",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
item_id=item_id if 'item_id' in locals() else 'unknown',
error=str(e))
return error_response(
code="CANNOT_USE_ITEM",
message=str(e),
status=400
)
except Exception as e:
logger.error("Failed to use item",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return error_response(
code="USE_ITEM_ERROR",
message="Failed to use item",
status=500
)
@inventory_bp.route('/api/v1/characters/<character_id>/inventory/<item_id>', methods=['DELETE'])
@require_auth
def drop_item(character_id: str, item_id: str):
"""
Drop (remove) an item from inventory.
Args:
character_id: Character ID
item_id: Item ID to drop
Returns:
200: Item dropped successfully
401: Not authenticated
404: Character or item not found
500: Internal server error
Example Response:
{
"result": {
"message": "Dropped Rusty Sword",
"dropped_item": {...},
"inventory_count": 4
}
}
"""
try:
user = get_current_user()
logger.info("Dropping item",
user_id=user.id,
character_id=character_id,
item_id=item_id)
# Get character (validates ownership)
char_service = get_character_service()
character = char_service.get_character(character_id, user.id)
# Get inventory service
inventory_service = get_inventory_service()
# Drop item
dropped_item = inventory_service.drop_item(character, item_id, user.id)
logger.info("Item dropped successfully",
user_id=user.id,
character_id=character_id,
item_id=item_id,
item_name=dropped_item.get_display_name())
return success_response(
result={
"message": f"Dropped {dropped_item.get_display_name()}",
"dropped_item": dropped_item.to_dict(),
"inventory_count": len(character.inventory),
}
)
except CharacterNotFound as e:
logger.warning("Character not found for drop",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
error=str(e))
return not_found_response(message=str(e))
except ItemNotFoundError as e:
logger.warning("Item not found for drop",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
item_id=item_id,
error=str(e))
return not_found_response(message=str(e))
except Exception as e:
logger.error("Failed to drop item",
user_id=user.id if 'user' in locals() else 'unknown',
character_id=character_id,
item_id=item_id,
error=str(e))
return error_response(
code="DROP_ITEM_ERROR",
message="Failed to drop item",
status=500
)

View File

@@ -132,23 +132,44 @@ def list_sessions():
user = get_current_user()
user_id = user.id
session_service = get_session_service()
character_service = get_character_service()
# Get user's active sessions
sessions = session_service.get_user_sessions(user_id, active_only=True)
# Build character name lookup for efficiency
character_ids = [s.solo_character_id for s in sessions if s.solo_character_id]
character_names = {}
for char_id in character_ids:
try:
char = character_service.get_character(char_id, user_id)
if char:
character_names[char_id] = char.name
except Exception:
pass # Character may have been deleted
# Build response with basic session info
sessions_list = []
for session in sessions:
# Get combat round if in combat
combat_round = None
if session.is_in_combat() and session.combat_encounter:
combat_round = session.combat_encounter.round_number
sessions_list.append({
'session_id': session.session_id,
'character_id': session.solo_character_id,
'character_name': character_names.get(session.solo_character_id),
'turn_number': session.turn_number,
'status': session.status.value,
'created_at': session.created_at,
'last_activity': session.last_activity,
'in_combat': session.is_in_combat(),
'game_state': {
'current_location': session.game_state.current_location,
'location_type': session.game_state.location_type.value
'location_type': session.game_state.location_type.value,
'in_combat': session.is_in_combat(),
'combat_round': combat_round
}
})
@@ -485,10 +506,12 @@ def get_session_state(session_id: str):
"character_id": session.get_character_id(),
"turn_number": session.turn_number,
"status": session.status.value,
"in_combat": session.is_in_combat(),
"game_state": {
"current_location": session.game_state.current_location,
"location_type": session.game_state.location_type.value,
"active_quests": session.game_state.active_quests
"active_quests": session.game_state.active_quests,
"in_combat": session.is_in_combat()
},
"available_actions": available_actions
})

View File

@@ -0,0 +1,177 @@
# Item Prefix Affixes
# Prefixes appear before the item name: "Flaming Dagger"
#
# Affix Structure:
# affix_id: Unique identifier
# name: Display name (what appears in the item name)
# affix_type: "prefix"
# tier: "minor" (RARE), "major" (EPIC), "legendary" (LEGENDARY only)
# description: Flavor text describing the effect
# stat_bonuses: Dict of stat_name -> bonus value
# defense_bonus: Direct defense bonus
# resistance_bonus: Direct resistance bonus
# damage_bonus: Flat damage bonus (weapons)
# damage_type: Elemental damage type
# elemental_ratio: Portion converted to elemental (0.0-1.0)
# crit_chance_bonus: Added to crit chance
# crit_multiplier_bonus: Added to crit multiplier
# allowed_item_types: [] = all types, or ["weapon", "armor"]
# required_rarity: null = any, or "legendary"
prefixes:
# ==================== ELEMENTAL PREFIXES (FIRE) ====================
flaming:
affix_id: "flaming"
name: "Flaming"
affix_type: "prefix"
tier: "minor"
description: "Imbued with fire magic, dealing bonus fire damage"
damage_type: "fire"
elemental_ratio: 0.25
damage_bonus: 3
allowed_item_types: ["weapon"]
blazing:
affix_id: "blazing"
name: "Blazing"
affix_type: "prefix"
tier: "major"
description: "Wreathed in intense flames"
damage_type: "fire"
elemental_ratio: 0.35
damage_bonus: 6
allowed_item_types: ["weapon"]
# ==================== ELEMENTAL PREFIXES (ICE) ====================
frozen:
affix_id: "frozen"
name: "Frozen"
affix_type: "prefix"
tier: "minor"
description: "Enchanted with frost magic"
damage_type: "ice"
elemental_ratio: 0.25
damage_bonus: 3
allowed_item_types: ["weapon"]
glacial:
affix_id: "glacial"
name: "Glacial"
affix_type: "prefix"
tier: "major"
description: "Encased in eternal ice"
damage_type: "ice"
elemental_ratio: 0.35
damage_bonus: 6
allowed_item_types: ["weapon"]
# ==================== ELEMENTAL PREFIXES (LIGHTNING) ====================
shocking:
affix_id: "shocking"
name: "Shocking"
affix_type: "prefix"
tier: "minor"
description: "Crackles with electrical energy"
damage_type: "lightning"
elemental_ratio: 0.25
damage_bonus: 3
allowed_item_types: ["weapon"]
thundering:
affix_id: "thundering"
name: "Thundering"
affix_type: "prefix"
tier: "major"
description: "Charged with the power of storms"
damage_type: "lightning"
elemental_ratio: 0.35
damage_bonus: 6
allowed_item_types: ["weapon"]
# ==================== MATERIAL PREFIXES ====================
iron:
affix_id: "iron"
name: "Iron"
affix_type: "prefix"
tier: "minor"
description: "Reinforced with sturdy iron"
stat_bonuses:
constitution: 1
defense_bonus: 2
steel:
affix_id: "steel"
name: "Steel"
affix_type: "prefix"
tier: "major"
description: "Forged from fine steel"
stat_bonuses:
constitution: 2
strength: 1
defense_bonus: 4
# ==================== QUALITY PREFIXES ====================
sharp:
affix_id: "sharp"
name: "Sharp"
affix_type: "prefix"
tier: "minor"
description: "Honed to a fine edge"
damage_bonus: 3
crit_chance_bonus: 0.02
allowed_item_types: ["weapon"]
keen:
affix_id: "keen"
name: "Keen"
affix_type: "prefix"
tier: "major"
description: "Razor-sharp edge that finds weak points"
damage_bonus: 5
crit_chance_bonus: 0.04
allowed_item_types: ["weapon"]
# ==================== DEFENSIVE PREFIXES ====================
sturdy:
affix_id: "sturdy"
name: "Sturdy"
affix_type: "prefix"
tier: "minor"
description: "Built to withstand punishment"
defense_bonus: 3
allowed_item_types: ["armor"]
reinforced:
affix_id: "reinforced"
name: "Reinforced"
affix_type: "prefix"
tier: "major"
description: "Heavily reinforced for maximum protection"
defense_bonus: 5
resistance_bonus: 2
allowed_item_types: ["armor"]
# ==================== LEGENDARY PREFIXES ====================
infernal:
affix_id: "infernal"
name: "Infernal"
affix_type: "prefix"
tier: "legendary"
description: "Burns with hellfire"
damage_type: "fire"
elemental_ratio: 0.45
damage_bonus: 12
allowed_item_types: ["weapon"]
required_rarity: "legendary"
vorpal:
affix_id: "vorpal"
name: "Vorpal"
affix_type: "prefix"
tier: "legendary"
description: "Cuts through anything with supernatural precision"
damage_bonus: 10
crit_chance_bonus: 0.08
crit_multiplier_bonus: 0.5
allowed_item_types: ["weapon"]
required_rarity: "legendary"

View File

@@ -0,0 +1,155 @@
# Item Suffix Affixes
# Suffixes appear after the item name: "Dagger of Strength"
#
# Suffix naming convention:
# - Minor tier: "of [Stat]" (e.g., "of Strength")
# - Major tier: "of the [Animal/Element]" (e.g., "of the Bear")
# - Legendary tier: "of the [Mythical]" (e.g., "of the Titan")
suffixes:
# ==================== STAT SUFFIXES (MINOR) ====================
of_strength:
affix_id: "of_strength"
name: "of Strength"
affix_type: "suffix"
tier: "minor"
description: "Grants physical power"
stat_bonuses:
strength: 2
of_dexterity:
affix_id: "of_dexterity"
name: "of Dexterity"
affix_type: "suffix"
tier: "minor"
description: "Grants agility and precision"
stat_bonuses:
dexterity: 2
of_constitution:
affix_id: "of_constitution"
name: "of Fortitude"
affix_type: "suffix"
tier: "minor"
description: "Grants endurance"
stat_bonuses:
constitution: 2
of_intelligence:
affix_id: "of_intelligence"
name: "of Intelligence"
affix_type: "suffix"
tier: "minor"
description: "Grants magical aptitude"
stat_bonuses:
intelligence: 2
of_wisdom:
affix_id: "of_wisdom"
name: "of Wisdom"
affix_type: "suffix"
tier: "minor"
description: "Grants insight and perception"
stat_bonuses:
wisdom: 2
of_charisma:
affix_id: "of_charisma"
name: "of Charm"
affix_type: "suffix"
tier: "minor"
description: "Grants social influence"
stat_bonuses:
charisma: 2
of_luck:
affix_id: "of_luck"
name: "of Fortune"
affix_type: "suffix"
tier: "minor"
description: "Grants favor from fate"
stat_bonuses:
luck: 2
# ==================== ENHANCED STAT SUFFIXES (MAJOR) ====================
of_the_bear:
affix_id: "of_the_bear"
name: "of the Bear"
affix_type: "suffix"
tier: "major"
description: "Grants the might and endurance of a bear"
stat_bonuses:
strength: 4
constitution: 2
of_the_fox:
affix_id: "of_the_fox"
name: "of the Fox"
affix_type: "suffix"
tier: "major"
description: "Grants the cunning and agility of a fox"
stat_bonuses:
dexterity: 4
luck: 2
of_the_owl:
affix_id: "of_the_owl"
name: "of the Owl"
affix_type: "suffix"
tier: "major"
description: "Grants the wisdom and insight of an owl"
stat_bonuses:
intelligence: 3
wisdom: 3
# ==================== DEFENSIVE SUFFIXES ====================
of_protection:
affix_id: "of_protection"
name: "of Protection"
affix_type: "suffix"
tier: "minor"
description: "Offers physical protection"
defense_bonus: 3
of_warding:
affix_id: "of_warding"
name: "of Warding"
affix_type: "suffix"
tier: "major"
description: "Wards against physical and magical harm"
defense_bonus: 5
resistance_bonus: 3
# ==================== LEGENDARY SUFFIXES ====================
of_the_titan:
affix_id: "of_the_titan"
name: "of the Titan"
affix_type: "suffix"
tier: "legendary"
description: "Grants titanic strength and endurance"
stat_bonuses:
strength: 8
constitution: 4
required_rarity: "legendary"
of_the_wind:
affix_id: "of_the_wind"
name: "of the Wind"
affix_type: "suffix"
tier: "legendary"
description: "Swift as the wind itself"
stat_bonuses:
dexterity: 8
luck: 4
crit_chance_bonus: 0.05
required_rarity: "legendary"
of_invincibility:
affix_id: "of_invincibility"
name: "of Invincibility"
affix_type: "suffix"
tier: "legendary"
description: "Grants supreme protection"
defense_bonus: 10
resistance_bonus: 8
required_rarity: "legendary"

View File

@@ -0,0 +1,152 @@
# Base Armor Templates for Procedural Generation
#
# These templates define the foundation that affixes attach to.
# Example: "Leather Vest" + "Sturdy" prefix = "Sturdy Leather Vest"
#
# Armor categories:
# - Cloth: Low defense, high resistance (mages)
# - Leather: Balanced defense/resistance (rogues)
# - Chain: Medium defense, low resistance (versatile)
# - Plate: High defense, low resistance (warriors)
armor:
# ==================== CLOTH (MAGE ARMOR) ====================
cloth_robe:
template_id: "cloth_robe"
name: "Cloth Robe"
item_type: "armor"
description: "Simple cloth robes favored by spellcasters"
base_defense: 2
base_resistance: 5
base_value: 15
required_level: 1
drop_weight: 1.3
silk_robe:
template_id: "silk_robe"
name: "Silk Robe"
item_type: "armor"
description: "Fine silk robes that channel magical energy"
base_defense: 3
base_resistance: 8
base_value: 40
required_level: 3
drop_weight: 0.9
arcane_vestments:
template_id: "arcane_vestments"
name: "Arcane Vestments"
item_type: "armor"
description: "Robes woven with magical threads"
base_defense: 5
base_resistance: 12
base_value: 80
required_level: 5
drop_weight: 0.6
min_rarity: "uncommon"
# ==================== LEATHER (ROGUE ARMOR) ====================
leather_vest:
template_id: "leather_vest"
name: "Leather Vest"
item_type: "armor"
description: "Basic leather protection for agile fighters"
base_defense: 5
base_resistance: 2
base_value: 20
required_level: 1
drop_weight: 1.3
studded_leather:
template_id: "studded_leather"
name: "Studded Leather"
item_type: "armor"
description: "Leather armor reinforced with metal studs"
base_defense: 8
base_resistance: 3
base_value: 45
required_level: 3
drop_weight: 1.0
hardened_leather:
template_id: "hardened_leather"
name: "Hardened Leather"
item_type: "armor"
description: "Boiled and hardened leather for superior protection"
base_defense: 12
base_resistance: 5
base_value: 75
required_level: 5
drop_weight: 0.7
min_rarity: "uncommon"
# ==================== CHAIN (VERSATILE) ====================
chain_shirt:
template_id: "chain_shirt"
name: "Chain Shirt"
item_type: "armor"
description: "A shirt of interlocking metal rings"
base_defense: 7
base_resistance: 2
base_value: 35
required_level: 2
drop_weight: 1.0
chainmail:
template_id: "chainmail"
name: "Chainmail"
item_type: "armor"
description: "Full chainmail armor covering torso and arms"
base_defense: 10
base_resistance: 3
base_value: 50
required_level: 3
drop_weight: 1.0
heavy_chainmail:
template_id: "heavy_chainmail"
name: "Heavy Chainmail"
item_type: "armor"
description: "Thick chainmail with reinforced rings"
base_defense: 14
base_resistance: 4
base_value: 85
required_level: 5
drop_weight: 0.7
min_rarity: "uncommon"
# ==================== PLATE (WARRIOR ARMOR) ====================
scale_mail:
template_id: "scale_mail"
name: "Scale Mail"
item_type: "armor"
description: "Overlapping metal scales on leather backing"
base_defense: 12
base_resistance: 2
base_value: 60
required_level: 4
drop_weight: 0.8
half_plate:
template_id: "half_plate"
name: "Half Plate"
item_type: "armor"
description: "Plate armor protecting vital areas"
base_defense: 16
base_resistance: 2
base_value: 120
required_level: 6
drop_weight: 0.5
min_rarity: "rare"
plate_armor:
template_id: "plate_armor"
name: "Plate Armor"
item_type: "armor"
description: "Full metal plate protection"
base_defense: 22
base_resistance: 3
base_value: 200
required_level: 7
drop_weight: 0.4
min_rarity: "rare"

View File

@@ -0,0 +1,227 @@
# Base Weapon Templates for Procedural Generation
#
# These templates define the foundation that affixes attach to.
# Example: "Dagger" + "Flaming" prefix = "Flaming Dagger"
#
# Template Structure:
# template_id: Unique identifier
# name: Base item name
# item_type: "weapon"
# description: Flavor text
# base_damage: Weapon damage
# base_value: Gold value
# damage_type: "physical" (default)
# crit_chance: Critical hit chance (0.0-1.0)
# crit_multiplier: Crit damage multiplier
# required_level: Min level to use/drop
# drop_weight: Higher = more common (1.0 = standard)
# min_rarity: Minimum rarity for this template
weapons:
# ==================== ONE-HANDED SWORDS ====================
dagger:
template_id: "dagger"
name: "Dagger"
item_type: "weapon"
description: "A small, quick blade for close combat"
base_damage: 6
base_value: 15
damage_type: "physical"
crit_chance: 0.08
crit_multiplier: 2.0
required_level: 1
drop_weight: 1.5
short_sword:
template_id: "short_sword"
name: "Short Sword"
item_type: "weapon"
description: "A versatile one-handed blade"
base_damage: 10
base_value: 30
damage_type: "physical"
crit_chance: 0.06
crit_multiplier: 2.0
required_level: 1
drop_weight: 1.3
longsword:
template_id: "longsword"
name: "Longsword"
item_type: "weapon"
description: "A standard warrior's blade"
base_damage: 14
base_value: 50
damage_type: "physical"
crit_chance: 0.05
crit_multiplier: 2.0
required_level: 3
drop_weight: 1.0
# ==================== TWO-HANDED WEAPONS ====================
greatsword:
template_id: "greatsword"
name: "Greatsword"
item_type: "weapon"
description: "A massive two-handed blade"
base_damage: 22
base_value: 100
damage_type: "physical"
crit_chance: 0.04
crit_multiplier: 2.5
required_level: 5
drop_weight: 0.7
min_rarity: "uncommon"
# ==================== AXES ====================
hatchet:
template_id: "hatchet"
name: "Hatchet"
item_type: "weapon"
description: "A small throwing axe"
base_damage: 8
base_value: 20
damage_type: "physical"
crit_chance: 0.06
crit_multiplier: 2.2
required_level: 1
drop_weight: 1.2
battle_axe:
template_id: "battle_axe"
name: "Battle Axe"
item_type: "weapon"
description: "A heavy axe designed for combat"
base_damage: 16
base_value: 60
damage_type: "physical"
crit_chance: 0.05
crit_multiplier: 2.3
required_level: 4
drop_weight: 0.9
# ==================== BLUNT WEAPONS ====================
club:
template_id: "club"
name: "Club"
item_type: "weapon"
description: "A simple wooden club"
base_damage: 7
base_value: 10
damage_type: "physical"
crit_chance: 0.04
crit_multiplier: 2.0
required_level: 1
drop_weight: 1.5
mace:
template_id: "mace"
name: "Mace"
item_type: "weapon"
description: "A flanged mace for crushing armor"
base_damage: 12
base_value: 40
damage_type: "physical"
crit_chance: 0.05
crit_multiplier: 2.0
required_level: 2
drop_weight: 1.0
# ==================== STAVES ====================
quarterstaff:
template_id: "quarterstaff"
name: "Quarterstaff"
item_type: "weapon"
description: "A simple wooden staff"
base_damage: 6
base_value: 10
damage_type: "physical"
crit_chance: 0.05
crit_multiplier: 2.0
required_level: 1
drop_weight: 1.2
wizard_staff:
template_id: "wizard_staff"
name: "Wizard Staff"
item_type: "weapon"
description: "A staff attuned to magical energy"
base_damage: 4
base_spell_power: 12
base_value: 45
damage_type: "arcane"
crit_chance: 0.05
crit_multiplier: 2.0
required_level: 3
drop_weight: 0.8
arcane_staff:
template_id: "arcane_staff"
name: "Arcane Staff"
item_type: "weapon"
description: "A powerful staff pulsing with arcane power"
base_damage: 6
base_spell_power: 18
base_value: 90
damage_type: "arcane"
crit_chance: 0.06
crit_multiplier: 2.0
required_level: 5
drop_weight: 0.6
min_rarity: "uncommon"
# ==================== WANDS ====================
wand:
template_id: "wand"
name: "Wand"
item_type: "weapon"
description: "A simple magical focus"
base_damage: 2
base_spell_power: 8
base_value: 30
damage_type: "arcane"
crit_chance: 0.06
crit_multiplier: 2.0
required_level: 1
drop_weight: 1.0
crystal_wand:
template_id: "crystal_wand"
name: "Crystal Wand"
item_type: "weapon"
description: "A wand topped with a magical crystal"
base_damage: 3
base_spell_power: 14
base_value: 60
damage_type: "arcane"
crit_chance: 0.07
crit_multiplier: 2.2
required_level: 4
drop_weight: 0.8
# ==================== RANGED ====================
shortbow:
template_id: "shortbow"
name: "Shortbow"
item_type: "weapon"
description: "A compact bow for quick shots"
base_damage: 8
base_value: 25
damage_type: "physical"
crit_chance: 0.07
crit_multiplier: 2.0
required_level: 1
drop_weight: 1.1
longbow:
template_id: "longbow"
name: "Longbow"
item_type: "weapon"
description: "A powerful bow with excellent range"
base_damage: 14
base_value: 55
damage_type: "physical"
crit_chance: 0.08
crit_multiplier: 2.2
required_level: 4
drop_weight: 0.9

View File

@@ -8,7 +8,7 @@ description: >
excel in devastating spell damage, capable of incinerating groups of foes or freezing
enemies in place. Choose your element: embrace the flames or command the frost.
# Base stats (total: 65)
# Base stats (total: 65 + luck)
base_stats:
strength: 8 # Low physical power
dexterity: 10 # Average agility
@@ -16,6 +16,7 @@ base_stats:
intelligence: 15 # Exceptional magical power
wisdom: 12 # Above average perception
charisma: 11 # Above average social
luck: 9 # Slight chaos magic boost
starting_equipment:
- worn_staff

View File

@@ -8,7 +8,7 @@ description: >
capable of becoming an elusive phantom or a master of critical strikes. Choose your path: embrace
the shadows or perfect the killing blow.
# Base stats (total: 65)
# Base stats (total: 65 + luck)
base_stats:
strength: 11 # Above average physical power
dexterity: 15 # Exceptional agility
@@ -16,6 +16,7 @@ base_stats:
intelligence: 9 # Below average magic
wisdom: 10 # Average perception
charisma: 10 # Average social
luck: 12 # High luck for crits and precision
starting_equipment:
- rusty_dagger

View File

@@ -8,7 +8,7 @@ description: >
excel in supporting allies and controlling enemies through clever magic and mental manipulation.
Choose your art: weave arcane power or bend reality itself.
# Base stats (total: 67)
# Base stats (total: 67 + luck)
base_stats:
strength: 8 # Low physical power
dexterity: 11 # Above average agility
@@ -16,6 +16,7 @@ base_stats:
intelligence: 13 # Above average magical power
wisdom: 11 # Above average perception
charisma: 14 # High social/performance
luck: 10 # Knowledge is its own luck
starting_equipment:
- tome

View File

@@ -8,7 +8,7 @@ description: >
capable of becoming a guardian angel for their allies or a righteous crusader smiting evil.
Choose your calling: protect the innocent or judge the wicked.
# Base stats (total: 68)
# Base stats (total: 68 + luck)
base_stats:
strength: 9 # Below average physical power
dexterity: 9 # Below average agility
@@ -16,6 +16,7 @@ base_stats:
intelligence: 12 # Above average magical power
wisdom: 14 # High perception/divine power
charisma: 13 # Above average social
luck: 11 # Divine favor grants fortune
starting_equipment:
- rusty_mace

View File

@@ -8,7 +8,7 @@ description: >
excel in draining enemies over time or overwhelming foes with undead minions.
Choose your dark art: curse your enemies or raise an army of the dead.
# Base stats (total: 65)
# Base stats (total: 65 + luck)
base_stats:
strength: 8 # Low physical power
dexterity: 10 # Average agility
@@ -16,6 +16,7 @@ base_stats:
intelligence: 14 # High magical power
wisdom: 11 # Above average perception
charisma: 12 # Above average social (commands undead)
luck: 7 # Dark arts come with a cost
starting_equipment:
- bone_wand

View File

@@ -8,7 +8,7 @@ description: >
capable of becoming an unyielding shield for their allies or a beacon of healing light.
Choose your oath: defend the weak or redeem the fallen.
# Base stats (total: 67)
# Base stats (total: 67 + luck)
base_stats:
strength: 12 # Above average physical power
dexterity: 9 # Below average agility
@@ -16,6 +16,7 @@ base_stats:
intelligence: 10 # Average magic
wisdom: 12 # Above average perception
charisma: 11 # Above average social
luck: 9 # Honorable, modest fortune
starting_equipment:
- rusty_sword

View File

@@ -8,7 +8,7 @@ description: >
capable of becoming an unbreakable shield for their allies or a relentless damage dealer.
Choose your path: become a stalwart defender or a devastating weapon master.
# Base stats (total: 65, average: 10.83)
# Base stats (total: 65 + luck)
base_stats:
strength: 14 # High physical power
dexterity: 10 # Average agility
@@ -16,6 +16,7 @@ base_stats:
intelligence: 8 # Low magic
wisdom: 10 # Average perception
charisma: 9 # Below average social
luck: 8 # Low luck, relies on strength
# Starting equipment (minimal)
starting_equipment:

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@@ -8,7 +8,7 @@ description: >
can become elite marksmen with unmatched accuracy or beast masters commanding powerful
animal companions. Choose your path: perfect your aim or unleash the wild.
# Base stats (total: 66)
# Base stats (total: 66 + luck)
base_stats:
strength: 10 # Average physical power
dexterity: 14 # High agility
@@ -16,6 +16,7 @@ base_stats:
intelligence: 9 # Below average magic
wisdom: 13 # Above average perception
charisma: 9 # Below average social
luck: 10 # Average luck, self-reliant
starting_equipment:
- rusty_bow

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# Bandit - Medium humanoid with weapon
# A highway robber armed with sword and dagger
enemy_id: bandit
name: Bandit Rogue
description: >
A rough-looking human in worn leather armor, their face partially hidden
by a tattered hood. They fight with a chipped sword and keep a dagger
ready for backstabs. Desperation has made them dangerous.
base_stats:
strength: 12
dexterity: 14
constitution: 10
intelligence: 10
wisdom: 8
charisma: 8
luck: 10
abilities:
- basic_attack
- quick_strike
- dirty_trick
loot_table:
- item_id: bandit_sword
drop_chance: 0.20
quantity_min: 1
quantity_max: 1
- item_id: leather_armor
drop_chance: 0.15
quantity_min: 1
quantity_max: 1
- item_id: lockpick
drop_chance: 0.25
quantity_min: 1
quantity_max: 3
- item_id: gold_coin
drop_chance: 0.80
quantity_min: 5
quantity_max: 20
experience_reward: 35
gold_reward_min: 10
gold_reward_max: 30
difficulty: medium
tags:
- humanoid
- rogue
- armed
location_tags:
- wilderness
- road
base_damage: 8
crit_chance: 0.12
flee_chance: 0.45

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# Dire Wolf - Medium beast enemy
# A large, ferocious predator
enemy_id: dire_wolf
name: Dire Wolf
description: >
A massive wolf the size of a horse, with matted black fur and eyes
that glow with predatory intelligence. Its fangs are as long as daggers,
and its growl rumbles like distant thunder.
base_stats:
strength: 14
dexterity: 14
constitution: 12
intelligence: 4
wisdom: 10
charisma: 6
luck: 8
abilities:
- basic_attack
- savage_bite
- pack_howl
loot_table:
- item_id: wolf_pelt
drop_chance: 0.60
quantity_min: 1
quantity_max: 1
- item_id: wolf_fang
drop_chance: 0.40
quantity_min: 1
quantity_max: 2
- item_id: beast_meat
drop_chance: 0.70
quantity_min: 1
quantity_max: 3
experience_reward: 40
gold_reward_min: 0
gold_reward_max: 5
difficulty: medium
tags:
- beast
- wolf
- large
- pack
location_tags:
- forest
- wilderness
base_damage: 10
crit_chance: 0.10
flee_chance: 0.40

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# Goblin - Easy melee enemy (STR-focused)
# A small, cunning creature that attacks in groups
enemy_id: goblin
name: Goblin Scout
description: >
A small, green-skinned creature with pointed ears and sharp teeth.
Goblins are cowardly alone but dangerous in groups, using crude weapons
and dirty tactics to overwhelm their prey.
base_stats:
strength: 8
dexterity: 12
constitution: 6
intelligence: 6
wisdom: 6
charisma: 4
luck: 8
abilities:
- basic_attack
loot_table:
- item_id: rusty_dagger
drop_chance: 0.15
quantity_min: 1
quantity_max: 1
- item_id: gold_coin
drop_chance: 0.50
quantity_min: 1
quantity_max: 3
experience_reward: 15
gold_reward_min: 2
gold_reward_max: 8
difficulty: easy
tags:
- humanoid
- goblinoid
- small
location_tags:
- forest
- wilderness
- dungeon
base_damage: 4
crit_chance: 0.05
flee_chance: 0.60

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# Goblin Chieftain - Hard variant, elite tribe leader
# A cunning and powerful goblin leader, adorned with trophies.
# Commands respect through fear and violence, drops quality loot.
enemy_id: goblin_chieftain
name: Goblin Chieftain
description: >
A large, scarred goblin wearing a crown of teeth and bones.
The chieftain has clawed its way to leadership through countless
battles and betrayals. It wields a well-maintained weapon stolen
from a fallen adventurer and commands its tribe with an iron fist.
base_stats:
strength: 16
dexterity: 12
constitution: 14
intelligence: 10
wisdom: 10
charisma: 12
luck: 12
abilities:
- basic_attack
- shield_bash
- intimidating_shout
loot_table:
# Static drops - guaranteed materials
- loot_type: static
item_id: goblin_ear
drop_chance: 1.0
quantity_min: 2
quantity_max: 3
- loot_type: static
item_id: goblin_chieftain_token
drop_chance: 0.80
quantity_min: 1
quantity_max: 1
- loot_type: static
item_id: goblin_war_paint
drop_chance: 0.50
quantity_min: 1
quantity_max: 2
# Consumable drops
- loot_type: static
item_id: health_potion_medium
drop_chance: 0.40
quantity_min: 1
quantity_max: 1
- loot_type: static
item_id: elixir_of_strength
drop_chance: 0.10
quantity_min: 1
quantity_max: 1
# Procedural equipment drops - higher chance and rarity bonus
- loot_type: procedural
item_type: weapon
drop_chance: 0.25
rarity_bonus: 0.10
quantity_min: 1
quantity_max: 1
- loot_type: procedural
item_type: armor
drop_chance: 0.15
rarity_bonus: 0.05
quantity_min: 1
quantity_max: 1
experience_reward: 75
gold_reward_min: 20
gold_reward_max: 50
difficulty: hard
tags:
- humanoid
- goblinoid
- leader
- elite
- armed
location_tags:
- forest
- wilderness
- dungeon
base_damage: 14
crit_chance: 0.15
flee_chance: 0.25

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# Goblin Scout - Easy variant, agile but fragile
# A fast, cowardly goblin that serves as a lookout for its tribe.
# Quick to flee, drops minor loot and the occasional small potion.
enemy_id: goblin_scout
name: Goblin Scout
description: >
A small, wiry goblin with oversized ears and beady yellow eyes.
Goblin scouts are the first line of awareness for their tribes,
often found lurking in shadows or perched in trees. They prefer
to run rather than fight, but will attack if cornered.
base_stats:
strength: 6
dexterity: 14
constitution: 5
intelligence: 6
wisdom: 10
charisma: 4
luck: 10
abilities:
- basic_attack
loot_table:
# Static drops - materials and consumables
- loot_type: static
item_id: goblin_ear
drop_chance: 0.60
quantity_min: 1
quantity_max: 1
- loot_type: static
item_id: goblin_trinket
drop_chance: 0.20
quantity_min: 1
quantity_max: 1
- loot_type: static
item_id: health_potion_small
drop_chance: 0.08
quantity_min: 1
quantity_max: 1
experience_reward: 10
gold_reward_min: 1
gold_reward_max: 4
difficulty: easy
tags:
- humanoid
- goblinoid
- small
- scout
location_tags:
- forest
- wilderness
- dungeon
base_damage: 3
crit_chance: 0.08
flee_chance: 0.70

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# Goblin Shaman - Easy caster enemy (INT-focused)
# A goblin spellcaster that provides magical support
enemy_id: goblin_shaman
name: Goblin Shaman
description: >
A hunched goblin wrapped in tattered robes, clutching a staff adorned
with bones and feathers. It mutters dark incantations and hurls bolts
of sickly green fire at its enemies.
base_stats:
strength: 4
dexterity: 10
constitution: 6
intelligence: 12
wisdom: 10
charisma: 6
luck: 10
abilities:
- basic_attack
- fire_bolt
- minor_heal
loot_table:
- item_id: shaman_staff
drop_chance: 0.10
quantity_min: 1
quantity_max: 1
- item_id: mana_potion_small
drop_chance: 0.20
quantity_min: 1
quantity_max: 1
- item_id: gold_coin
drop_chance: 0.60
quantity_min: 3
quantity_max: 8
experience_reward: 25
gold_reward_min: 5
gold_reward_max: 15
difficulty: easy
tags:
- humanoid
- goblinoid
- caster
- small
location_tags:
- forest
- wilderness
- dungeon
base_damage: 3
crit_chance: 0.08
flee_chance: 0.55

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# Goblin Warrior - Medium variant, trained fighter
# A battle-hardened goblin wielding crude but effective weapons.
# More dangerous than scouts, fights in organized groups.
enemy_id: goblin_warrior
name: Goblin Warrior
description: >
A muscular goblin clad in scavenged armor and wielding a crude
but deadly weapon. Goblin warriors are the backbone of any goblin
warband, trained to fight rather than flee. They attack with
surprising ferocity and coordination.
base_stats:
strength: 12
dexterity: 10
constitution: 10
intelligence: 6
wisdom: 6
charisma: 4
luck: 8
abilities:
- basic_attack
- shield_bash
loot_table:
# Static drops - materials and consumables
- loot_type: static
item_id: goblin_ear
drop_chance: 0.80
quantity_min: 1
quantity_max: 1
- loot_type: static
item_id: goblin_war_paint
drop_chance: 0.15
quantity_min: 1
quantity_max: 1
- loot_type: static
item_id: health_potion_small
drop_chance: 0.15
quantity_min: 1
quantity_max: 1
- loot_type: static
item_id: iron_ore
drop_chance: 0.10
quantity_min: 1
quantity_max: 2
# Procedural equipment drops
- loot_type: procedural
item_type: weapon
drop_chance: 0.08
rarity_bonus: 0.0
quantity_min: 1
quantity_max: 1
experience_reward: 25
gold_reward_min: 5
gold_reward_max: 15
difficulty: medium
tags:
- humanoid
- goblinoid
- warrior
- armed
location_tags:
- forest
- wilderness
- dungeon
base_damage: 8
crit_chance: 0.10
flee_chance: 0.45

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# Orc Berserker - Hard heavy hitter
# A fearsome orc warrior in a battle rage
enemy_id: orc_berserker
name: Orc Berserker
description: >
A towering mass of green muscle and fury, covered in tribal war paint
and scars from countless battles. Foam flecks at the corners of its
mouth as it swings a massive greataxe with terrifying speed. In its
battle rage, it feels no pain and shows no mercy.
base_stats:
strength: 18
dexterity: 10
constitution: 16
intelligence: 6
wisdom: 6
charisma: 4
luck: 8
abilities:
- basic_attack
- cleave
- berserker_rage
- intimidating_shout
loot_table:
- item_id: orc_greataxe
drop_chance: 0.20
quantity_min: 1
quantity_max: 1
- item_id: orc_war_paint
drop_chance: 0.35
quantity_min: 1
quantity_max: 2
- item_id: beast_hide_armor
drop_chance: 0.15
quantity_min: 1
quantity_max: 1
- item_id: gold_coin
drop_chance: 0.70
quantity_min: 15
quantity_max: 40
experience_reward: 80
gold_reward_min: 20
gold_reward_max: 50
difficulty: hard
tags:
- humanoid
- orc
- berserker
- large
location_tags:
- dungeon
- wilderness
base_damage: 15
crit_chance: 0.15
flee_chance: 0.30

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# Giant Rat - Very easy enemy for starting areas (town, village, tavern)
# A basic enemy for new players to learn combat mechanics
enemy_id: rat
name: Giant Rat
description: >
A mangy rat the size of a small dog. These vermin infest cellars,
sewers, and dark corners of civilization. Weak alone but annoying in packs.
base_stats:
strength: 4
dexterity: 14
constitution: 4
intelligence: 2
wisdom: 8
charisma: 2
luck: 6
abilities:
- basic_attack
loot_table:
- item_id: rat_tail
drop_chance: 0.40
quantity_min: 1
quantity_max: 1
- item_id: gold_coin
drop_chance: 0.20
quantity_min: 1
quantity_max: 2
experience_reward: 5
gold_reward_min: 0
gold_reward_max: 2
difficulty: easy
tags:
- beast
- vermin
- small
location_tags:
- town
- village
- tavern
- dungeon
base_damage: 2
crit_chance: 0.03
flee_chance: 0.80

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# Skeleton Warrior - Medium undead melee
# An animated skeleton wielding ancient weapons
enemy_id: skeleton_warrior
name: Skeleton Warrior
description: >
The animated remains of a long-dead soldier, held together by dark magic.
Its empty eye sockets glow with pale blue fire, and it wields a rusted
but deadly sword with unnatural precision. It knows no fear and feels no pain.
base_stats:
strength: 12
dexterity: 10
constitution: 10
intelligence: 4
wisdom: 6
charisma: 2
luck: 6
abilities:
- basic_attack
- shield_bash
- bone_rattle
loot_table:
- item_id: ancient_sword
drop_chance: 0.15
quantity_min: 1
quantity_max: 1
- item_id: bone_fragment
drop_chance: 0.80
quantity_min: 2
quantity_max: 5
- item_id: soul_essence
drop_chance: 0.10
quantity_min: 1
quantity_max: 1
experience_reward: 45
gold_reward_min: 0
gold_reward_max: 10
difficulty: medium
tags:
- undead
- skeleton
- armed
- fearless
location_tags:
- crypt
- ruins
- dungeon
base_damage: 9
crit_chance: 0.08
flee_chance: 0.50

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# Consumable items that drop from enemies or are purchased from vendors
# These items have effects_on_use that trigger when consumed
items:
# ==========================================================================
# Health Potions
# ==========================================================================
health_potion_small:
name: "Small Health Potion"
item_type: consumable
rarity: common
description: "A small vial of red liquid that restores a modest amount of health."
value: 25
is_tradeable: true
effects_on_use:
- effect_id: heal_small
name: "Minor Healing"
effect_type: hot
power: 30
duration: 1
stacks: 1
health_potion_medium:
name: "Health Potion"
item_type: consumable
rarity: uncommon
description: "A standard healing potion used by adventurers across the realm."
value: 75
is_tradeable: true
effects_on_use:
- effect_id: heal_medium
name: "Healing"
effect_type: hot
power: 75
duration: 1
stacks: 1
health_potion_large:
name: "Large Health Potion"
item_type: consumable
rarity: rare
description: "A potent healing draught that restores significant health."
value: 150
is_tradeable: true
effects_on_use:
- effect_id: heal_large
name: "Major Healing"
effect_type: hot
power: 150
duration: 1
stacks: 1
# ==========================================================================
# Mana Potions
# ==========================================================================
mana_potion_small:
name: "Small Mana Potion"
item_type: consumable
rarity: common
description: "A small vial of blue liquid that restores mana."
value: 25
is_tradeable: true
# Note: MP restoration would need custom effect type or game logic
mana_potion_medium:
name: "Mana Potion"
item_type: consumable
rarity: uncommon
description: "A standard mana potion favored by spellcasters."
value: 75
is_tradeable: true
# ==========================================================================
# Status Effect Cures
# ==========================================================================
antidote:
name: "Antidote"
item_type: consumable
rarity: common
description: "A bitter herbal remedy that cures poison effects."
value: 30
is_tradeable: true
smelling_salts:
name: "Smelling Salts"
item_type: consumable
rarity: uncommon
description: "Pungent salts that can revive unconscious allies or cure stun."
value: 40
is_tradeable: true
# ==========================================================================
# Combat Buffs
# ==========================================================================
elixir_of_strength:
name: "Elixir of Strength"
item_type: consumable
rarity: rare
description: "A powerful elixir that temporarily increases strength."
value: 100
is_tradeable: true
effects_on_use:
- effect_id: str_buff
name: "Strength Boost"
effect_type: buff
power: 5
duration: 5
stacks: 1
elixir_of_agility:
name: "Elixir of Agility"
item_type: consumable
rarity: rare
description: "A shimmering elixir that enhances reflexes and speed."
value: 100
is_tradeable: true
effects_on_use:
- effect_id: dex_buff
name: "Agility Boost"
effect_type: buff
power: 5
duration: 5
stacks: 1
# ==========================================================================
# Food Items (simple healing, no combat use)
# ==========================================================================
ration:
name: "Trail Ration"
item_type: consumable
rarity: common
description: "Dried meat, hardtack, and nuts. Sustains an adventurer on long journeys."
value: 5
is_tradeable: true
effects_on_use:
- effect_id: ration_heal
name: "Nourishment"
effect_type: hot
power: 10
duration: 1
stacks: 1
cooked_meat:
name: "Cooked Meat"
item_type: consumable
rarity: common
description: "Freshly cooked meat that restores health."
value: 15
is_tradeable: true
effects_on_use:
- effect_id: meat_heal
name: "Hearty Meal"
effect_type: hot
power: 20
duration: 1
stacks: 1

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# Starting Equipment - Basic items given to new characters based on their class
# These are all common-quality items suitable for Level 1 characters
items:
# ==================== WEAPONS ====================
# Melee Weapons
rusty_sword:
name: Rusty Sword
item_type: weapon
rarity: common
description: >
A battered old sword showing signs of age and neglect.
Its edge is dull but it can still cut.
value: 5
damage: 4
damage_type: physical
is_tradeable: true
rusty_mace:
name: Rusty Mace
item_type: weapon
rarity: common
description: >
A worn mace with a tarnished head. The weight still
makes it effective for crushing blows.
value: 5
damage: 5
damage_type: physical
is_tradeable: true
rusty_dagger:
name: Rusty Dagger
item_type: weapon
rarity: common
description: >
A corroded dagger with a chipped blade. Quick and
deadly in the right hands despite its condition.
value: 4
damage: 3
damage_type: physical
crit_chance: 0.10 # Daggers have higher crit chance
is_tradeable: true
rusty_knife:
name: Rusty Knife
item_type: weapon
rarity: common
description: >
A simple utility knife, more tool than weapon. Every
adventurer keeps one handy for various tasks.
value: 2
damage: 2
damage_type: physical
is_tradeable: true
# Ranged Weapons
rusty_bow:
name: Rusty Bow
item_type: weapon
rarity: common
description: >
An old hunting bow with a frayed string. It still fires
true enough for an aspiring ranger.
value: 5
damage: 4
damage_type: physical
is_tradeable: true
# Magical Weapons (spell_power instead of damage)
worn_staff:
name: Worn Staff
item_type: weapon
rarity: common
description: >
A gnarled wooden staff weathered by time. Faint traces
of arcane energy still pulse through its core.
value: 6
damage: 2 # Low physical damage for staff strikes
spell_power: 4 # Boosts spell damage
damage_type: arcane
is_tradeable: true
bone_wand:
name: Bone Wand
item_type: weapon
rarity: common
description: >
A wand carved from ancient bone, cold to the touch.
It resonates with dark energy.
value: 6
damage: 1 # Minimal physical damage
spell_power: 5 # Higher spell power for dedicated casters
damage_type: shadow # Dark/shadow magic for necromancy
is_tradeable: true
tome:
name: Worn Tome
item_type: weapon
rarity: common
description: >
A leather-bound book filled with faded notes and arcane
formulas. Knowledge is power made manifest.
value: 6
damage: 1 # Can bonk someone with it
spell_power: 4 # Boosts spell damage
damage_type: arcane
is_tradeable: true
# ==================== ARMOR ====================
cloth_armor:
name: Cloth Armor
item_type: armor
rarity: common
description: >
Simple padded cloth garments offering minimal protection.
Better than nothing, barely.
value: 5
defense: 2
resistance: 1
is_tradeable: true
# ==================== SHIELDS/ACCESSORIES ====================
rusty_shield:
name: Rusty Shield
item_type: armor
rarity: common
description: >
A battered wooden shield with a rusted metal rim.
It can still block a blow or two.
value: 5
defense: 3
resistance: 0
stat_bonuses:
constitution: 1
is_tradeable: true

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# Trophy items, crafting materials, and quest items dropped by enemies
# These items don't have combat effects but are used for quests, crafting, or selling
items:
# ==========================================================================
# Goblin Drops
# ==========================================================================
goblin_ear:
name: "Goblin Ear"
item_type: quest_item
rarity: common
description: "A severed goblin ear. Proof of a kill, sometimes collected for bounties."
value: 2
is_tradeable: true
goblin_trinket:
name: "Goblin Trinket"
item_type: quest_item
rarity: common
description: "A crude piece of jewelry stolen by a goblin. Worth a few coins."
value: 8
is_tradeable: true
goblin_war_paint:
name: "Goblin War Paint"
item_type: quest_item
rarity: uncommon
description: "Pungent red and black paint used by goblin warriors before battle."
value: 15
is_tradeable: true
goblin_chieftain_token:
name: "Chieftain's Token"
item_type: quest_item
rarity: rare
description: "A carved bone token marking the authority of a goblin chieftain."
value: 50
is_tradeable: true
# ==========================================================================
# Wolf/Beast Drops
# ==========================================================================
wolf_pelt:
name: "Wolf Pelt"
item_type: quest_item
rarity: common
description: "A fur pelt from a wolf. Useful for crafting or selling to tanners."
value: 10
is_tradeable: true
dire_wolf_fang:
name: "Dire Wolf Fang"
item_type: quest_item
rarity: uncommon
description: "A large fang from a dire wolf. Prized by craftsmen for weapon making."
value: 25
is_tradeable: true
beast_hide:
name: "Beast Hide"
item_type: quest_item
rarity: common
description: "Thick hide from a large beast. Can be tanned into leather."
value: 12
is_tradeable: true
# ==========================================================================
# Vermin Drops
# ==========================================================================
rat_tail:
name: "Rat Tail"
item_type: quest_item
rarity: common
description: "A scaly tail from a giant rat. Sometimes collected for pest control bounties."
value: 1
is_tradeable: true
# ==========================================================================
# Undead Drops
# ==========================================================================
skeleton_bone:
name: "Skeleton Bone"
item_type: quest_item
rarity: common
description: "A bone from an animated skeleton. Retains faint magical energy."
value: 5
is_tradeable: true
bone_dust:
name: "Bone Dust"
item_type: quest_item
rarity: common
description: "Powdered bone from undead remains. Used in alchemy and rituals."
value: 8
is_tradeable: true
skull_fragment:
name: "Skull Fragment"
item_type: quest_item
rarity: uncommon
description: "A piece of an undead skull, still crackling with dark energy."
value: 20
is_tradeable: true
# ==========================================================================
# Orc Drops
# ==========================================================================
orc_tusk:
name: "Orc Tusk"
item_type: quest_item
rarity: uncommon
description: "A large tusk from an orc warrior. A trophy prized by collectors."
value: 25
is_tradeable: true
orc_war_banner:
name: "Orc War Banner"
item_type: quest_item
rarity: rare
description: "A bloodstained banner torn from an orc warband. Proof of a hard fight."
value: 45
is_tradeable: true
berserker_charm:
name: "Berserker Charm"
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
# ==========================================================================
bandit_mask:
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

View File

@@ -9,6 +9,7 @@ from app.models.enums import (
EffectType,
DamageType,
ItemType,
ItemRarity,
StatType,
AbilityType,
CombatStatus,
@@ -53,6 +54,7 @@ __all__ = [
"EffectType",
"DamageType",
"ItemType",
"ItemRarity",
"StatType",
"AbilityType",
"CombatStatus",

305
api/app/models/affixes.py Normal file
View File

@@ -0,0 +1,305 @@
"""
Item affix system for procedural item generation.
This module defines affixes (prefixes and suffixes) that can be attached to items
to provide stat bonuses and generate Diablo-style names like "Flaming Dagger of Strength".
"""
from dataclasses import dataclass, field, asdict
from typing import Dict, Any, List, Optional
from app.models.enums import AffixType, AffixTier, DamageType, ItemRarity
@dataclass
class Affix:
"""
Represents a single item affix (prefix or suffix).
Affixes provide stat bonuses and contribute to item naming.
Prefixes appear before the item name: "Flaming Dagger"
Suffixes appear after the item name: "Dagger of Strength"
Attributes:
affix_id: Unique identifier (e.g., "flaming", "of_strength")
name: Display name for the affix (e.g., "Flaming", "of Strength")
affix_type: PREFIX or SUFFIX
tier: MINOR, MAJOR, or LEGENDARY (determines bonus magnitude)
description: Human-readable description of the affix effect
Stat Bonuses:
stat_bonuses: Dict mapping stat name to bonus value
Example: {"strength": 2, "constitution": 1}
defense_bonus: Direct defense bonus
resistance_bonus: Direct resistance bonus
Weapon Properties (PREFIX only, elemental):
damage_bonus: Flat damage bonus added to weapon
damage_type: Elemental damage type (fire, ice, etc.)
elemental_ratio: Portion of damage converted to elemental (0.0-1.0)
crit_chance_bonus: Added to weapon crit chance
crit_multiplier_bonus: Added to crit damage multiplier
Restrictions:
allowed_item_types: Empty list = all types allowed
required_rarity: Minimum rarity to roll this affix (for legendary-only)
"""
affix_id: str
name: str
affix_type: AffixType
tier: AffixTier
description: str = ""
# Stat bonuses (applies to any item)
stat_bonuses: Dict[str, int] = field(default_factory=dict)
defense_bonus: int = 0
resistance_bonus: int = 0
# Weapon-specific bonuses
damage_bonus: int = 0
damage_type: Optional[DamageType] = None
elemental_ratio: float = 0.0
crit_chance_bonus: float = 0.0
crit_multiplier_bonus: float = 0.0
# Restrictions
allowed_item_types: List[str] = field(default_factory=list)
required_rarity: Optional[str] = None
def applies_elemental_damage(self) -> bool:
"""
Check if this affix converts damage to elemental.
Returns:
True if affix adds elemental damage component
"""
return self.damage_type is not None and self.elemental_ratio > 0.0
def is_legendary_only(self) -> bool:
"""
Check if this affix only rolls on legendary items.
Returns:
True if affix requires legendary rarity
"""
return self.required_rarity == "legendary"
def can_apply_to(self, item_type: str, rarity: str) -> bool:
"""
Check if this affix can be applied to an item.
Args:
item_type: Type of item ("weapon", "armor", etc.)
rarity: Item rarity ("common", "rare", "epic", "legendary")
Returns:
True if affix can be applied, False otherwise
"""
# Check rarity requirement
if self.required_rarity and rarity != self.required_rarity:
return False
# Check item type restriction
if self.allowed_item_types and item_type not in self.allowed_item_types:
return False
return True
def to_dict(self) -> Dict[str, Any]:
"""
Serialize affix to dictionary.
Returns:
Dictionary containing all affix data
"""
data = asdict(self)
data["affix_type"] = self.affix_type.value
data["tier"] = self.tier.value
if self.damage_type:
data["damage_type"] = self.damage_type.value
return data
@classmethod
def from_dict(cls, data: Dict[str, Any]) -> 'Affix':
"""
Deserialize affix from dictionary.
Args:
data: Dictionary containing affix data
Returns:
Affix instance
"""
affix_type = AffixType(data["affix_type"])
tier = AffixTier(data["tier"])
damage_type = DamageType(data["damage_type"]) if data.get("damage_type") else None
return cls(
affix_id=data["affix_id"],
name=data["name"],
affix_type=affix_type,
tier=tier,
description=data.get("description", ""),
stat_bonuses=data.get("stat_bonuses", {}),
defense_bonus=data.get("defense_bonus", 0),
resistance_bonus=data.get("resistance_bonus", 0),
damage_bonus=data.get("damage_bonus", 0),
damage_type=damage_type,
elemental_ratio=data.get("elemental_ratio", 0.0),
crit_chance_bonus=data.get("crit_chance_bonus", 0.0),
crit_multiplier_bonus=data.get("crit_multiplier_bonus", 0.0),
allowed_item_types=data.get("allowed_item_types", []),
required_rarity=data.get("required_rarity"),
)
def __repr__(self) -> str:
"""String representation of the affix."""
bonuses = []
if self.stat_bonuses:
bonuses.append(f"stats={self.stat_bonuses}")
if self.damage_bonus:
bonuses.append(f"dmg+{self.damage_bonus}")
if self.defense_bonus:
bonuses.append(f"def+{self.defense_bonus}")
if self.applies_elemental_damage():
bonuses.append(f"{self.damage_type.value}={self.elemental_ratio:.0%}")
bonus_str = ", ".join(bonuses) if bonuses else "no bonuses"
return f"Affix({self.name}, {self.affix_type.value}, {self.tier.value}, {bonus_str})"
@dataclass
class BaseItemTemplate:
"""
Template for base items used in procedural generation.
Base items define the foundation (e.g., "Dagger", "Longsword", "Chainmail")
that affixes attach to during item generation.
Attributes:
template_id: Unique identifier (e.g., "dagger", "longsword")
name: Display name (e.g., "Dagger", "Longsword")
item_type: Category ("weapon", "armor")
description: Flavor text for the base item
Base Stats:
base_damage: Base weapon damage (weapons only)
base_defense: Base armor defense (armor only)
base_resistance: Base magic resistance (armor only)
base_value: Base gold value before rarity/affix modifiers
Weapon Properties:
damage_type: Primary damage type (usually "physical")
crit_chance: Base critical hit chance
crit_multiplier: Base critical damage multiplier
Generation:
required_level: Minimum character level for this template
drop_weight: Weighting for random selection (higher = more common)
min_rarity: Minimum rarity this template can generate at
"""
template_id: str
name: str
item_type: str # "weapon" or "armor"
description: str = ""
# Base stats
base_damage: int = 0
base_spell_power: int = 0 # For magical weapons (staves, wands)
base_defense: int = 0
base_resistance: int = 0
base_value: int = 10
# Weapon properties
damage_type: str = "physical"
crit_chance: float = 0.05
crit_multiplier: float = 2.0
# Generation settings
required_level: int = 1
drop_weight: float = 1.0
min_rarity: str = "common"
def can_generate_at_rarity(self, rarity: str) -> bool:
"""
Check if this template can generate at a given rarity.
Some templates (like greatswords) may only drop at rare+.
Args:
rarity: Target rarity to check
Returns:
True if template can generate at this rarity
"""
rarity_order = ["common", "uncommon", "rare", "epic", "legendary"]
min_index = rarity_order.index(self.min_rarity)
target_index = rarity_order.index(rarity)
return target_index >= min_index
def can_drop_for_level(self, character_level: int) -> bool:
"""
Check if this template can drop for a character level.
Args:
character_level: Character's current level
Returns:
True if template can drop for this level
"""
return character_level >= self.required_level
def to_dict(self) -> Dict[str, Any]:
"""
Serialize template to dictionary.
Returns:
Dictionary containing all template data
"""
return asdict(self)
@classmethod
def from_dict(cls, data: Dict[str, Any]) -> 'BaseItemTemplate':
"""
Deserialize template from dictionary.
Args:
data: Dictionary containing template data
Returns:
BaseItemTemplate instance
"""
return cls(
template_id=data["template_id"],
name=data["name"],
item_type=data["item_type"],
description=data.get("description", ""),
base_damage=data.get("base_damage", 0),
base_spell_power=data.get("base_spell_power", 0),
base_defense=data.get("base_defense", 0),
base_resistance=data.get("base_resistance", 0),
base_value=data.get("base_value", 10),
damage_type=data.get("damage_type", "physical"),
crit_chance=data.get("crit_chance", 0.05),
crit_multiplier=data.get("crit_multiplier", 2.0),
required_level=data.get("required_level", 1),
drop_weight=data.get("drop_weight", 1.0),
min_rarity=data.get("min_rarity", "common"),
)
def __repr__(self) -> str:
"""String representation of the template."""
if self.item_type == "weapon":
return (
f"BaseItemTemplate({self.name}, weapon, dmg={self.base_damage}, "
f"crit={self.crit_chance*100:.0f}%, lvl={self.required_level})"
)
elif self.item_type == "armor":
return (
f"BaseItemTemplate({self.name}, armor, def={self.base_defense}, "
f"res={self.base_resistance}, lvl={self.required_level})"
)
else:
return f"BaseItemTemplate({self.name}, {self.item_type})"

View File

@@ -13,7 +13,7 @@ from app.models.stats import Stats
from app.models.items import Item
from app.models.skills import PlayerClass, SkillNode
from app.models.effects import Effect
from app.models.enums import EffectType, StatType
from app.models.enums import EffectType, StatType, ItemType
from app.models.origins import Origin
@@ -92,7 +92,11 @@ class Character:
This is the CRITICAL METHOD that combines:
1. Base stats (from character)
2. Equipment bonuses (from equipped items)
2. Equipment bonuses (from equipped items):
- stat_bonuses dict applied to corresponding stats
- Weapon damage added to damage_bonus
- Weapon spell_power added to spell_power_bonus
- Armor defense/resistance added to defense_bonus/resistance_bonus
3. Skill tree bonuses (from unlocked skills)
4. Active effect modifiers (buffs/debuffs)
@@ -100,18 +104,30 @@ class Character:
active_effects: Currently active effects on this character (from combat)
Returns:
Stats instance with all modifiers applied
Stats instance with all modifiers applied (including computed
damage, defense, resistance properties that incorporate bonuses)
"""
# Start with a copy of base stats
effective = self.base_stats.copy()
# Apply equipment bonuses
for item in self.equipped.values():
# Apply stat bonuses from item (e.g., +3 strength)
for stat_name, bonus in item.stat_bonuses.items():
if hasattr(effective, stat_name):
current_value = getattr(effective, stat_name)
setattr(effective, stat_name, current_value + bonus)
# Add weapon damage and spell_power to bonus fields
if item.item_type == ItemType.WEAPON:
effective.damage_bonus += item.damage
effective.spell_power_bonus += item.spell_power
# Add armor defense and resistance to bonus fields
if item.item_type == ItemType.ARMOR:
effective.defense_bonus += item.defense
effective.resistance_bonus += item.resistance
# Apply skill tree bonuses
skill_bonuses = self._get_skill_bonuses()
for stat_name, bonus in skill_bonuses.items():

View File

@@ -12,7 +12,7 @@ import random
from app.models.stats import Stats
from app.models.effects import Effect
from app.models.abilities import Ability
from app.models.enums import CombatStatus, EffectType
from app.models.enums import CombatStatus, EffectType, DamageType
@dataclass
@@ -36,6 +36,12 @@ class Combatant:
abilities: Available abilities for this combatant
cooldowns: Map of ability_id to turns remaining
initiative: Turn order value (rolled at combat start)
weapon_crit_chance: Critical hit chance from equipped weapon
weapon_crit_multiplier: Critical hit damage multiplier
weapon_damage_type: Primary damage type of weapon
elemental_damage_type: Secondary damage type for elemental weapons
physical_ratio: Portion of damage that is physical (0.0-1.0)
elemental_ratio: Portion of damage that is elemental (0.0-1.0)
"""
combatant_id: str
@@ -51,6 +57,16 @@ class Combatant:
cooldowns: Dict[str, int] = field(default_factory=dict)
initiative: int = 0
# Weapon properties (for combat calculations)
weapon_crit_chance: float = 0.05
weapon_crit_multiplier: float = 2.0
weapon_damage_type: Optional[DamageType] = None
# Elemental weapon properties (for split damage)
elemental_damage_type: Optional[DamageType] = None
physical_ratio: float = 1.0
elemental_ratio: float = 0.0
def is_alive(self) -> bool:
"""Check if combatant is still alive."""
return self.current_hp > 0
@@ -228,6 +244,12 @@ class Combatant:
"abilities": self.abilities,
"cooldowns": self.cooldowns,
"initiative": self.initiative,
"weapon_crit_chance": self.weapon_crit_chance,
"weapon_crit_multiplier": self.weapon_crit_multiplier,
"weapon_damage_type": self.weapon_damage_type.value if self.weapon_damage_type else None,
"elemental_damage_type": self.elemental_damage_type.value if self.elemental_damage_type else None,
"physical_ratio": self.physical_ratio,
"elemental_ratio": self.elemental_ratio,
}
@classmethod
@@ -236,6 +258,15 @@ class Combatant:
stats = Stats.from_dict(data["stats"])
active_effects = [Effect.from_dict(e) for e in data.get("active_effects", [])]
# Parse damage types
weapon_damage_type = None
if data.get("weapon_damage_type"):
weapon_damage_type = DamageType(data["weapon_damage_type"])
elemental_damage_type = None
if data.get("elemental_damage_type"):
elemental_damage_type = DamageType(data["elemental_damage_type"])
return cls(
combatant_id=data["combatant_id"],
name=data["name"],
@@ -249,6 +280,12 @@ class Combatant:
abilities=data.get("abilities", []),
cooldowns=data.get("cooldowns", {}),
initiative=data.get("initiative", 0),
weapon_crit_chance=data.get("weapon_crit_chance", 0.05),
weapon_crit_multiplier=data.get("weapon_crit_multiplier", 2.0),
weapon_damage_type=weapon_damage_type,
elemental_damage_type=elemental_damage_type,
physical_ratio=data.get("physical_ratio", 1.0),
elemental_ratio=data.get("elemental_ratio", 0.0),
)
@@ -312,15 +349,33 @@ class CombatEncounter:
return None
def advance_turn(self) -> None:
"""Advance to the next combatant's turn."""
"""Advance to the next alive combatant's turn, skipping dead combatants."""
# Track starting position to detect full cycle
start_index = self.current_turn_index
rounds_advanced = 0
while True:
self.current_turn_index += 1
# If we've cycled through all combatants, start a new round
if self.current_turn_index >= len(self.turn_order):
self.current_turn_index = 0
self.round_number += 1
rounds_advanced += 1
self.log_action("round_start", None, f"Round {self.round_number} begins")
# Get the current combatant
current = self.get_current_combatant()
# If combatant is alive, their turn starts
if current and current.is_alive():
break
# Safety check: if we've gone through all combatants twice without finding
# someone alive, break to avoid infinite loop (combat should end)
if rounds_advanced >= 2:
break
def start_turn(self) -> List[Dict[str, Any]]:
"""
Process the start of a turn.

View File

@@ -86,7 +86,12 @@ class Effect:
elif self.effect_type in [EffectType.BUFF, EffectType.DEBUFF]:
# Buff/Debuff: modify stats
result["stat_affected"] = self.stat_affected.value if self.stat_affected else None
# Handle stat_affected being Enum or string
if self.stat_affected:
stat_value = self.stat_affected.value if hasattr(self.stat_affected, 'value') else self.stat_affected
else:
stat_value = None
result["stat_affected"] = stat_value
result["stat_modifier"] = self.power * self.stacks
if self.effect_type == EffectType.BUFF:
result["message"] = f"{self.name} increases {result['stat_affected']} by {result['stat_modifier']}"
@@ -159,9 +164,17 @@ class Effect:
Dictionary containing all effect data
"""
data = asdict(self)
# Handle effect_type (could be Enum or string)
if hasattr(self.effect_type, 'value'):
data["effect_type"] = self.effect_type.value
else:
data["effect_type"] = self.effect_type
# Handle stat_affected (could be Enum, string, or None)
if self.stat_affected:
if hasattr(self.stat_affected, 'value'):
data["stat_affected"] = self.stat_affected.value
else:
data["stat_affected"] = self.stat_affected
return data
@classmethod
@@ -193,16 +206,21 @@ class Effect:
def __repr__(self) -> str:
"""String representation of the effect."""
# Helper to safely get value from Enum or string
def safe_value(obj):
return obj.value if hasattr(obj, 'value') else obj
if self.effect_type in [EffectType.BUFF, EffectType.DEBUFF]:
stat_str = safe_value(self.stat_affected) if self.stat_affected else 'N/A'
return (
f"Effect({self.name}, {self.effect_type.value}, "
f"{self.stat_affected.value if self.stat_affected else 'N/A'} "
f"Effect({self.name}, {safe_value(self.effect_type)}, "
f"{stat_str} "
f"{'+' if self.effect_type == EffectType.BUFF else '-'}{self.power * self.stacks}, "
f"{self.duration}t, {self.stacks}x)"
)
else:
return (
f"Effect({self.name}, {self.effect_type.value}, "
f"Effect({self.name}, {safe_value(self.effect_type)}, "
f"power={self.power * self.stacks}, "
f"duration={self.duration}t, stacks={self.stacks}x)"
)

282
api/app/models/enemy.py Normal file
View File

@@ -0,0 +1,282 @@
"""
Enemy data models for combat encounters.
This module defines the EnemyTemplate dataclass representing enemies/monsters
that can be encountered in combat. Enemy definitions are loaded from YAML files
for data-driven game design.
"""
from dataclasses import dataclass, field, asdict
from typing import Dict, Any, List, Optional, Tuple
from enum import Enum
from app.models.stats import Stats
class EnemyDifficulty(Enum):
"""Enemy difficulty levels for scaling and encounter building."""
EASY = "easy"
MEDIUM = "medium"
HARD = "hard"
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:
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)
"""
# 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."""
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.
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(
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),
)
@dataclass
class EnemyTemplate:
"""
Template definition for an enemy type.
EnemyTemplates define the base characteristics of enemy types. When combat
starts, instances are created from templates with randomized variations.
Attributes:
enemy_id: Unique identifier (e.g., "goblin", "dire_wolf")
name: Display name (e.g., "Goblin Scout")
description: Flavor text about the enemy
base_stats: Base stat block for this enemy
abilities: List of ability_ids this enemy can use
loot_table: Potential drops on defeat
experience_reward: Base XP granted on defeat
gold_reward_min: Minimum gold dropped
gold_reward_max: Maximum gold dropped
difficulty: Difficulty classification for encounter building
tags: Classification tags (e.g., ["humanoid", "goblinoid"])
location_tags: Location types where this enemy appears (e.g., ["forest", "dungeon"])
image_url: Optional image reference for UI
Combat-specific attributes:
base_damage: Base damage for basic attack (no weapon)
crit_chance: Critical hit chance (0.0 to 1.0)
flee_chance: Chance to successfully flee from this enemy
"""
enemy_id: str
name: str
description: str
base_stats: Stats
abilities: List[str] = field(default_factory=list)
loot_table: List[LootEntry] = field(default_factory=list)
experience_reward: int = 10
gold_reward_min: int = 1
gold_reward_max: int = 5
difficulty: EnemyDifficulty = EnemyDifficulty.EASY
tags: List[str] = field(default_factory=list)
location_tags: List[str] = field(default_factory=list)
image_url: Optional[str] = None
# Combat attributes
base_damage: int = 5
crit_chance: float = 0.05
flee_chance: float = 0.5
def get_gold_reward(self) -> int:
"""
Roll random gold reward within range.
Returns:
Random gold amount between min and max
"""
import random
return random.randint(self.gold_reward_min, self.gold_reward_max)
def roll_loot(self) -> List[Dict[str, Any]]:
"""
Roll for loot drops based on loot table.
Returns:
List of dropped items with quantities
"""
import random
drops = []
for entry in self.loot_table:
if random.random() < entry.drop_chance:
quantity = random.randint(entry.quantity_min, entry.quantity_max)
drops.append({
"item_id": entry.item_id,
"quantity": quantity,
})
return drops
def is_boss(self) -> bool:
"""Check if this enemy is a boss."""
return self.difficulty == EnemyDifficulty.BOSS
def has_tag(self, tag: str) -> bool:
"""Check if enemy has a specific tag."""
return tag.lower() in [t.lower() for t in self.tags]
def has_location_tag(self, location_type: str) -> bool:
"""Check if enemy can appear at a specific location type."""
return location_type.lower() in [t.lower() for t in self.location_tags]
def to_dict(self) -> Dict[str, Any]:
"""
Serialize enemy template to dictionary.
Returns:
Dictionary containing all enemy data
"""
return {
"enemy_id": self.enemy_id,
"name": self.name,
"description": self.description,
"base_stats": self.base_stats.to_dict(),
"abilities": self.abilities,
"loot_table": [entry.to_dict() for entry in self.loot_table],
"experience_reward": self.experience_reward,
"gold_reward_min": self.gold_reward_min,
"gold_reward_max": self.gold_reward_max,
"difficulty": self.difficulty.value,
"tags": self.tags,
"location_tags": self.location_tags,
"image_url": self.image_url,
"base_damage": self.base_damage,
"crit_chance": self.crit_chance,
"flee_chance": self.flee_chance,
}
@classmethod
def from_dict(cls, data: Dict[str, Any]) -> 'EnemyTemplate':
"""
Deserialize enemy template from dictionary.
Args:
data: Dictionary containing enemy data (from YAML or JSON)
Returns:
EnemyTemplate instance
"""
# Parse base stats
stats_data = data.get("base_stats", {})
base_stats = Stats.from_dict(stats_data)
# Parse loot table
loot_table = [
LootEntry.from_dict(entry)
for entry in data.get("loot_table", [])
]
# Parse difficulty
difficulty_value = data.get("difficulty", "easy")
if isinstance(difficulty_value, str):
difficulty = EnemyDifficulty(difficulty_value)
else:
difficulty = difficulty_value
return cls(
enemy_id=data["enemy_id"],
name=data["name"],
description=data.get("description", ""),
base_stats=base_stats,
abilities=data.get("abilities", []),
loot_table=loot_table,
experience_reward=data.get("experience_reward", 10),
gold_reward_min=data.get("gold_reward_min", 1),
gold_reward_max=data.get("gold_reward_max", 5),
difficulty=difficulty,
tags=data.get("tags", []),
location_tags=data.get("location_tags", []),
image_url=data.get("image_url"),
base_damage=data.get("base_damage", 5),
crit_chance=data.get("crit_chance", 0.05),
flee_chance=data.get("flee_chance", 0.5),
)
def __repr__(self) -> str:
"""String representation of the enemy template."""
return (
f"EnemyTemplate({self.enemy_id}, {self.name}, "
f"difficulty={self.difficulty.value}, "
f"xp={self.experience_reward})"
)

View File

@@ -29,6 +29,7 @@ class DamageType(Enum):
HOLY = "holy" # Holy/divine damage
SHADOW = "shadow" # Dark/shadow magic damage
POISON = "poison" # Poison damage (usually DoT)
ARCANE = "arcane" # Pure magical damage (staves, wands)
class ItemType(Enum):
@@ -40,6 +41,31 @@ class ItemType(Enum):
QUEST_ITEM = "quest_item" # Story-related, non-tradeable
class ItemRarity(Enum):
"""Item rarity tiers affecting drop rates, value, and visual styling."""
COMMON = "common" # White/gray - basic items
UNCOMMON = "uncommon" # Green - slightly better
RARE = "rare" # Blue - noticeably better
EPIC = "epic" # Purple - powerful items
LEGENDARY = "legendary" # Orange/gold - best items
class AffixType(Enum):
"""Types of item affixes for procedural item generation."""
PREFIX = "prefix" # Appears before item name: "Flaming Dagger"
SUFFIX = "suffix" # Appears after item name: "Dagger of Strength"
class AffixTier(Enum):
"""Affix power tiers determining bonus magnitudes."""
MINOR = "minor" # Weaker bonuses, rolls on RARE items
MAJOR = "major" # Medium bonuses, rolls on EPIC items
LEGENDARY = "legendary" # Strongest bonuses, LEGENDARY only
class StatType(Enum):
"""Character attribute types."""
@@ -49,6 +75,7 @@ class StatType(Enum):
INTELLIGENCE = "intelligence" # Magical power
WISDOM = "wisdom" # Perception and insight
CHARISMA = "charisma" # Social influence
LUCK = "luck" # Fortune and fate
class AbilityType(Enum):

View File

@@ -8,7 +8,7 @@ including weapons, armor, consumables, and quest items.
from dataclasses import dataclass, field, asdict
from typing import Dict, Any, List, Optional
from app.models.enums import ItemType, DamageType
from app.models.enums import ItemType, ItemRarity, DamageType
from app.models.effects import Effect
@@ -24,6 +24,7 @@ class Item:
item_id: Unique identifier
name: Display name
item_type: Category (weapon, armor, consumable, quest_item)
rarity: Rarity tier (common, uncommon, rare, epic, legendary)
description: Item lore and information
value: Gold value for buying/selling
is_tradeable: Whether item can be sold on marketplace
@@ -32,7 +33,8 @@ class Item:
effects_on_use: Effects applied when consumed (consumables only)
Weapon-specific attributes:
damage: Base weapon damage
damage: Base weapon damage (physical/melee/ranged)
spell_power: Spell power for staves/wands (boosts spell damage)
damage_type: Type of damage (physical, fire, etc.)
crit_chance: Probability of critical hit (0.0 to 1.0)
crit_multiplier: Damage multiplier on critical hit
@@ -49,7 +51,8 @@ class Item:
item_id: str
name: str
item_type: ItemType
description: str
rarity: ItemRarity = ItemRarity.COMMON
description: str = ""
value: int = 0
is_tradeable: bool = True
@@ -60,11 +63,18 @@ class Item:
effects_on_use: List[Effect] = field(default_factory=list)
# Weapon-specific
damage: int = 0
damage: int = 0 # Physical damage for melee/ranged weapons
spell_power: int = 0 # Spell power for staves/wands (boosts spell damage)
damage_type: Optional[DamageType] = None
crit_chance: float = 0.05 # 5% default critical hit chance
crit_multiplier: float = 2.0 # 2x damage on critical hit
# Elemental weapon properties (for split damage like Fire Sword)
# These enable weapons to deal both physical AND elemental damage
elemental_damage_type: Optional[DamageType] = None # Secondary damage type (fire, ice, etc.)
physical_ratio: float = 1.0 # Portion of damage that is physical (0.0-1.0)
elemental_ratio: float = 0.0 # Portion of damage that is elemental (0.0-1.0)
# Armor-specific
defense: int = 0
resistance: int = 0
@@ -73,6 +83,24 @@ class Item:
required_level: int = 1
required_class: Optional[str] = None
# Affix tracking (for procedurally generated items)
applied_affixes: List[str] = field(default_factory=list) # List of affix_ids
base_template_id: Optional[str] = None # ID of base item template used
generated_name: Optional[str] = None # Full generated name with affixes
is_generated: bool = False # True if created by item generator
def get_display_name(self) -> str:
"""
Get the item's display name.
For generated items, returns the affix-enhanced name.
For static items, returns the base name.
Returns:
Display name string
"""
return self.generated_name or self.name
def is_weapon(self) -> bool:
"""Check if this item is a weapon."""
return self.item_type == ItemType.WEAPON
@@ -89,6 +117,39 @@ class Item:
"""Check if this item is a quest item."""
return self.item_type == ItemType.QUEST_ITEM
def is_elemental_weapon(self) -> bool:
"""
Check if this weapon deals elemental damage (split damage).
Elemental weapons deal both physical AND elemental damage,
calculated separately against DEF and RES.
Examples:
Fire Sword: 70% physical / 30% fire
Frost Blade: 60% physical / 40% ice
Lightning Spear: 50% physical / 50% lightning
Returns:
True if weapon has elemental damage component
"""
return (
self.is_weapon() and
self.elemental_ratio > 0.0 and
self.elemental_damage_type is not None
)
def is_magical_weapon(self) -> bool:
"""
Check if this weapon is a spell-casting weapon (staff, wand, tome).
Magical weapons provide spell_power which boosts spell damage,
rather than physical damage for melee/ranged attacks.
Returns:
True if weapon has spell_power (staves, wands, etc.)
"""
return self.is_weapon() and self.spell_power > 0
def can_equip(self, character_level: int, character_class: Optional[str] = None) -> bool:
"""
Check if a character can equip this item.
@@ -131,9 +192,14 @@ class Item:
"""
data = asdict(self)
data["item_type"] = self.item_type.value
data["rarity"] = self.rarity.value
if self.damage_type:
data["damage_type"] = self.damage_type.value
if self.elemental_damage_type:
data["elemental_damage_type"] = self.elemental_damage_type.value
data["effects_on_use"] = [effect.to_dict() for effect in self.effects_on_use]
# Include display_name for convenience
data["display_name"] = self.get_display_name()
return data
@classmethod
@@ -149,7 +215,13 @@ class Item:
"""
# Convert string values back to enums
item_type = ItemType(data["item_type"])
rarity = ItemRarity(data.get("rarity", "common"))
damage_type = DamageType(data["damage_type"]) if data.get("damage_type") else None
elemental_damage_type = (
DamageType(data["elemental_damage_type"])
if data.get("elemental_damage_type")
else None
)
# Deserialize effects
effects = []
@@ -160,7 +232,8 @@ class Item:
item_id=data["item_id"],
name=data["name"],
item_type=item_type,
description=data["description"],
rarity=rarity,
description=data.get("description", ""),
value=data.get("value", 0),
is_tradeable=data.get("is_tradeable", True),
stat_bonuses=data.get("stat_bonuses", {}),
@@ -169,15 +242,29 @@ class Item:
damage_type=damage_type,
crit_chance=data.get("crit_chance", 0.05),
crit_multiplier=data.get("crit_multiplier", 2.0),
elemental_damage_type=elemental_damage_type,
physical_ratio=data.get("physical_ratio", 1.0),
elemental_ratio=data.get("elemental_ratio", 0.0),
defense=data.get("defense", 0),
resistance=data.get("resistance", 0),
required_level=data.get("required_level", 1),
required_class=data.get("required_class"),
# Affix tracking fields
applied_affixes=data.get("applied_affixes", []),
base_template_id=data.get("base_template_id"),
generated_name=data.get("generated_name"),
is_generated=data.get("is_generated", False),
)
def __repr__(self) -> str:
"""String representation of the item."""
if self.is_weapon():
if self.is_elemental_weapon():
return (
f"Item({self.name}, elemental_weapon, dmg={self.damage}, "
f"phys={self.physical_ratio:.0%}/{self.elemental_damage_type.value}={self.elemental_ratio:.0%}, "
f"crit={self.crit_chance*100:.0f}%, value={self.value}g)"
)
return (
f"Item({self.name}, weapon, dmg={self.damage}, "
f"crit={self.crit_chance*100:.0f}%, value={self.value}g)"

View File

@@ -167,7 +167,8 @@ class GameSession:
user_id: Owner of the session
party_member_ids: Character IDs in this party (multiplayer only)
config: Session configuration settings
combat_encounter: Current combat (None if not in combat)
combat_encounter: Legacy inline combat data (None if not in combat)
active_combat_encounter_id: Reference to combat_encounters table (new system)
conversation_history: Turn-by-turn log of actions and DM responses
game_state: Current world/quest state
turn_order: Character turn order
@@ -184,7 +185,8 @@ class GameSession:
user_id: str = ""
party_member_ids: List[str] = field(default_factory=list)
config: SessionConfig = field(default_factory=SessionConfig)
combat_encounter: Optional[CombatEncounter] = None
combat_encounter: Optional[CombatEncounter] = None # Legacy: inline combat data
active_combat_encounter_id: Optional[str] = None # New: reference to combat_encounters table
conversation_history: List[ConversationEntry] = field(default_factory=list)
game_state: GameState = field(default_factory=GameState)
turn_order: List[str] = field(default_factory=list)
@@ -202,8 +204,13 @@ class GameSession:
self.last_activity = datetime.now(timezone.utc).isoformat().replace("+00:00", "Z")
def is_in_combat(self) -> bool:
"""Check if session is currently in combat."""
return self.combat_encounter is not None
"""
Check if session is currently in combat.
Checks both the new database reference and legacy inline storage
for backward compatibility.
"""
return self.active_combat_encounter_id is not None or self.combat_encounter is not None
def start_combat(self, encounter: CombatEncounter) -> None:
"""
@@ -341,6 +348,7 @@ class GameSession:
"party_member_ids": self.party_member_ids,
"config": self.config.to_dict(),
"combat_encounter": self.combat_encounter.to_dict() if self.combat_encounter else None,
"active_combat_encounter_id": self.active_combat_encounter_id,
"conversation_history": [entry.to_dict() for entry in self.conversation_history],
"game_state": self.game_state.to_dict(),
"turn_order": self.turn_order,
@@ -382,6 +390,7 @@ class GameSession:
party_member_ids=data.get("party_member_ids", []),
config=config,
combat_encounter=combat_encounter,
active_combat_encounter_id=data.get("active_combat_encounter_id"),
conversation_history=conversation_history,
game_state=game_state,
turn_order=data.get("turn_order", []),

View File

@@ -21,12 +21,19 @@ class Stats:
intelligence: Magical power, affects spell damage and MP
wisdom: Perception and insight, affects magical resistance
charisma: Social influence, affects NPC interactions
luck: Fortune and fate, affects critical hits, loot, and random outcomes
damage_bonus: Flat damage bonus from equipped weapons (default 0)
spell_power_bonus: Flat spell power bonus from staves/wands (default 0)
defense_bonus: Flat defense bonus from equipped armor (default 0)
resistance_bonus: Flat resistance bonus from equipped armor (default 0)
Computed Properties:
hit_points: Maximum HP = 10 + (constitution × 2)
mana_points: Maximum MP = 10 + (intelligence × 2)
defense: Physical defense = constitution // 2
resistance: Magical resistance = wisdom // 2
damage: Physical damage = int(strength × 0.75) + damage_bonus
spell_power: Spell power = int(intelligence × 0.75) + spell_power_bonus
defense: Physical defense = (constitution // 2) + defense_bonus
resistance: Magical resistance = (wisdom // 2) + resistance_bonus
"""
strength: int = 10
@@ -35,6 +42,13 @@ class Stats:
intelligence: int = 10
wisdom: int = 10
charisma: int = 10
luck: int = 8
# Equipment bonus fields (populated by get_effective_stats())
damage_bonus: int = 0 # From weapons (physical damage)
spell_power_bonus: int = 0 # From staves/wands (magical damage)
defense_bonus: int = 0 # From armor
resistance_bonus: int = 0 # From armor
@property
def hit_points(self) -> int:
@@ -60,29 +74,122 @@ class Stats:
"""
return 10 + (self.intelligence * 2)
@property
def damage(self) -> int:
"""
Calculate total physical damage from strength and equipment.
Formula: int(strength * 0.75) + damage_bonus
The damage_bonus comes from equipped weapons and is populated
by Character.get_effective_stats().
Returns:
Total physical damage value
"""
return int(self.strength * 0.75) + self.damage_bonus
@property
def spell_power(self) -> int:
"""
Calculate spell power from intelligence and equipment.
Formula: int(intelligence * 0.75) + spell_power_bonus
The spell_power_bonus comes from equipped staves/wands and is
populated by Character.get_effective_stats().
Returns:
Total spell power value
"""
return int(self.intelligence * 0.75) + self.spell_power_bonus
@property
def defense(self) -> int:
"""
Calculate physical defense from constitution.
Calculate physical defense from constitution and equipment.
Formula: constitution // 2
Formula: (constitution // 2) + defense_bonus
The defense_bonus comes from equipped armor and is populated
by Character.get_effective_stats().
Returns:
Physical defense value (damage reduction)
"""
return self.constitution // 2
return (self.constitution // 2) + self.defense_bonus
@property
def resistance(self) -> int:
"""
Calculate magical resistance from wisdom.
Calculate magical resistance from wisdom and equipment.
Formula: wisdom // 2
Formula: (wisdom // 2) + resistance_bonus
The resistance_bonus comes from equipped armor and is populated
by Character.get_effective_stats().
Returns:
Magical resistance value (spell damage reduction)
"""
return self.wisdom // 2
return (self.wisdom // 2) + self.resistance_bonus
@property
def crit_bonus(self) -> float:
"""
Calculate critical hit chance bonus from luck.
Formula: luck * 0.5% (0.005)
This bonus is added to the weapon's base crit chance.
The total crit chance is capped at 25% in the DamageCalculator.
Returns:
Crit chance bonus as a decimal (e.g., 0.04 for LUK 8)
Examples:
LUK 8: 0.04 (4% bonus)
LUK 12: 0.06 (6% bonus)
"""
return self.luck * 0.005
@property
def hit_bonus(self) -> float:
"""
Calculate hit chance bonus (miss reduction) from luck.
Formula: luck * 0.5% (0.005)
This reduces the base 10% miss chance. The minimum miss
chance is hard capped at 5% to prevent frustration.
Returns:
Miss reduction as a decimal (e.g., 0.04 for LUK 8)
Examples:
LUK 8: 0.04 (reduces miss from 10% to 6%)
LUK 12: 0.06 (reduces miss from 10% to 4%, capped at 5%)
"""
return self.luck * 0.005
@property
def lucky_roll_chance(self) -> float:
"""
Calculate chance for a "lucky" high damage variance roll.
Formula: 5% + (luck * 0.25%)
When triggered, damage variance uses 100%-110% instead of 95%-105%.
This gives LUK characters more frequent high damage rolls.
Returns:
Lucky roll chance as a decimal
Examples:
LUK 8: 0.07 (7% chance for lucky roll)
LUK 12: 0.08 (8% chance for lucky roll)
"""
return 0.05 + (self.luck * 0.0025)
def to_dict(self) -> Dict[str, Any]:
"""
@@ -111,6 +218,11 @@ class Stats:
intelligence=data.get("intelligence", 10),
wisdom=data.get("wisdom", 10),
charisma=data.get("charisma", 10),
luck=data.get("luck", 8),
damage_bonus=data.get("damage_bonus", 0),
spell_power_bonus=data.get("spell_power_bonus", 0),
defense_bonus=data.get("defense_bonus", 0),
resistance_bonus=data.get("resistance_bonus", 0),
)
def copy(self) -> 'Stats':
@@ -127,6 +239,11 @@ class Stats:
intelligence=self.intelligence,
wisdom=self.wisdom,
charisma=self.charisma,
luck=self.luck,
damage_bonus=self.damage_bonus,
spell_power_bonus=self.spell_power_bonus,
defense_bonus=self.defense_bonus,
resistance_bonus=self.resistance_bonus,
)
def __repr__(self) -> str:
@@ -134,7 +251,9 @@ class Stats:
return (
f"Stats(STR={self.strength}, DEX={self.dexterity}, "
f"CON={self.constitution}, INT={self.intelligence}, "
f"WIS={self.wisdom}, CHA={self.charisma}, "
f"WIS={self.wisdom}, CHA={self.charisma}, LUK={self.luck}, "
f"HP={self.hit_points}, MP={self.mana_points}, "
f"DEF={self.defense}, RES={self.resistance})"
f"DMG={self.damage}, SP={self.spell_power}, "
f"DEF={self.defense}, RES={self.resistance}, "
f"CRIT_BONUS={self.crit_bonus:.1%}, HIT_BONUS={self.hit_bonus:.1%})"
)

View File

@@ -0,0 +1,315 @@
"""
Affix Loader Service - YAML-based affix pool loading.
This service loads prefix and suffix affix definitions from YAML files,
providing a data-driven approach to item generation.
"""
from pathlib import Path
from typing import Dict, List, Optional
import random
import yaml
from app.models.affixes import Affix
from app.models.enums import AffixType, AffixTier
from app.utils.logging import get_logger
logger = get_logger(__file__)
class AffixLoader:
"""
Loads and manages item affixes from YAML configuration files.
This allows game designers to define affixes without touching code.
Affixes are organized into prefixes.yaml and suffixes.yaml files.
"""
def __init__(self, data_dir: Optional[str] = None):
"""
Initialize the affix loader.
Args:
data_dir: Path to directory containing affix YAML files
Defaults to /app/data/affixes/
"""
if data_dir is None:
# Default to app/data/affixes relative to this file
current_file = Path(__file__)
app_dir = current_file.parent.parent # Go up to /app
data_dir = str(app_dir / "data" / "affixes")
self.data_dir = Path(data_dir)
self._prefix_cache: Dict[str, Affix] = {}
self._suffix_cache: Dict[str, Affix] = {}
self._loaded = False
logger.info("AffixLoader initialized", data_dir=str(self.data_dir))
def _ensure_loaded(self) -> None:
"""Ensure affixes are loaded before any operation."""
if not self._loaded:
self.load_all()
def load_all(self) -> None:
"""Load all affixes from YAML files."""
if not self.data_dir.exists():
logger.warning("Affix data directory not found", path=str(self.data_dir))
return
# Load prefixes
prefixes_file = self.data_dir / "prefixes.yaml"
if prefixes_file.exists():
self._load_affixes_from_file(prefixes_file, self._prefix_cache)
# Load suffixes
suffixes_file = self.data_dir / "suffixes.yaml"
if suffixes_file.exists():
self._load_affixes_from_file(suffixes_file, self._suffix_cache)
self._loaded = True
logger.info(
"Affixes loaded",
prefix_count=len(self._prefix_cache),
suffix_count=len(self._suffix_cache)
)
def _load_affixes_from_file(
self,
yaml_file: Path,
cache: Dict[str, Affix]
) -> None:
"""
Load affixes from a YAML file into the cache.
Args:
yaml_file: Path to the YAML file
cache: Cache dictionary to populate
"""
try:
with open(yaml_file, 'r') as f:
data = yaml.safe_load(f)
# Get the top-level key (prefixes or suffixes)
affix_key = "prefixes" if "prefixes" in data else "suffixes"
affixes_data = data.get(affix_key, {})
for affix_id, affix_data in affixes_data.items():
# Ensure affix_id is set
affix_data["affix_id"] = affix_id
# Set defaults for missing optional fields
affix_data.setdefault("stat_bonuses", {})
affix_data.setdefault("defense_bonus", 0)
affix_data.setdefault("resistance_bonus", 0)
affix_data.setdefault("damage_bonus", 0)
affix_data.setdefault("elemental_ratio", 0.0)
affix_data.setdefault("crit_chance_bonus", 0.0)
affix_data.setdefault("crit_multiplier_bonus", 0.0)
affix_data.setdefault("allowed_item_types", [])
affix_data.setdefault("required_rarity", None)
affix = Affix.from_dict(affix_data)
cache[affix.affix_id] = affix
logger.debug(
"Affixes loaded from file",
file=str(yaml_file),
count=len(affixes_data)
)
except Exception as e:
logger.error(
"Failed to load affix file",
file=str(yaml_file),
error=str(e)
)
def get_affix(self, affix_id: str) -> Optional[Affix]:
"""
Get a specific affix by ID.
Args:
affix_id: Unique affix identifier
Returns:
Affix instance or None if not found
"""
self._ensure_loaded()
if affix_id in self._prefix_cache:
return self._prefix_cache[affix_id]
if affix_id in self._suffix_cache:
return self._suffix_cache[affix_id]
return None
def get_eligible_prefixes(
self,
item_type: str,
rarity: str,
tier: Optional[AffixTier] = None
) -> List[Affix]:
"""
Get all prefixes eligible for an item.
Args:
item_type: Type of item ("weapon", "armor")
rarity: Item rarity ("rare", "epic", "legendary")
tier: Optional tier filter
Returns:
List of eligible Affix instances
"""
self._ensure_loaded()
eligible = []
for affix in self._prefix_cache.values():
# Check if affix can apply to this item
if not affix.can_apply_to(item_type, rarity):
continue
# Apply tier filter if specified
if tier and affix.tier != tier:
continue
eligible.append(affix)
return eligible
def get_eligible_suffixes(
self,
item_type: str,
rarity: str,
tier: Optional[AffixTier] = None
) -> List[Affix]:
"""
Get all suffixes eligible for an item.
Args:
item_type: Type of item ("weapon", "armor")
rarity: Item rarity ("rare", "epic", "legendary")
tier: Optional tier filter
Returns:
List of eligible Affix instances
"""
self._ensure_loaded()
eligible = []
for affix in self._suffix_cache.values():
# Check if affix can apply to this item
if not affix.can_apply_to(item_type, rarity):
continue
# Apply tier filter if specified
if tier and affix.tier != tier:
continue
eligible.append(affix)
return eligible
def get_random_prefix(
self,
item_type: str,
rarity: str,
tier: Optional[AffixTier] = None,
exclude_ids: Optional[List[str]] = None
) -> Optional[Affix]:
"""
Get a random eligible prefix.
Args:
item_type: Type of item ("weapon", "armor")
rarity: Item rarity
tier: Optional tier filter
exclude_ids: Affix IDs to exclude (for avoiding duplicates)
Returns:
Random eligible Affix or None if none available
"""
eligible = self.get_eligible_prefixes(item_type, rarity, tier)
# Filter out excluded IDs
if exclude_ids:
eligible = [a for a in eligible if a.affix_id not in exclude_ids]
if not eligible:
return None
return random.choice(eligible)
def get_random_suffix(
self,
item_type: str,
rarity: str,
tier: Optional[AffixTier] = None,
exclude_ids: Optional[List[str]] = None
) -> Optional[Affix]:
"""
Get a random eligible suffix.
Args:
item_type: Type of item ("weapon", "armor")
rarity: Item rarity
tier: Optional tier filter
exclude_ids: Affix IDs to exclude (for avoiding duplicates)
Returns:
Random eligible Affix or None if none available
"""
eligible = self.get_eligible_suffixes(item_type, rarity, tier)
# Filter out excluded IDs
if exclude_ids:
eligible = [a for a in eligible if a.affix_id not in exclude_ids]
if not eligible:
return None
return random.choice(eligible)
def get_all_prefixes(self) -> Dict[str, Affix]:
"""
Get all cached prefixes.
Returns:
Dictionary of prefix affixes
"""
self._ensure_loaded()
return self._prefix_cache.copy()
def get_all_suffixes(self) -> Dict[str, Affix]:
"""
Get all cached suffixes.
Returns:
Dictionary of suffix affixes
"""
self._ensure_loaded()
return self._suffix_cache.copy()
def clear_cache(self) -> None:
"""Clear the affix cache, forcing reload on next access."""
self._prefix_cache.clear()
self._suffix_cache.clear()
self._loaded = False
logger.debug("Affix cache cleared")
# Global instance for convenience
_loader_instance: Optional[AffixLoader] = None
def get_affix_loader() -> AffixLoader:
"""
Get the global AffixLoader instance.
Returns:
Singleton AffixLoader instance
"""
global _loader_instance
if _loader_instance is None:
_loader_instance = AffixLoader()
return _loader_instance

View File

@@ -0,0 +1,274 @@
"""
Base Item Loader Service - YAML-based base item template loading.
This service loads base item templates (weapons, armor) from YAML files,
providing the foundation for procedural item generation.
"""
from pathlib import Path
from typing import Dict, List, Optional
import random
import yaml
from app.models.affixes import BaseItemTemplate
from app.utils.logging import get_logger
logger = get_logger(__file__)
# Rarity order for comparison
RARITY_ORDER = {
"common": 0,
"uncommon": 1,
"rare": 2,
"epic": 3,
"legendary": 4
}
class BaseItemLoader:
"""
Loads and manages base item templates from YAML configuration files.
This allows game designers to define base items without touching code.
Templates are organized into weapons.yaml and armor.yaml files.
"""
def __init__(self, data_dir: Optional[str] = None):
"""
Initialize the base item loader.
Args:
data_dir: Path to directory containing base item YAML files
Defaults to /app/data/base_items/
"""
if data_dir is None:
# Default to app/data/base_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" / "base_items")
self.data_dir = Path(data_dir)
self._weapon_cache: Dict[str, BaseItemTemplate] = {}
self._armor_cache: Dict[str, BaseItemTemplate] = {}
self._loaded = False
logger.info("BaseItemLoader initialized", data_dir=str(self.data_dir))
def _ensure_loaded(self) -> None:
"""Ensure templates are loaded before any operation."""
if not self._loaded:
self.load_all()
def load_all(self) -> None:
"""Load all base item templates from YAML files."""
if not self.data_dir.exists():
logger.warning("Base item data directory not found", path=str(self.data_dir))
return
# Load weapons
weapons_file = self.data_dir / "weapons.yaml"
if weapons_file.exists():
self._load_templates_from_file(weapons_file, "weapons", self._weapon_cache)
# Load armor
armor_file = self.data_dir / "armor.yaml"
if armor_file.exists():
self._load_templates_from_file(armor_file, "armor", self._armor_cache)
self._loaded = True
logger.info(
"Base item templates loaded",
weapon_count=len(self._weapon_cache),
armor_count=len(self._armor_cache)
)
def _load_templates_from_file(
self,
yaml_file: Path,
key: str,
cache: Dict[str, BaseItemTemplate]
) -> None:
"""
Load templates from a YAML file into the cache.
Args:
yaml_file: Path to the YAML file
key: Top-level key in YAML (e.g., "weapons", "armor")
cache: Cache dictionary to populate
"""
try:
with open(yaml_file, 'r') as f:
data = yaml.safe_load(f)
templates_data = data.get(key, {})
for template_id, template_data in templates_data.items():
# Ensure template_id is set
template_data["template_id"] = template_id
# Set defaults for missing optional fields
template_data.setdefault("description", "")
template_data.setdefault("base_damage", 0)
template_data.setdefault("base_spell_power", 0)
template_data.setdefault("base_defense", 0)
template_data.setdefault("base_resistance", 0)
template_data.setdefault("base_value", 10)
template_data.setdefault("damage_type", "physical")
template_data.setdefault("crit_chance", 0.05)
template_data.setdefault("crit_multiplier", 2.0)
template_data.setdefault("required_level", 1)
template_data.setdefault("drop_weight", 1.0)
template_data.setdefault("min_rarity", "common")
template = BaseItemTemplate.from_dict(template_data)
cache[template.template_id] = template
logger.debug(
"Templates loaded from file",
file=str(yaml_file),
count=len(templates_data)
)
except Exception as e:
logger.error(
"Failed to load base item file",
file=str(yaml_file),
error=str(e)
)
def get_template(self, template_id: str) -> Optional[BaseItemTemplate]:
"""
Get a specific template by ID.
Args:
template_id: Unique template identifier
Returns:
BaseItemTemplate instance or None if not found
"""
self._ensure_loaded()
if template_id in self._weapon_cache:
return self._weapon_cache[template_id]
if template_id in self._armor_cache:
return self._armor_cache[template_id]
return None
def get_eligible_templates(
self,
item_type: str,
rarity: str,
character_level: int = 1
) -> List[BaseItemTemplate]:
"""
Get all templates eligible for generation.
Args:
item_type: Type of item ("weapon", "armor")
rarity: Target rarity
character_level: Player level for eligibility
Returns:
List of eligible BaseItemTemplate instances
"""
self._ensure_loaded()
# Select the appropriate cache
if item_type == "weapon":
cache = self._weapon_cache
elif item_type == "armor":
cache = self._armor_cache
else:
logger.warning("Unknown item type", item_type=item_type)
return []
eligible = []
for template in cache.values():
# Check level requirement
if not template.can_drop_for_level(character_level):
continue
# Check rarity requirement
if not template.can_generate_at_rarity(rarity):
continue
eligible.append(template)
return eligible
def get_random_template(
self,
item_type: str,
rarity: str,
character_level: int = 1
) -> Optional[BaseItemTemplate]:
"""
Get a random eligible template, weighted by drop_weight.
Args:
item_type: Type of item ("weapon", "armor")
rarity: Target rarity
character_level: Player level for eligibility
Returns:
Random eligible BaseItemTemplate or None if none available
"""
eligible = self.get_eligible_templates(item_type, rarity, character_level)
if not eligible:
logger.warning(
"No templates match criteria",
item_type=item_type,
rarity=rarity,
level=character_level
)
return None
# Weighted random selection based on drop_weight
weights = [t.drop_weight for t in eligible]
return random.choices(eligible, weights=weights, k=1)[0]
def get_all_weapons(self) -> Dict[str, BaseItemTemplate]:
"""
Get all cached weapon templates.
Returns:
Dictionary of weapon templates
"""
self._ensure_loaded()
return self._weapon_cache.copy()
def get_all_armor(self) -> Dict[str, BaseItemTemplate]:
"""
Get all cached armor templates.
Returns:
Dictionary of armor templates
"""
self._ensure_loaded()
return self._armor_cache.copy()
def clear_cache(self) -> None:
"""Clear the template cache, forcing reload on next access."""
self._weapon_cache.clear()
self._armor_cache.clear()
self._loaded = False
logger.debug("Base item template cache cleared")
# Global instance for convenience
_loader_instance: Optional[BaseItemLoader] = None
def get_base_item_loader() -> BaseItemLoader:
"""
Get the global BaseItemLoader instance.
Returns:
Singleton BaseItemLoader instance
"""
global _loader_instance
if _loader_instance is None:
_loader_instance = BaseItemLoader()
return _loader_instance

View File

@@ -21,6 +21,7 @@ from app.services.database_service import get_database_service
from app.services.appwrite_service import AppwriteService
from app.services.class_loader import get_class_loader
from app.services.origin_service import get_origin_service
from app.services.static_item_loader import get_static_item_loader
from app.utils.logging import get_logger
logger = get_logger(__file__)
@@ -173,6 +174,23 @@ class CharacterService:
current_location=starting_location_id # Set starting location
)
# Add starting equipment to inventory
if player_class.starting_equipment:
item_loader = get_static_item_loader()
for item_id in player_class.starting_equipment:
item = item_loader.get_item(item_id)
if item:
character.add_item(item)
logger.debug("Added starting equipment",
character_id=character_id,
item_id=item_id,
item_name=item.name)
else:
logger.warning("Starting equipment item not found",
character_id=character_id,
item_id=item_id,
class_id=class_id)
# Serialize character to JSON
character_dict = character.to_dict()
character_json = json.dumps(character_dict)
@@ -1074,9 +1092,9 @@ class CharacterService:
character_json = json.dumps(character_dict)
# Update in database
self.db.update_document(
collection_id=self.collection_id,
document_id=character.character_id,
self.db.update_row(
table_id=self.collection_id,
row_id=character.character_id,
data={'characterData': character_json}
)

View 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

View File

@@ -0,0 +1,578 @@
"""
Combat Repository - Database operations for combat encounters.
This service handles all CRUD operations for combat data stored in
dedicated database tables (combat_encounters, combat_rounds).
Separates combat persistence from the CombatService which handles
business logic and game mechanics.
"""
import json
from typing import Dict, Any, List, Optional
from datetime import datetime, timezone, timedelta
from uuid import uuid4
from appwrite.query import Query
from app.models.combat import CombatEncounter, Combatant
from app.models.enums import CombatStatus
from app.services.database_service import get_database_service, DatabaseService
from app.utils.logging import get_logger
logger = get_logger(__file__)
# =============================================================================
# Exceptions
# =============================================================================
class CombatEncounterNotFound(Exception):
"""Raised when combat encounter is not found in database."""
pass
class CombatRoundNotFound(Exception):
"""Raised when combat round is not found in database."""
pass
# =============================================================================
# Combat Repository
# =============================================================================
class CombatRepository:
"""
Repository for combat encounter database operations.
Handles:
- Creating and reading combat encounters
- Updating combat state during actions
- Saving per-round history for logging and replay
- Time-based cleanup of old combat data
Tables:
- combat_encounters: Main encounter state and metadata
- combat_rounds: Per-round action history
"""
# Table IDs
ENCOUNTERS_TABLE = "combat_encounters"
ROUNDS_TABLE = "combat_rounds"
# Default retention period for cleanup (days)
DEFAULT_RETENTION_DAYS = 7
def __init__(self, db: Optional[DatabaseService] = None):
"""
Initialize the combat repository.
Args:
db: Optional DatabaseService instance (for testing/injection)
"""
self.db = db or get_database_service()
logger.info("CombatRepository initialized")
# =========================================================================
# Encounter CRUD Operations
# =========================================================================
def create_encounter(
self,
encounter: CombatEncounter,
session_id: str,
user_id: str
) -> str:
"""
Create a new combat encounter record.
Args:
encounter: CombatEncounter instance to persist
session_id: Game session ID this encounter belongs to
user_id: Owner user ID for authorization
Returns:
encounter_id of created record
"""
created_at = self._get_timestamp()
data = {
'sessionId': session_id,
'userId': user_id,
'status': encounter.status.value,
'roundNumber': encounter.round_number,
'currentTurnIndex': encounter.current_turn_index,
'turnOrder': json.dumps(encounter.turn_order),
'combatantsData': json.dumps([c.to_dict() for c in encounter.combatants]),
'combatLog': json.dumps(encounter.combat_log),
'created_at': created_at,
}
self.db.create_row(
table_id=self.ENCOUNTERS_TABLE,
data=data,
row_id=encounter.encounter_id
)
logger.info("Combat encounter created",
encounter_id=encounter.encounter_id,
session_id=session_id,
combatant_count=len(encounter.combatants))
return encounter.encounter_id
def get_encounter(self, encounter_id: str) -> Optional[CombatEncounter]:
"""
Get a combat encounter by ID.
Args:
encounter_id: Encounter ID to fetch
Returns:
CombatEncounter or None if not found
"""
logger.info("Fetching encounter from database",
encounter_id=encounter_id)
row = self.db.get_row(self.ENCOUNTERS_TABLE, encounter_id)
if not row:
logger.warning("Encounter not found", encounter_id=encounter_id)
return None
logger.info("Raw database row data",
encounter_id=encounter_id,
currentTurnIndex=row.data.get('currentTurnIndex'),
roundNumber=row.data.get('roundNumber'))
encounter = self._row_to_encounter(row.data, encounter_id)
logger.info("Encounter object created",
encounter_id=encounter_id,
current_turn_index=encounter.current_turn_index,
turn_order=encounter.turn_order)
return encounter
def get_encounter_by_session(
self,
session_id: str,
active_only: bool = True
) -> Optional[CombatEncounter]:
"""
Get combat encounter for a session.
Args:
session_id: Game session ID
active_only: If True, only return active encounters
Returns:
CombatEncounter or None if not found
"""
queries = [Query.equal('sessionId', session_id)]
if active_only:
queries.append(Query.equal('status', CombatStatus.ACTIVE.value))
rows = self.db.list_rows(
table_id=self.ENCOUNTERS_TABLE,
queries=queries,
limit=1
)
if not rows:
return None
row = rows[0]
return self._row_to_encounter(row.data, row.id)
def get_user_active_encounters(self, user_id: str) -> List[CombatEncounter]:
"""
Get all active encounters for a user.
Args:
user_id: User ID to query
Returns:
List of active CombatEncounter instances
"""
rows = self.db.list_rows(
table_id=self.ENCOUNTERS_TABLE,
queries=[
Query.equal('userId', user_id),
Query.equal('status', CombatStatus.ACTIVE.value)
],
limit=25
)
return [self._row_to_encounter(row.data, row.id) for row in rows]
def update_encounter(self, encounter: CombatEncounter) -> None:
"""
Update an existing combat encounter.
Call this after each action to persist the updated state.
Args:
encounter: CombatEncounter with updated state
"""
data = {
'status': encounter.status.value,
'roundNumber': encounter.round_number,
'currentTurnIndex': encounter.current_turn_index,
'turnOrder': json.dumps(encounter.turn_order),
'combatantsData': json.dumps([c.to_dict() for c in encounter.combatants]),
'combatLog': json.dumps(encounter.combat_log),
}
logger.info("Saving encounter to database",
encounter_id=encounter.encounter_id,
current_turn_index=encounter.current_turn_index,
combat_log_entries=len(encounter.combat_log))
self.db.update_row(
table_id=self.ENCOUNTERS_TABLE,
row_id=encounter.encounter_id,
data=data
)
logger.info("Encounter saved successfully",
encounter_id=encounter.encounter_id)
def end_encounter(
self,
encounter_id: str,
status: CombatStatus
) -> None:
"""
Mark an encounter as ended.
Args:
encounter_id: Encounter ID to end
status: Final status (VICTORY, DEFEAT, FLED)
"""
ended_at = self._get_timestamp()
data = {
'status': status.value,
'ended_at': ended_at,
}
self.db.update_row(
table_id=self.ENCOUNTERS_TABLE,
row_id=encounter_id,
data=data
)
logger.info("Combat encounter ended",
encounter_id=encounter_id,
status=status.value)
def delete_encounter(self, encounter_id: str) -> bool:
"""
Delete an encounter and all its rounds.
Args:
encounter_id: Encounter ID to delete
Returns:
True if deleted successfully
"""
# Delete rounds first
self._delete_rounds_for_encounter(encounter_id)
# Delete encounter
result = self.db.delete_row(self.ENCOUNTERS_TABLE, encounter_id)
logger.info("Combat encounter deleted", encounter_id=encounter_id)
return result
# =========================================================================
# Round Operations
# =========================================================================
def save_round(
self,
encounter_id: str,
session_id: str,
round_number: int,
actions: List[Dict[str, Any]],
states_start: List[Combatant],
states_end: List[Combatant]
) -> str:
"""
Save a completed round's data for history/replay.
Call this at the end of each round (after all combatants have acted).
Args:
encounter_id: Parent encounter ID
session_id: Game session ID (denormalized for queries)
round_number: Round number (1-indexed)
actions: List of all actions taken this round
states_start: Combatant states at round start
states_end: Combatant states at round end
Returns:
round_id of created record
"""
round_id = f"rnd_{uuid4().hex[:12]}"
created_at = self._get_timestamp()
data = {
'encounterId': encounter_id,
'sessionId': session_id,
'roundNumber': round_number,
'actionsData': json.dumps(actions),
'combatantStatesStart': json.dumps([c.to_dict() for c in states_start]),
'combatantStatesEnd': json.dumps([c.to_dict() for c in states_end]),
'created_at': created_at,
}
self.db.create_row(
table_id=self.ROUNDS_TABLE,
data=data,
row_id=round_id
)
logger.debug("Combat round saved",
round_id=round_id,
encounter_id=encounter_id,
round_number=round_number,
action_count=len(actions))
return round_id
def get_encounter_rounds(
self,
encounter_id: str,
limit: int = 100
) -> List[Dict[str, Any]]:
"""
Get all rounds for an encounter, ordered by round number.
Args:
encounter_id: Encounter ID to fetch rounds for
limit: Maximum number of rounds to return
Returns:
List of round data dictionaries
"""
rows = self.db.list_rows(
table_id=self.ROUNDS_TABLE,
queries=[Query.equal('encounterId', encounter_id)],
limit=limit
)
rounds = []
for row in rows:
rounds.append({
'round_id': row.id,
'round_number': row.data.get('roundNumber'),
'actions': json.loads(row.data.get('actionsData', '[]')),
'states_start': json.loads(row.data.get('combatantStatesStart', '[]')),
'states_end': json.loads(row.data.get('combatantStatesEnd', '[]')),
'created_at': row.data.get('created_at'),
})
# Sort by round number
return sorted(rounds, key=lambda r: r['round_number'])
def get_session_combat_history(
self,
session_id: str,
limit: int = 50
) -> List[Dict[str, Any]]:
"""
Get combat history for a session.
Returns summary of all encounters for the session.
Args:
session_id: Game session ID
limit: Maximum encounters to return
Returns:
List of encounter summaries
"""
rows = self.db.list_rows(
table_id=self.ENCOUNTERS_TABLE,
queries=[Query.equal('sessionId', session_id)],
limit=limit
)
history = []
for row in rows:
history.append({
'encounter_id': row.id,
'status': row.data.get('status'),
'round_count': row.data.get('roundNumber', 1),
'created_at': row.data.get('created_at'),
'ended_at': row.data.get('ended_at'),
})
# Sort by created_at descending (newest first)
return sorted(history, key=lambda h: h['created_at'] or '', reverse=True)
# =========================================================================
# Cleanup Operations
# =========================================================================
def delete_encounters_by_session(self, session_id: str) -> int:
"""
Delete all encounters for a session.
Call this when a session is deleted.
Args:
session_id: Session ID to clean up
Returns:
Number of encounters deleted
"""
rows = self.db.list_rows(
table_id=self.ENCOUNTERS_TABLE,
queries=[Query.equal('sessionId', session_id)],
limit=100
)
deleted = 0
for row in rows:
# Delete rounds first
self._delete_rounds_for_encounter(row.id)
# Delete encounter
self.db.delete_row(self.ENCOUNTERS_TABLE, row.id)
deleted += 1
if deleted > 0:
logger.info("Deleted encounters for session",
session_id=session_id,
deleted_count=deleted)
return deleted
def delete_old_encounters(
self,
older_than_days: int = DEFAULT_RETENTION_DAYS
) -> int:
"""
Delete ended encounters older than specified days.
This is the main cleanup method for time-based retention.
Should be scheduled to run periodically (daily recommended).
Args:
older_than_days: Delete encounters ended more than this many days ago
Returns:
Number of encounters deleted
"""
cutoff = datetime.now(timezone.utc) - timedelta(days=older_than_days)
cutoff_str = cutoff.isoformat().replace("+00:00", "Z")
# Find old ended encounters
# Note: We only delete ended encounters, not active ones
rows = self.db.list_rows(
table_id=self.ENCOUNTERS_TABLE,
queries=[
Query.notEqual('status', CombatStatus.ACTIVE.value),
Query.lessThan('created_at', cutoff_str)
],
limit=100
)
deleted = 0
for row in rows:
self._delete_rounds_for_encounter(row.id)
self.db.delete_row(self.ENCOUNTERS_TABLE, row.id)
deleted += 1
if deleted > 0:
logger.info("Deleted old combat encounters",
deleted_count=deleted,
older_than_days=older_than_days)
return deleted
# =========================================================================
# Helper Methods
# =========================================================================
def _delete_rounds_for_encounter(self, encounter_id: str) -> int:
"""
Delete all rounds for an encounter.
Args:
encounter_id: Encounter ID
Returns:
Number of rounds deleted
"""
rows = self.db.list_rows(
table_id=self.ROUNDS_TABLE,
queries=[Query.equal('encounterId', encounter_id)],
limit=100
)
for row in rows:
self.db.delete_row(self.ROUNDS_TABLE, row.id)
return len(rows)
def _row_to_encounter(
self,
data: Dict[str, Any],
encounter_id: str
) -> CombatEncounter:
"""
Convert database row data to CombatEncounter object.
Args:
data: Row data dictionary
encounter_id: Encounter ID
Returns:
Deserialized CombatEncounter
"""
# Parse JSON fields
combatants_data = json.loads(data.get('combatantsData', '[]'))
combatants = [Combatant.from_dict(c) for c in combatants_data]
turn_order = json.loads(data.get('turnOrder', '[]'))
combat_log = json.loads(data.get('combatLog', '[]'))
# Parse status enum
status_str = data.get('status', 'active')
status = CombatStatus(status_str)
return CombatEncounter(
encounter_id=encounter_id,
combatants=combatants,
turn_order=turn_order,
current_turn_index=data.get('currentTurnIndex', 0),
round_number=data.get('roundNumber', 1),
combat_log=combat_log,
status=status,
)
def _get_timestamp(self) -> str:
"""Get current UTC timestamp in ISO format."""
return datetime.now(timezone.utc).isoformat().replace("+00:00", "Z")
# =============================================================================
# Global Instance
# =============================================================================
_repository_instance: Optional[CombatRepository] = None
def get_combat_repository() -> CombatRepository:
"""
Get the global CombatRepository instance.
Returns:
Singleton CombatRepository instance
"""
global _repository_instance
if _repository_instance is None:
_repository_instance = CombatRepository()
return _repository_instance

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"""
Damage Calculator Service
A comprehensive, formula-driven damage calculation system for Code of Conquest.
Handles physical, magical, and elemental damage with LUK stat integration
for variance, critical hits, and accuracy.
Formulas:
Physical: (effective_stats.damage + ability_power) * Variance * Crit_Mult - DEF
where effective_stats.damage = int(STR * 0.75) + damage_bonus (from weapon)
Magical: (effective_stats.spell_power + ability_power) * Variance * Crit_Mult - RES
where effective_stats.spell_power = int(INT * 0.75) + spell_power_bonus (from staff/wand)
Elemental: Split between physical and magical components using ratios
LUK Integration:
- Miss reduction: 10% base - (LUK * 0.5%), hard cap at 5% miss
- Crit bonus: Base 5% + (LUK * 0.5%), max 25%
- Lucky variance: 5% + (LUK * 0.25%) chance for higher damage roll
"""
import random
from dataclasses import dataclass, field
from typing import Dict, Any, Optional, List
from app.models.stats import Stats
from app.models.enums import DamageType
class CombatConstants:
"""
Combat system tuning constants.
These values control the balance of combat mechanics and can be
adjusted for game balance without modifying formula logic.
"""
# Stat Scaling
# How much primary stats (STR/INT) contribute to damage
# 0.75 means STR 14 adds +10.5 damage
STAT_SCALING_FACTOR: float = 0.75
# Hit/Miss System
BASE_MISS_CHANCE: float = 0.10 # 10% base miss rate
LUK_MISS_REDUCTION: float = 0.005 # 0.5% per LUK point
DEX_EVASION_BONUS: float = 0.0025 # 0.25% per DEX above 10
MIN_MISS_CHANCE: float = 0.05 # Hard cap: 5% minimum miss
# Critical Hits
DEFAULT_CRIT_CHANCE: float = 0.05 # 5% base crit
LUK_CRIT_BONUS: float = 0.005 # 0.5% per LUK point
MAX_CRIT_CHANCE: float = 0.25 # 25% cap (before skills)
DEFAULT_CRIT_MULTIPLIER: float = 2.0
# Damage Variance
BASE_VARIANCE_MIN: float = 0.95 # Minimum variance roll
BASE_VARIANCE_MAX: float = 1.05 # Maximum variance roll
LUCKY_VARIANCE_MIN: float = 1.00 # Lucky roll minimum
LUCKY_VARIANCE_MAX: float = 1.10 # Lucky roll maximum (10% bonus)
BASE_LUCKY_CHANCE: float = 0.05 # 5% base lucky roll chance
LUK_LUCKY_BONUS: float = 0.0025 # 0.25% per LUK point
# Defense Mitigation
# Ensures high-DEF targets still take meaningful damage
MIN_DAMAGE_RATIO: float = 0.20 # 20% of raw always goes through
MIN_DAMAGE: int = 1 # Absolute minimum damage
@dataclass
class DamageResult:
"""
Result of a damage calculation.
Contains the calculated damage values, whether the attack was a crit or miss,
and a human-readable message for the combat log.
Attributes:
total_damage: Final damage after all calculations
physical_damage: Physical component (for split damage)
elemental_damage: Elemental component (for split damage)
damage_type: Primary damage type (physical, fire, etc.)
is_critical: Whether the attack was a critical hit
is_miss: Whether the attack missed entirely
variance_roll: The variance multiplier that was applied
raw_damage: Damage before defense mitigation
message: Human-readable description for combat log
"""
total_damage: int = 0
physical_damage: int = 0
elemental_damage: int = 0
damage_type: DamageType = DamageType.PHYSICAL
elemental_type: Optional[DamageType] = None
is_critical: bool = False
is_miss: bool = False
variance_roll: float = 1.0
raw_damage: int = 0
message: str = ""
def to_dict(self) -> Dict[str, Any]:
"""Serialize damage result to dictionary."""
return {
"total_damage": self.total_damage,
"physical_damage": self.physical_damage,
"elemental_damage": self.elemental_damage,
"damage_type": self.damage_type.value if self.damage_type else "physical",
"elemental_type": self.elemental_type.value if self.elemental_type else None,
"is_critical": self.is_critical,
"is_miss": self.is_miss,
"variance_roll": round(self.variance_roll, 3),
"raw_damage": self.raw_damage,
"message": self.message,
}
class DamageCalculator:
"""
Formula-driven damage calculator for combat.
This class provides static methods for calculating all types of damage
in the combat system, including hit/miss chances, critical hits,
damage variance, and defense mitigation.
All formulas integrate the LUK stat for meaningful randomness while
maintaining a hard cap on miss chance to prevent frustration.
"""
@staticmethod
def calculate_hit_chance(
attacker_luck: int,
defender_dexterity: int,
skill_bonus: float = 0.0
) -> float:
"""
Calculate hit probability for an attack.
Formula:
miss_chance = max(0.05, 0.10 - (LUK * 0.005) + ((DEX - 10) * 0.0025))
hit_chance = 1.0 - miss_chance
Args:
attacker_luck: Attacker's LUK stat
defender_dexterity: Defender's DEX stat
skill_bonus: Additional hit chance from skills (0.0 to 1.0)
Returns:
Hit probability as a float between 0.0 and 1.0
Examples:
LUK 8, DEX 10: miss = 10% - 4% + 0% = 6%
LUK 12, DEX 10: miss = 10% - 6% + 0% = 4% -> capped at 5%
LUK 8, DEX 15: miss = 10% - 4% + 1.25% = 7.25%
"""
# Base miss rate
base_miss = CombatConstants.BASE_MISS_CHANCE
# LUK reduces miss chance
luk_reduction = attacker_luck * CombatConstants.LUK_MISS_REDUCTION
# High DEX increases evasion (only DEX above 10 counts)
dex_above_base = max(0, defender_dexterity - 10)
dex_evasion = dex_above_base * CombatConstants.DEX_EVASION_BONUS
# Calculate final miss chance with hard cap
miss_chance = base_miss - luk_reduction + dex_evasion - skill_bonus
miss_chance = max(CombatConstants.MIN_MISS_CHANCE, miss_chance)
return 1.0 - miss_chance
@staticmethod
def calculate_crit_chance(
attacker_luck: int,
weapon_crit_chance: float = CombatConstants.DEFAULT_CRIT_CHANCE,
skill_bonus: float = 0.0
) -> float:
"""
Calculate critical hit probability.
Formula:
crit_chance = min(0.25, weapon_crit + (LUK * 0.005) + skill_bonus)
Args:
attacker_luck: Attacker's LUK stat
weapon_crit_chance: Base crit chance from weapon (default 5%)
skill_bonus: Additional crit chance from skills
Returns:
Crit probability as a float (capped at 25%)
Examples:
LUK 8, weapon 5%: crit = 5% + 4% = 9%
LUK 12, weapon 5%: crit = 5% + 6% = 11%
LUK 12, weapon 10%: crit = 10% + 6% = 16%
"""
# LUK bonus to crit
luk_bonus = attacker_luck * CombatConstants.LUK_CRIT_BONUS
# Total crit chance with cap
total_crit = weapon_crit_chance + luk_bonus + skill_bonus
return min(CombatConstants.MAX_CRIT_CHANCE, total_crit)
@staticmethod
def calculate_variance(attacker_luck: int) -> float:
"""
Calculate damage variance multiplier with LUK bonus.
Hybrid variance system:
- Base roll: 95% to 105% of damage
- LUK grants chance for "lucky roll": 100% to 110% instead
Args:
attacker_luck: Attacker's LUK stat
Returns:
Variance multiplier (typically 0.95 to 1.10)
Examples:
LUK 8: 7% chance for lucky roll (100-110%)
LUK 12: 8% chance for lucky roll
"""
# Calculate lucky roll chance
lucky_chance = (
CombatConstants.BASE_LUCKY_CHANCE +
(attacker_luck * CombatConstants.LUK_LUCKY_BONUS)
)
# Roll for lucky variance
if random.random() < lucky_chance:
# Lucky roll: higher damage range
return random.uniform(
CombatConstants.LUCKY_VARIANCE_MIN,
CombatConstants.LUCKY_VARIANCE_MAX
)
else:
# Normal roll
return random.uniform(
CombatConstants.BASE_VARIANCE_MIN,
CombatConstants.BASE_VARIANCE_MAX
)
@staticmethod
def apply_defense(
raw_damage: int,
defense: int,
min_damage_ratio: float = CombatConstants.MIN_DAMAGE_RATIO
) -> int:
"""
Apply defense mitigation with minimum damage guarantee.
Ensures at least 20% of raw damage always goes through,
preventing high-DEF tanks from becoming unkillable.
Absolute minimum is always 1 damage.
Args:
raw_damage: Damage before defense
defense: Target's defense value
min_damage_ratio: Minimum % of raw damage that goes through
Returns:
Final damage after mitigation (minimum 1)
Examples:
raw=20, def=5: 20 - 5 = 15 damage
raw=20, def=18: max(4, 2) = 4 damage (20% minimum)
raw=10, def=100: max(2, -90) = 2 damage (20% minimum)
"""
# Calculate mitigated damage
mitigated = raw_damage - defense
# Minimum damage is 20% of raw, or 1, whichever is higher
min_damage = max(CombatConstants.MIN_DAMAGE, int(raw_damage * min_damage_ratio))
return max(min_damage, mitigated)
@classmethod
def calculate_physical_damage(
cls,
attacker_stats: Stats,
defender_stats: Stats,
weapon_crit_chance: float = CombatConstants.DEFAULT_CRIT_CHANCE,
weapon_crit_multiplier: float = CombatConstants.DEFAULT_CRIT_MULTIPLIER,
ability_base_power: int = 0,
skill_hit_bonus: float = 0.0,
skill_crit_bonus: float = 0.0,
) -> DamageResult:
"""
Calculate physical damage for a melee/ranged attack.
Formula:
Base = attacker_stats.damage + ability_base_power
where attacker_stats.damage = int(STR * 0.75) + damage_bonus
Damage = Base * Variance * Crit_Mult - DEF
Args:
attacker_stats: Attacker's Stats (includes weapon damage via damage property)
defender_stats: Defender's Stats (DEX, CON used)
weapon_crit_chance: Crit chance from weapon (default 5%)
weapon_crit_multiplier: Crit damage multiplier (default 2.0x)
ability_base_power: Additional base power from ability
skill_hit_bonus: Hit chance bonus from skills
skill_crit_bonus: Crit chance bonus from skills
Returns:
DamageResult with calculated damage and metadata
"""
result = DamageResult(damage_type=DamageType.PHYSICAL)
# Step 1: Check for miss
hit_chance = cls.calculate_hit_chance(
attacker_stats.luck,
defender_stats.dexterity,
skill_hit_bonus
)
if random.random() > hit_chance:
result.is_miss = True
result.message = "Attack missed!"
return result
# Step 2: Calculate base damage
# attacker_stats.damage already includes: int(STR * 0.75) + damage_bonus (weapon)
base_damage = attacker_stats.damage + ability_base_power
# Step 3: Apply variance
variance = cls.calculate_variance(attacker_stats.luck)
result.variance_roll = variance
damage = base_damage * variance
# Step 4: Check for critical hit
crit_chance = cls.calculate_crit_chance(
attacker_stats.luck,
weapon_crit_chance,
skill_crit_bonus
)
if random.random() < crit_chance:
result.is_critical = True
damage *= weapon_crit_multiplier
# Store raw damage before defense
result.raw_damage = int(damage)
# Step 5: Apply defense mitigation
final_damage = cls.apply_defense(int(damage), defender_stats.defense)
result.total_damage = final_damage
result.physical_damage = final_damage
# Build message
crit_text = " CRITICAL HIT!" if result.is_critical else ""
result.message = f"Dealt {final_damage} physical damage.{crit_text}"
return result
@classmethod
def calculate_magical_damage(
cls,
attacker_stats: Stats,
defender_stats: Stats,
ability_base_power: int,
damage_type: DamageType = DamageType.FIRE,
weapon_crit_chance: float = CombatConstants.DEFAULT_CRIT_CHANCE,
weapon_crit_multiplier: float = CombatConstants.DEFAULT_CRIT_MULTIPLIER,
skill_hit_bonus: float = 0.0,
skill_crit_bonus: float = 0.0,
) -> DamageResult:
"""
Calculate magical damage for a spell.
Spells CAN critically hit (same formula as physical).
LUK benefits all classes equally.
Formula:
Base = attacker_stats.spell_power + ability_base_power
where attacker_stats.spell_power = int(INT * 0.75) + spell_power_bonus
Damage = Base * Variance * Crit_Mult - RES
Args:
attacker_stats: Attacker's Stats (includes staff/wand spell_power via spell_power property)
defender_stats: Defender's Stats (DEX, WIS used)
ability_base_power: Base power of the spell
damage_type: Type of magical damage (fire, ice, etc.)
weapon_crit_chance: Crit chance (from focus/staff)
weapon_crit_multiplier: Crit damage multiplier
skill_hit_bonus: Hit chance bonus from skills
skill_crit_bonus: Crit chance bonus from skills
Returns:
DamageResult with calculated damage and metadata
"""
result = DamageResult(damage_type=damage_type)
# Step 1: Check for miss (spells can miss too)
hit_chance = cls.calculate_hit_chance(
attacker_stats.luck,
defender_stats.dexterity,
skill_hit_bonus
)
if random.random() > hit_chance:
result.is_miss = True
result.message = "Spell missed!"
return result
# Step 2: Calculate base damage
# attacker_stats.spell_power already includes: int(INT * 0.75) + spell_power_bonus (staff/wand)
base_damage = attacker_stats.spell_power + ability_base_power
# Step 3: Apply variance
variance = cls.calculate_variance(attacker_stats.luck)
result.variance_roll = variance
damage = base_damage * variance
# Step 4: Check for critical hit (spells CAN crit)
crit_chance = cls.calculate_crit_chance(
attacker_stats.luck,
weapon_crit_chance,
skill_crit_bonus
)
if random.random() < crit_chance:
result.is_critical = True
damage *= weapon_crit_multiplier
# Store raw damage before resistance
result.raw_damage = int(damage)
# Step 5: Apply resistance mitigation
final_damage = cls.apply_defense(int(damage), defender_stats.resistance)
result.total_damage = final_damage
result.elemental_damage = final_damage
# Build message
crit_text = " CRITICAL HIT!" if result.is_critical else ""
result.message = f"Dealt {final_damage} {damage_type.value} damage.{crit_text}"
return result
@classmethod
def calculate_elemental_weapon_damage(
cls,
attacker_stats: Stats,
defender_stats: Stats,
weapon_crit_chance: float,
weapon_crit_multiplier: float,
physical_ratio: float,
elemental_ratio: float,
elemental_type: DamageType,
ability_base_power: int = 0,
skill_hit_bonus: float = 0.0,
skill_crit_bonus: float = 0.0,
) -> DamageResult:
"""
Calculate split damage for elemental weapons (e.g., Fire Sword).
Elemental weapons deal both physical AND elemental damage,
calculated separately against DEF and RES respectively.
Formula:
Physical = (attacker_stats.damage + ability_power) * PHYS_RATIO - DEF
Elemental = (attacker_stats.spell_power + ability_power) * ELEM_RATIO - RES
Total = Physical + Elemental
Recommended Split Ratios:
- Pure Physical: 100% / 0%
- Fire Sword: 70% / 30%
- Frost Blade: 60% / 40%
- Lightning Spear: 50% / 50%
Args:
attacker_stats: Attacker's Stats (damage and spell_power include equipment)
defender_stats: Defender's Stats
weapon_crit_chance: Crit chance from weapon
weapon_crit_multiplier: Crit damage multiplier
physical_ratio: Portion of damage that is physical (0.0-1.0)
elemental_ratio: Portion of damage that is elemental (0.0-1.0)
elemental_type: Type of elemental damage
ability_base_power: Additional base power from ability
skill_hit_bonus: Hit chance bonus from skills
skill_crit_bonus: Crit chance bonus from skills
Returns:
DamageResult with split physical/elemental damage
"""
result = DamageResult(
damage_type=DamageType.PHYSICAL,
elemental_type=elemental_type
)
# Step 1: Check for miss (single roll for entire attack)
hit_chance = cls.calculate_hit_chance(
attacker_stats.luck,
defender_stats.dexterity,
skill_hit_bonus
)
if random.random() > hit_chance:
result.is_miss = True
result.message = "Attack missed!"
return result
# Step 2: Check for critical (single roll applies to both components)
variance = cls.calculate_variance(attacker_stats.luck)
result.variance_roll = variance
crit_chance = cls.calculate_crit_chance(
attacker_stats.luck,
weapon_crit_chance,
skill_crit_bonus
)
is_crit = random.random() < crit_chance
result.is_critical = is_crit
crit_mult = weapon_crit_multiplier if is_crit else 1.0
# Step 3: Calculate physical component
# attacker_stats.damage includes: int(STR * 0.75) + damage_bonus (weapon)
phys_base = (attacker_stats.damage + ability_base_power) * physical_ratio
phys_damage = phys_base * variance * crit_mult
phys_final = cls.apply_defense(int(phys_damage), defender_stats.defense)
# Step 4: Calculate elemental component
# attacker_stats.spell_power includes: int(INT * 0.75) + spell_power_bonus (staff/wand)
elem_base = (attacker_stats.spell_power + ability_base_power) * elemental_ratio
elem_damage = elem_base * variance * crit_mult
elem_final = cls.apply_defense(int(elem_damage), defender_stats.resistance)
# Step 5: Combine results
result.physical_damage = phys_final
result.elemental_damage = elem_final
result.total_damage = phys_final + elem_final
result.raw_damage = int(phys_damage + elem_damage)
# Build message
crit_text = " CRITICAL HIT!" if is_crit else ""
result.message = (
f"Dealt {result.total_damage} damage "
f"({phys_final} physical + {elem_final} {elemental_type.value}).{crit_text}"
)
return result
@classmethod
def calculate_aoe_damage(
cls,
attacker_stats: Stats,
defender_stats_list: List[Stats],
ability_base_power: int,
damage_type: DamageType = DamageType.FIRE,
weapon_crit_chance: float = CombatConstants.DEFAULT_CRIT_CHANCE,
weapon_crit_multiplier: float = CombatConstants.DEFAULT_CRIT_MULTIPLIER,
skill_hit_bonus: float = 0.0,
skill_crit_bonus: float = 0.0,
) -> List[DamageResult]:
"""
Calculate AoE spell damage against multiple targets.
AoE spells deal FULL damage to all targets (balanced by higher mana costs).
Each target has independent hit/crit rolls but shares the base calculation.
Args:
attacker_stats: Attacker's Stats
defender_stats_list: List of defender Stats (one per target)
ability_base_power: Base power of the AoE spell
damage_type: Type of magical damage
weapon_crit_chance: Crit chance from focus/staff
weapon_crit_multiplier: Crit damage multiplier
skill_hit_bonus: Hit chance bonus from skills
skill_crit_bonus: Crit chance bonus from skills
Returns:
List of DamageResult, one per target
"""
results = []
# Each target gets independent damage calculation
for defender_stats in defender_stats_list:
result = cls.calculate_magical_damage(
attacker_stats=attacker_stats,
defender_stats=defender_stats,
ability_base_power=ability_base_power,
damage_type=damage_type,
weapon_crit_chance=weapon_crit_chance,
weapon_crit_multiplier=weapon_crit_multiplier,
skill_hit_bonus=skill_hit_bonus,
skill_crit_bonus=skill_crit_bonus,
)
results.append(result)
return results

View File

@@ -106,6 +106,24 @@ class DatabaseInitService:
logger.error("Failed to initialize chat_messages table", error=str(e))
results['chat_messages'] = False
# Initialize combat_encounters table
try:
self.init_combat_encounters_table()
results['combat_encounters'] = True
logger.info("Combat encounters table initialized successfully")
except Exception as e:
logger.error("Failed to initialize combat_encounters table", error=str(e))
results['combat_encounters'] = False
# Initialize combat_rounds table
try:
self.init_combat_rounds_table()
results['combat_rounds'] = True
logger.info("Combat rounds table initialized successfully")
except Exception as e:
logger.error("Failed to initialize combat_rounds table", error=str(e))
results['combat_rounds'] = False
success_count = sum(1 for v in results.values() if v)
total_count = len(results)
@@ -746,6 +764,326 @@ class DatabaseInitService:
code=e.code)
raise
def init_combat_encounters_table(self) -> bool:
"""
Initialize the combat_encounters table for storing combat encounter state.
Table schema:
- sessionId (string, required): Game session ID (FK to game_sessions)
- userId (string, required): Owner user ID for authorization
- status (string, required): Combat status (active, victory, defeat, fled)
- roundNumber (integer, required): Current round number
- currentTurnIndex (integer, required): Index in turn_order for current turn
- turnOrder (string, required): JSON array of combatant IDs in initiative order
- combatantsData (string, required): JSON array of Combatant objects (full state)
- combatLog (string, optional): JSON array of all combat log entries
- created_at (string, required): ISO timestamp of combat start
- ended_at (string, optional): ISO timestamp when combat ended
Indexes:
- idx_sessionId: Session-based lookups
- idx_userId_status: User's active combats query
- idx_status_created_at: Time-based cleanup queries
Returns:
True if successful
Raises:
AppwriteException: If table creation fails
"""
table_id = 'combat_encounters'
logger.info("Initializing combat_encounters table", table_id=table_id)
try:
# Check if table already exists
try:
self.tables_db.get_table(
database_id=self.database_id,
table_id=table_id
)
logger.info("Combat encounters table already exists", table_id=table_id)
return True
except AppwriteException as e:
if e.code != 404:
raise
logger.info("Combat encounters table does not exist, creating...")
# Create table
logger.info("Creating combat_encounters table")
table = self.tables_db.create_table(
database_id=self.database_id,
table_id=table_id,
name='Combat Encounters'
)
logger.info("Combat encounters table created", table_id=table['$id'])
# Create columns
self._create_column(
table_id=table_id,
column_id='sessionId',
column_type='string',
size=255,
required=True
)
self._create_column(
table_id=table_id,
column_id='userId',
column_type='string',
size=255,
required=True
)
self._create_column(
table_id=table_id,
column_id='status',
column_type='string',
size=20,
required=True
)
self._create_column(
table_id=table_id,
column_id='roundNumber',
column_type='integer',
required=True
)
self._create_column(
table_id=table_id,
column_id='currentTurnIndex',
column_type='integer',
required=True
)
self._create_column(
table_id=table_id,
column_id='turnOrder',
column_type='string',
size=2000, # JSON array of combatant IDs
required=True
)
self._create_column(
table_id=table_id,
column_id='combatantsData',
column_type='string',
size=65535, # Large text field for JSON combatant array
required=True
)
self._create_column(
table_id=table_id,
column_id='combatLog',
column_type='string',
size=65535, # Large text field for combat log
required=False
)
self._create_column(
table_id=table_id,
column_id='created_at',
column_type='string',
size=50, # ISO timestamp format
required=True
)
self._create_column(
table_id=table_id,
column_id='ended_at',
column_type='string',
size=50, # ISO timestamp format
required=False
)
# Wait for columns to fully propagate
logger.info("Waiting for columns to propagate before creating indexes...")
time.sleep(2)
# Create indexes
self._create_index(
table_id=table_id,
index_id='idx_sessionId',
index_type='key',
attributes=['sessionId']
)
self._create_index(
table_id=table_id,
index_id='idx_userId_status',
index_type='key',
attributes=['userId', 'status']
)
self._create_index(
table_id=table_id,
index_id='idx_status_created_at',
index_type='key',
attributes=['status', 'created_at']
)
logger.info("Combat encounters table initialized successfully", table_id=table_id)
return True
except AppwriteException as e:
logger.error("Failed to initialize combat_encounters table",
table_id=table_id,
error=str(e),
code=e.code)
raise
def init_combat_rounds_table(self) -> bool:
"""
Initialize the combat_rounds table for storing per-round action history.
Table schema:
- encounterId (string, required): FK to combat_encounters
- sessionId (string, required): Denormalized for efficient queries
- roundNumber (integer, required): Round number (1-indexed)
- actionsData (string, required): JSON array of all actions in this round
- combatantStatesStart (string, required): JSON snapshot of combatant states at round start
- combatantStatesEnd (string, required): JSON snapshot of combatant states at round end
- created_at (string, required): ISO timestamp when round completed
Indexes:
- idx_encounterId: Encounter-based lookups
- idx_encounterId_roundNumber: Ordered retrieval of rounds
- idx_sessionId: Session-based queries
- idx_created_at: Time-based cleanup
Returns:
True if successful
Raises:
AppwriteException: If table creation fails
"""
table_id = 'combat_rounds'
logger.info("Initializing combat_rounds table", table_id=table_id)
try:
# Check if table already exists
try:
self.tables_db.get_table(
database_id=self.database_id,
table_id=table_id
)
logger.info("Combat rounds table already exists", table_id=table_id)
return True
except AppwriteException as e:
if e.code != 404:
raise
logger.info("Combat rounds table does not exist, creating...")
# Create table
logger.info("Creating combat_rounds table")
table = self.tables_db.create_table(
database_id=self.database_id,
table_id=table_id,
name='Combat Rounds'
)
logger.info("Combat rounds table created", table_id=table['$id'])
# Create columns
self._create_column(
table_id=table_id,
column_id='encounterId',
column_type='string',
size=36, # UUID format: enc_xxxxxxxxxxxx
required=True
)
self._create_column(
table_id=table_id,
column_id='sessionId',
column_type='string',
size=255,
required=True
)
self._create_column(
table_id=table_id,
column_id='roundNumber',
column_type='integer',
required=True
)
self._create_column(
table_id=table_id,
column_id='actionsData',
column_type='string',
size=65535, # JSON array of action objects
required=True
)
self._create_column(
table_id=table_id,
column_id='combatantStatesStart',
column_type='string',
size=65535, # JSON snapshot of combatant states
required=True
)
self._create_column(
table_id=table_id,
column_id='combatantStatesEnd',
column_type='string',
size=65535, # JSON snapshot of combatant states
required=True
)
self._create_column(
table_id=table_id,
column_id='created_at',
column_type='string',
size=50, # ISO timestamp format
required=True
)
# Wait for columns to fully propagate
logger.info("Waiting for columns to propagate before creating indexes...")
time.sleep(2)
# Create indexes
self._create_index(
table_id=table_id,
index_id='idx_encounterId',
index_type='key',
attributes=['encounterId']
)
self._create_index(
table_id=table_id,
index_id='idx_encounterId_roundNumber',
index_type='key',
attributes=['encounterId', 'roundNumber']
)
self._create_index(
table_id=table_id,
index_id='idx_sessionId',
index_type='key',
attributes=['sessionId']
)
self._create_index(
table_id=table_id,
index_id='idx_created_at',
index_type='key',
attributes=['created_at']
)
logger.info("Combat rounds table initialized successfully", table_id=table_id)
return True
except AppwriteException as e:
logger.error("Failed to initialize combat_rounds table",
table_id=table_id,
error=str(e),
code=e.code)
raise
def _create_column(
self,
table_id: str,

View File

@@ -0,0 +1,308 @@
"""
Encounter Generator Service - Generate random combat encounters.
This service generates location-appropriate, level-scaled encounter groups
for the "Search for Monsters" feature. Players can select from generated
encounter options to initiate combat.
"""
import random
import uuid
from dataclasses import dataclass, field
from typing import List, Dict, Any, Optional
from collections import Counter
from app.models.enemy import EnemyTemplate, EnemyDifficulty
from app.services.enemy_loader import get_enemy_loader
from app.utils.logging import get_logger
logger = get_logger(__file__)
@dataclass
class EncounterGroup:
"""
A generated encounter option for the player to choose.
Attributes:
group_id: Unique identifier for this encounter option
enemies: List of enemy_ids that will spawn
enemy_names: Display names for the UI
display_name: Formatted display string (e.g., "3 Goblin Scouts")
challenge: Difficulty label ("Easy", "Medium", "Hard", "Boss")
total_xp: Total XP reward (not displayed to player, used internally)
"""
group_id: str
enemies: List[str] # List of enemy_ids
enemy_names: List[str] # Display names
display_name: str # Formatted for display
challenge: str # "Easy", "Medium", "Hard", "Boss"
total_xp: int # Internal tracking, not displayed
def to_dict(self) -> Dict[str, Any]:
"""Serialize encounter group for API response."""
return {
"group_id": self.group_id,
"enemies": self.enemies,
"enemy_names": self.enemy_names,
"display_name": self.display_name,
"challenge": self.challenge,
}
class EncounterGenerator:
"""
Generates random encounter groups for a given location and character level.
Encounter difficulty is determined by:
- Character level (higher level = more enemies, harder varieties)
- Location type (different monsters in different areas)
- Random variance (some encounters harder/easier than average)
"""
def __init__(self):
"""Initialize the encounter generator."""
self.enemy_loader = get_enemy_loader()
def generate_encounters(
self,
location_type: str,
character_level: int,
num_encounters: int = 4
) -> List[EncounterGroup]:
"""
Generate multiple encounter options for the player to choose from.
Args:
location_type: Type of location (e.g., "forest", "town", "dungeon")
character_level: Current character level (1-20+)
num_encounters: Number of encounter options to generate (default 4)
Returns:
List of EncounterGroup options, each with different difficulty
"""
# Get enemies available at this location
available_enemies = self.enemy_loader.get_enemies_by_location(location_type)
if not available_enemies:
logger.warning(
"No enemies found for location",
location_type=location_type
)
return []
# Generate a mix of difficulties
# Always try to include: 1 Easy, 1-2 Medium, 0-1 Hard
encounters = []
difficulty_mix = self._get_difficulty_mix(character_level, num_encounters)
for target_difficulty in difficulty_mix:
encounter = self._generate_single_encounter(
available_enemies=available_enemies,
character_level=character_level,
target_difficulty=target_difficulty
)
if encounter:
encounters.append(encounter)
logger.info(
"Generated encounters",
location_type=location_type,
character_level=character_level,
num_encounters=len(encounters)
)
return encounters
def _get_difficulty_mix(
self,
character_level: int,
num_encounters: int
) -> List[str]:
"""
Determine the mix of encounter difficulties to generate.
Lower-level characters see more easy encounters.
Higher-level characters see more hard encounters.
Args:
character_level: Character's current level
num_encounters: Total encounters to generate
Returns:
List of target difficulty strings
"""
if character_level <= 2:
# Very low level: mostly easy
mix = ["Easy", "Easy", "Medium", "Easy"]
elif character_level <= 5:
# Low level: easy and medium
mix = ["Easy", "Medium", "Medium", "Hard"]
elif character_level <= 10:
# Mid level: balanced
mix = ["Easy", "Medium", "Hard", "Hard"]
else:
# High level: harder encounters
mix = ["Medium", "Hard", "Hard", "Boss"]
return mix[:num_encounters]
def _generate_single_encounter(
self,
available_enemies: List[EnemyTemplate],
character_level: int,
target_difficulty: str
) -> Optional[EncounterGroup]:
"""
Generate a single encounter group.
Args:
available_enemies: Pool of enemies to choose from
character_level: Character's level for scaling
target_difficulty: Target difficulty ("Easy", "Medium", "Hard", "Boss")
Returns:
EncounterGroup or None if generation fails
"""
# Map target difficulty to enemy difficulty levels
difficulty_mapping = {
"Easy": [EnemyDifficulty.EASY],
"Medium": [EnemyDifficulty.EASY, EnemyDifficulty.MEDIUM],
"Hard": [EnemyDifficulty.MEDIUM, EnemyDifficulty.HARD],
"Boss": [EnemyDifficulty.HARD, EnemyDifficulty.BOSS],
}
allowed_difficulties = difficulty_mapping.get(target_difficulty, [EnemyDifficulty.EASY])
# Filter enemies by difficulty
candidates = [
e for e in available_enemies
if e.difficulty in allowed_difficulties
]
if not candidates:
# Fall back to any available enemy
candidates = available_enemies
if not candidates:
return None
# Determine enemy count based on difficulty and level
enemy_count = self._calculate_enemy_count(
target_difficulty=target_difficulty,
character_level=character_level
)
# Select enemies (allowing duplicates for packs)
selected_enemies = random.choices(candidates, k=enemy_count)
# Build encounter group
enemy_ids = [e.enemy_id for e in selected_enemies]
enemy_names = [e.name for e in selected_enemies]
total_xp = sum(e.experience_reward for e in selected_enemies)
# Create display name (e.g., "3 Goblin Scouts" or "2 Goblins, 1 Goblin Shaman")
display_name = self._format_display_name(enemy_names)
return EncounterGroup(
group_id=f"enc_{uuid.uuid4().hex[:8]}",
enemies=enemy_ids,
enemy_names=enemy_names,
display_name=display_name,
challenge=target_difficulty,
total_xp=total_xp
)
def _calculate_enemy_count(
self,
target_difficulty: str,
character_level: int
) -> int:
"""
Calculate how many enemies should be in the encounter.
Args:
target_difficulty: Target difficulty level
character_level: Character's level
Returns:
Number of enemies to include
"""
# Base counts by difficulty
base_counts = {
"Easy": (1, 2), # 1-2 enemies
"Medium": (2, 3), # 2-3 enemies
"Hard": (2, 4), # 2-4 enemies
"Boss": (1, 3), # 1 boss + 0-2 adds
}
min_count, max_count = base_counts.get(target_difficulty, (1, 2))
# Scale slightly with level (higher level = can handle more)
level_bonus = min(character_level // 5, 2) # +1 enemy every 5 levels, max +2
max_count = min(max_count + level_bonus, 6) # Cap at 6 enemies
return random.randint(min_count, max_count)
def _format_display_name(self, enemy_names: List[str]) -> str:
"""
Format enemy names for display.
Examples:
["Goblin Scout"] -> "Goblin Scout"
["Goblin Scout", "Goblin Scout", "Goblin Scout"] -> "3 Goblin Scouts"
["Goblin Scout", "Goblin Shaman"] -> "Goblin Scout, Goblin Shaman"
Args:
enemy_names: List of enemy display names
Returns:
Formatted display string
"""
if len(enemy_names) == 1:
return enemy_names[0]
# Count occurrences
counts = Counter(enemy_names)
if len(counts) == 1:
# All same enemy type
name = list(counts.keys())[0]
count = list(counts.values())[0]
# Simple pluralization
if count > 1:
if name.endswith('f'):
# wolf -> wolves
plural_name = name[:-1] + "ves"
elif name.endswith('s') or name.endswith('x') or name.endswith('ch'):
plural_name = name + "es"
else:
plural_name = name + "s"
return f"{count} {plural_name}"
return name
else:
# Mixed enemy types - list them
parts = []
for name, count in counts.items():
if count > 1:
parts.append(f"{count}x {name}")
else:
parts.append(name)
return ", ".join(parts)
# Global instance
_generator_instance: Optional[EncounterGenerator] = None
def get_encounter_generator() -> EncounterGenerator:
"""
Get the global EncounterGenerator instance.
Returns:
Singleton EncounterGenerator instance
"""
global _generator_instance
if _generator_instance is None:
_generator_instance = EncounterGenerator()
return _generator_instance

View File

@@ -0,0 +1,300 @@
"""
Enemy Loader Service - YAML-based enemy template loading.
This service loads enemy definitions from YAML files, providing a data-driven
approach to defining monsters and enemies for combat encounters.
"""
from pathlib import Path
from typing import Dict, List, Optional
import yaml
from app.models.enemy import EnemyTemplate, EnemyDifficulty
from app.utils.logging import get_logger
logger = get_logger(__file__)
class EnemyLoader:
"""
Loads enemy templates from YAML configuration files.
This allows game designers to define enemies without touching code.
Enemy files are organized by difficulty in subdirectories.
"""
def __init__(self, data_dir: Optional[str] = None):
"""
Initialize the enemy loader.
Args:
data_dir: Path to directory containing enemy YAML files
Defaults to /app/data/enemies/
"""
if data_dir is None:
# Default to app/data/enemies relative to this file
current_file = Path(__file__)
app_dir = current_file.parent.parent # Go up to /app
data_dir = str(app_dir / "data" / "enemies")
self.data_dir = Path(data_dir)
self._enemy_cache: Dict[str, EnemyTemplate] = {}
self._loaded = False
logger.info("EnemyLoader initialized", data_dir=str(self.data_dir))
def load_enemy(self, enemy_id: str) -> Optional[EnemyTemplate]:
"""
Load a single enemy template by ID.
Args:
enemy_id: Unique enemy identifier
Returns:
EnemyTemplate instance or None if not found
"""
# Check cache first
if enemy_id in self._enemy_cache:
return self._enemy_cache[enemy_id]
# If not cached, try loading all enemies first
if not self._loaded:
self.load_all_enemies()
if enemy_id in self._enemy_cache:
return self._enemy_cache[enemy_id]
# Try loading from specific YAML file
yaml_file = self.data_dir / f"{enemy_id}.yaml"
if yaml_file.exists():
return self._load_from_file(yaml_file)
# Search in subdirectories
for subdir in self.data_dir.iterdir():
if subdir.is_dir():
yaml_file = subdir / f"{enemy_id}.yaml"
if yaml_file.exists():
return self._load_from_file(yaml_file)
logger.warning("Enemy not found", enemy_id=enemy_id)
return None
def _load_from_file(self, yaml_file: Path) -> Optional[EnemyTemplate]:
"""
Load an enemy template from a specific YAML file.
Args:
yaml_file: Path to the YAML file
Returns:
EnemyTemplate instance or None on error
"""
try:
with open(yaml_file, 'r') as f:
data = yaml.safe_load(f)
enemy = EnemyTemplate.from_dict(data)
self._enemy_cache[enemy.enemy_id] = enemy
logger.debug("Enemy loaded", enemy_id=enemy.enemy_id, file=str(yaml_file))
return enemy
except Exception as e:
logger.error("Failed to load enemy file",
file=str(yaml_file),
error=str(e))
return None
def load_all_enemies(self) -> Dict[str, EnemyTemplate]:
"""
Load all enemy templates from the data directory.
Searches both the root directory and subdirectories for YAML files.
Returns:
Dictionary mapping enemy_id to EnemyTemplate instance
"""
if not self.data_dir.exists():
logger.warning("Enemy data directory not found", path=str(self.data_dir))
return {}
enemies = {}
# Load from root directory
for yaml_file in self.data_dir.glob("*.yaml"):
enemy = self._load_from_file(yaml_file)
if enemy:
enemies[enemy.enemy_id] = enemy
# Load from subdirectories (organized by difficulty)
for subdir in self.data_dir.iterdir():
if subdir.is_dir():
for yaml_file in subdir.glob("*.yaml"):
enemy = self._load_from_file(yaml_file)
if enemy:
enemies[enemy.enemy_id] = enemy
self._loaded = True
logger.info("All enemies loaded", count=len(enemies))
return enemies
def get_enemies_by_difficulty(
self,
difficulty: EnemyDifficulty
) -> List[EnemyTemplate]:
"""
Get all enemies matching a difficulty level.
Args:
difficulty: Difficulty level to filter by
Returns:
List of EnemyTemplate instances
"""
if not self._loaded:
self.load_all_enemies()
return [
enemy for enemy in self._enemy_cache.values()
if enemy.difficulty == difficulty
]
def get_enemies_by_tag(self, tag: str) -> List[EnemyTemplate]:
"""
Get all enemies with a specific tag.
Args:
tag: Tag to filter by (e.g., "undead", "beast", "humanoid")
Returns:
List of EnemyTemplate instances with that tag
"""
if not self._loaded:
self.load_all_enemies()
return [
enemy for enemy in self._enemy_cache.values()
if enemy.has_tag(tag)
]
def get_enemies_by_location(
self,
location_type: str,
difficulty: Optional[EnemyDifficulty] = None
) -> List[EnemyTemplate]:
"""
Get all enemies that can appear at a specific location type.
This is used by the encounter generator to find location-appropriate
enemies for random encounters.
Args:
location_type: Location type to filter by (e.g., "forest", "dungeon",
"town", "wilderness", "crypt", "ruins", "road")
difficulty: Optional difficulty filter to narrow results
Returns:
List of EnemyTemplate instances that can appear at the location
"""
if not self._loaded:
self.load_all_enemies()
candidates = [
enemy for enemy in self._enemy_cache.values()
if enemy.has_location_tag(location_type)
]
# Apply difficulty filter if specified
if difficulty is not None:
candidates = [e for e in candidates if e.difficulty == difficulty]
logger.debug(
"Enemies found for location",
location_type=location_type,
difficulty=difficulty.value if difficulty else None,
count=len(candidates)
)
return candidates
def get_random_enemies(
self,
count: int = 1,
difficulty: Optional[EnemyDifficulty] = None,
tag: Optional[str] = None,
exclude_bosses: bool = True
) -> List[EnemyTemplate]:
"""
Get random enemies for encounter generation.
Args:
count: Number of enemies to select
difficulty: Optional difficulty filter
tag: Optional tag filter
exclude_bosses: Whether to exclude boss enemies
Returns:
List of randomly selected EnemyTemplate instances
"""
import random
if not self._loaded:
self.load_all_enemies()
# Build candidate list
candidates = list(self._enemy_cache.values())
# Apply filters
if difficulty:
candidates = [e for e in candidates if e.difficulty == difficulty]
if tag:
candidates = [e for e in candidates if e.has_tag(tag)]
if exclude_bosses:
candidates = [e for e in candidates if not e.is_boss()]
if not candidates:
logger.warning("No enemies match filters",
difficulty=difficulty.value if difficulty else None,
tag=tag)
return []
# Select random enemies (with replacement if needed)
if len(candidates) >= count:
return random.sample(candidates, count)
else:
# Not enough unique enemies, allow duplicates
return random.choices(candidates, k=count)
def clear_cache(self) -> None:
"""Clear the enemy cache, forcing reload on next access."""
self._enemy_cache.clear()
self._loaded = False
logger.debug("Enemy cache cleared")
def get_all_cached(self) -> Dict[str, EnemyTemplate]:
"""
Get all cached enemies.
Returns:
Dictionary of cached enemy templates
"""
if not self._loaded:
self.load_all_enemies()
return self._enemy_cache.copy()
# Global instance for convenience
_loader_instance: Optional[EnemyLoader] = None
def get_enemy_loader() -> EnemyLoader:
"""
Get the global EnemyLoader instance.
Returns:
Singleton EnemyLoader instance
"""
global _loader_instance
if _loader_instance is None:
_loader_instance = EnemyLoader()
return _loader_instance

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@@ -0,0 +1,867 @@
"""
Inventory Service - Manages character inventory, equipment, and consumable usage.
This service provides an orchestration layer on top of the Character model's
inventory methods, adding:
- Input validation and error handling
- Equipment slot validation (weapon vs armor slots)
- Level and class requirement checks
- Consumable effect application
- Integration with CharacterService for persistence
Usage:
from app.services.inventory_service import get_inventory_service
inventory_service = get_inventory_service()
inventory_service.equip_item(character, item, "weapon", user_id)
inventory_service.use_consumable(character, "health_potion_small", user_id)
"""
from typing import List, Optional, Dict, Any, Tuple
from dataclasses import dataclass
from app.models.character import Character
from app.models.items import Item
from app.models.effects import Effect
from app.models.enums import ItemType, EffectType
from app.services.character_service import get_character_service, CharacterService
from app.utils.logging import get_logger
logger = get_logger(__file__)
# =============================================================================
# Custom Exceptions
# =============================================================================
class InventoryError(Exception):
"""Base exception for inventory operations."""
pass
class ItemNotFoundError(InventoryError):
"""Raised when an item is not found in the character's inventory."""
pass
class CannotEquipError(InventoryError):
"""Raised when an item cannot be equipped (wrong slot, level requirement, etc.)."""
pass
class InvalidSlotError(InventoryError):
"""Raised when an invalid equipment slot is specified."""
pass
class CannotUseItemError(InventoryError):
"""Raised when an item cannot be used (not consumable, etc.)."""
pass
class InventoryFullError(InventoryError):
"""Raised when inventory capacity is exceeded."""
pass
# =============================================================================
# Equipment Slot Configuration
# =============================================================================
# Valid equipment slots in the game
VALID_SLOTS = {
"weapon", # Primary weapon
"off_hand", # Shield or secondary weapon
"helmet", # Head armor
"chest", # Chest armor
"gloves", # Hand armor
"boots", # Foot armor
"accessory_1", # Ring, amulet, etc.
"accessory_2", # Secondary accessory
}
# Map item types to allowed slots
ITEM_TYPE_SLOTS = {
ItemType.WEAPON: {"weapon", "off_hand"},
ItemType.ARMOR: {"helmet", "chest", "gloves", "boots"},
}
# Maximum inventory size (0 = unlimited)
MAX_INVENTORY_SIZE = 100
# =============================================================================
# Consumable Effect Result
# =============================================================================
@dataclass
class ConsumableResult:
"""Result of using a consumable item."""
item_name: str
effects_applied: List[Dict[str, Any]]
hp_restored: int = 0
mp_restored: int = 0
message: str = ""
def to_dict(self) -> Dict[str, Any]:
"""Serialize to dictionary for API response."""
return {
"item_name": self.item_name,
"effects_applied": self.effects_applied,
"hp_restored": self.hp_restored,
"mp_restored": self.mp_restored,
"message": self.message,
}
# =============================================================================
# Inventory Service
# =============================================================================
class InventoryService:
"""
Service for managing character inventory and equipment.
This service wraps the Character model's inventory methods with additional
validation, error handling, and persistence integration.
All methods that modify state will persist changes via CharacterService.
"""
def __init__(self, character_service: Optional[CharacterService] = None):
"""
Initialize inventory service.
Args:
character_service: Optional CharacterService instance (uses global if not provided)
"""
self._character_service = character_service
logger.info("InventoryService initialized")
@property
def character_service(self) -> CharacterService:
"""Get CharacterService instance (lazy-loaded)."""
if self._character_service is None:
self._character_service = get_character_service()
return self._character_service
# =========================================================================
# Read Operations
# =========================================================================
def get_inventory(self, character: Character) -> List[Item]:
"""
Get all items in character's inventory.
Args:
character: Character instance
Returns:
List of Item objects in inventory
"""
return list(character.inventory)
def get_equipped_items(self, character: Character) -> Dict[str, Item]:
"""
Get all equipped items.
Args:
character: Character instance
Returns:
Dictionary mapping slot names to equipped Item objects
"""
return dict(character.equipped)
def get_item_by_id(self, character: Character, item_id: str) -> Optional[Item]:
"""
Find an item in inventory by ID.
Args:
character: Character instance
item_id: Item ID to find
Returns:
Item if found, None otherwise
"""
for item in character.inventory:
if item.item_id == item_id:
return item
return None
def get_equipped_item(self, character: Character, slot: str) -> Optional[Item]:
"""
Get the item equipped in a specific slot.
Args:
character: Character instance
slot: Equipment slot name
Returns:
Item if slot is occupied, None otherwise
"""
return character.equipped.get(slot)
def get_inventory_count(self, character: Character) -> int:
"""
Get the number of items in inventory.
Args:
character: Character instance
Returns:
Number of items in inventory
"""
return len(character.inventory)
# =========================================================================
# Add/Remove Operations
# =========================================================================
def add_item(
self,
character: Character,
item: Item,
user_id: str,
save: bool = True
) -> None:
"""
Add an item to character's inventory.
Args:
character: Character instance
item: Item to add
user_id: User ID for persistence authorization
save: Whether to persist changes (default True)
Raises:
InventoryFullError: If inventory is at maximum capacity
"""
# Check inventory capacity
if MAX_INVENTORY_SIZE > 0 and len(character.inventory) >= MAX_INVENTORY_SIZE:
raise InventoryFullError(
f"Inventory is full ({MAX_INVENTORY_SIZE} items max)"
)
# Add to inventory
character.add_item(item)
logger.info("Item added to inventory",
character_id=character.character_id,
item_id=item.item_id,
item_name=item.get_display_name())
# Persist changes
if save:
self.character_service.update_character(character, user_id)
def remove_item(
self,
character: Character,
item_id: str,
user_id: str,
save: bool = True
) -> Item:
"""
Remove an item from character's inventory.
Args:
character: Character instance
item_id: ID of item to remove
user_id: User ID for persistence authorization
save: Whether to persist changes (default True)
Returns:
The removed Item
Raises:
ItemNotFoundError: If item is not in inventory
"""
# Find item first (for better error message)
item = self.get_item_by_id(character, item_id)
if item is None:
raise ItemNotFoundError(f"Item not found in inventory: {item_id}")
# Remove from inventory
removed_item = character.remove_item(item_id)
logger.info("Item removed from inventory",
character_id=character.character_id,
item_id=item_id,
item_name=item.get_display_name())
# Persist changes
if save:
self.character_service.update_character(character, user_id)
return removed_item
def drop_item(
self,
character: Character,
item_id: str,
user_id: str
) -> Item:
"""
Drop an item (remove permanently with no return).
This is an alias for remove_item, but semantically indicates
the item is being discarded rather than transferred.
Args:
character: Character instance
item_id: ID of item to drop
user_id: User ID for persistence authorization
Returns:
The dropped Item (for logging/notification purposes)
Raises:
ItemNotFoundError: If item is not in inventory
"""
return self.remove_item(character, item_id, user_id, save=True)
# =========================================================================
# Equipment Operations
# =========================================================================
def equip_item(
self,
character: Character,
item_id: str,
slot: str,
user_id: str
) -> Optional[Item]:
"""
Equip an item from inventory to a specific slot.
Args:
character: Character instance
item_id: ID of item to equip (must be in inventory)
slot: Equipment slot to use
user_id: User ID for persistence authorization
Returns:
Previously equipped item in that slot (or None)
Raises:
ItemNotFoundError: If item is not in inventory
InvalidSlotError: If slot name is invalid
CannotEquipError: If item cannot be equipped (wrong type, level, etc.)
"""
# Validate slot
if slot not in VALID_SLOTS:
raise InvalidSlotError(
f"Invalid equipment slot: '{slot}'. "
f"Valid slots: {', '.join(sorted(VALID_SLOTS))}"
)
# Find item in inventory
item = self.get_item_by_id(character, item_id)
if item is None:
raise ItemNotFoundError(f"Item not found in inventory: {item_id}")
# Validate item can be equipped
self._validate_equip(character, item, slot)
# Perform equip (Character.equip_item handles inventory management)
previous_item = character.equip_item(item, slot)
logger.info("Item equipped",
character_id=character.character_id,
item_id=item_id,
slot=slot,
previous_item=previous_item.item_id if previous_item else None)
# Persist changes
self.character_service.update_character(character, user_id)
return previous_item
def unequip_item(
self,
character: Character,
slot: str,
user_id: str
) -> Optional[Item]:
"""
Unequip an item from a specific slot (returns to inventory).
Args:
character: Character instance
slot: Equipment slot to unequip from
user_id: User ID for persistence authorization
Returns:
The unequipped Item (or None if slot was empty)
Raises:
InvalidSlotError: If slot name is invalid
InventoryFullError: If inventory is full and cannot receive the item
"""
# Validate slot
if slot not in VALID_SLOTS:
raise InvalidSlotError(
f"Invalid equipment slot: '{slot}'. "
f"Valid slots: {', '.join(sorted(VALID_SLOTS))}"
)
# Check if slot has an item
equipped_item = character.equipped.get(slot)
if equipped_item is None:
logger.debug("Unequip from empty slot",
character_id=character.character_id,
slot=slot)
return None
# Check inventory capacity (item will return to inventory)
if MAX_INVENTORY_SIZE > 0 and len(character.inventory) >= MAX_INVENTORY_SIZE:
raise InventoryFullError(
"Cannot unequip: inventory is full"
)
# Perform unequip (Character.unequip_item handles inventory management)
unequipped_item = character.unequip_item(slot)
logger.info("Item unequipped",
character_id=character.character_id,
item_id=unequipped_item.item_id if unequipped_item else None,
slot=slot)
# Persist changes
self.character_service.update_character(character, user_id)
return unequipped_item
def swap_equipment(
self,
character: Character,
item_id: str,
slot: str,
user_id: str
) -> Optional[Item]:
"""
Swap equipment: equip item and return the previous item.
This is semantically the same as equip_item but makes the swap
intention explicit.
Args:
character: Character instance
item_id: ID of item to equip
slot: Equipment slot to use
user_id: User ID for persistence authorization
Returns:
Previously equipped item (or None)
"""
return self.equip_item(character, item_id, slot, user_id)
def _validate_equip(self, character: Character, item: Item, slot: str) -> None:
"""
Validate that an item can be equipped to a slot.
Args:
character: Character instance
item: Item to validate
slot: Target equipment slot
Raises:
CannotEquipError: If item cannot be equipped
"""
# Check item type is equippable
if item.item_type not in ITEM_TYPE_SLOTS:
raise CannotEquipError(
f"Cannot equip {item.item_type.value} items. "
f"Only weapons and armor can be equipped."
)
# Check slot matches item type
allowed_slots = ITEM_TYPE_SLOTS[item.item_type]
if slot not in allowed_slots:
raise CannotEquipError(
f"Cannot equip {item.item_type.value} to '{slot}' slot. "
f"Allowed slots: {', '.join(sorted(allowed_slots))}"
)
# Check level requirement
if not item.can_equip(character.level, character.class_id):
if character.level < item.required_level:
raise CannotEquipError(
f"Cannot equip '{item.get_display_name()}': "
f"requires level {item.required_level} (you are level {character.level})"
)
if item.required_class and item.required_class != character.class_id:
raise CannotEquipError(
f"Cannot equip '{item.get_display_name()}': "
f"requires class '{item.required_class}'"
)
# =========================================================================
# Consumable Operations
# =========================================================================
def use_consumable(
self,
character: Character,
item_id: str,
user_id: str,
current_hp: Optional[int] = None,
max_hp: Optional[int] = None,
current_mp: Optional[int] = None,
max_mp: Optional[int] = None
) -> ConsumableResult:
"""
Use a consumable item and apply its effects.
For HP/MP restoration effects, provide current/max values to calculate
actual restoration (clamped to max). If not provided, uses character's
computed max_hp from stats.
Note: Outside of combat, characters are always at full HP. During combat,
HP tracking is handled by the combat system and current_hp should be passed.
Args:
character: Character instance
item_id: ID of consumable to use
user_id: User ID for persistence authorization
current_hp: Current HP (for healing calculations)
max_hp: Maximum HP (for healing cap)
current_mp: Current MP (for mana restore calculations)
max_mp: Maximum MP (for mana restore cap)
Returns:
ConsumableResult with details of effects applied
Raises:
ItemNotFoundError: If item is not in inventory
CannotUseItemError: If item is not a consumable
"""
# Find item in inventory
item = self.get_item_by_id(character, item_id)
if item is None:
raise ItemNotFoundError(f"Item not found in inventory: {item_id}")
# Validate item is consumable
if not item.is_consumable():
raise CannotUseItemError(
f"Cannot use '{item.get_display_name()}': not a consumable item"
)
# Use character computed values if not provided
if max_hp is None:
max_hp = character.max_hp
if current_hp is None:
current_hp = max_hp # Outside combat, assume full HP
# MP handling (if character has MP system)
effective_stats = character.get_effective_stats()
if max_mp is None:
max_mp = getattr(effective_stats, 'magic_points', 100)
if current_mp is None:
current_mp = max_mp # Outside combat, assume full MP
# Apply effects
result = self._apply_consumable_effects(
item, current_hp, max_hp, current_mp, max_mp
)
# Remove consumable from inventory (it's used up)
character.remove_item(item_id)
logger.info("Consumable used",
character_id=character.character_id,
item_id=item_id,
item_name=item.get_display_name(),
hp_restored=result.hp_restored,
mp_restored=result.mp_restored)
# Persist changes
self.character_service.update_character(character, user_id)
return result
def _apply_consumable_effects(
self,
item: Item,
current_hp: int,
max_hp: int,
current_mp: int,
max_mp: int
) -> ConsumableResult:
"""
Apply consumable effects and calculate results.
Args:
item: Consumable item
current_hp: Current HP
max_hp: Maximum HP
current_mp: Current MP
max_mp: Maximum MP
Returns:
ConsumableResult with effect details
"""
effects_applied = []
total_hp_restored = 0
total_mp_restored = 0
messages = []
for effect in item.effects_on_use:
effect_result = {
"effect_name": effect.name,
"effect_type": effect.effect_type.value,
}
if effect.effect_type == EffectType.HOT:
# Instant heal (for potions, treat HOT as instant outside combat)
heal_amount = effect.power * effect.stacks
actual_heal = min(heal_amount, max_hp - current_hp)
current_hp += actual_heal
total_hp_restored += actual_heal
effect_result["value"] = actual_heal
effect_result["message"] = f"Restored {actual_heal} HP"
messages.append(f"Restored {actual_heal} HP")
elif effect.effect_type == EffectType.BUFF:
# Stat buff - would be applied in combat context
stat_name = effect.stat_affected.value if effect.stat_affected else "unknown"
effect_result["stat_affected"] = stat_name
effect_result["modifier"] = effect.power
effect_result["duration"] = effect.duration
effect_result["message"] = f"+{effect.power} {stat_name} for {effect.duration} turns"
messages.append(f"+{effect.power} {stat_name}")
elif effect.effect_type == EffectType.SHIELD:
# Apply shield effect
shield_power = effect.power * effect.stacks
effect_result["shield_power"] = shield_power
effect_result["duration"] = effect.duration
effect_result["message"] = f"Shield for {shield_power} damage"
messages.append(f"Shield: {shield_power}")
else:
# Other effect types (DOT, DEBUFF, STUN - unusual for consumables)
effect_result["power"] = effect.power
effect_result["duration"] = effect.duration
effect_result["message"] = f"{effect.name} applied"
effects_applied.append(effect_result)
# Build summary message
summary = f"Used {item.get_display_name()}"
if messages:
summary += f": {', '.join(messages)}"
return ConsumableResult(
item_name=item.get_display_name(),
effects_applied=effects_applied,
hp_restored=total_hp_restored,
mp_restored=total_mp_restored,
message=summary,
)
def use_consumable_in_combat(
self,
character: Character,
item_id: str,
user_id: str,
current_hp: int,
max_hp: int,
current_mp: int = 0,
max_mp: int = 0
) -> Tuple[ConsumableResult, List[Effect]]:
"""
Use a consumable during combat.
Returns both the result summary and a list of Effect objects that
should be applied to the combatant for duration-based effects.
Args:
character: Character instance
item_id: ID of consumable to use
user_id: User ID for persistence authorization
current_hp: Current combat HP
max_hp: Maximum combat HP
current_mp: Current combat MP
max_mp: Maximum combat MP
Returns:
Tuple of (ConsumableResult, List[Effect]) for combat system
Raises:
ItemNotFoundError: If item not in inventory
CannotUseItemError: If item is not consumable
"""
# Find item
item = self.get_item_by_id(character, item_id)
if item is None:
raise ItemNotFoundError(f"Item not found in inventory: {item_id}")
if not item.is_consumable():
raise CannotUseItemError(
f"Cannot use '{item.get_display_name()}': not a consumable"
)
# Separate instant effects from duration effects
instant_effects = []
duration_effects = []
for effect in item.effects_on_use:
# HOT effects in combat should tick, not instant heal
if effect.duration > 1 or effect.effect_type in [
EffectType.BUFF, EffectType.DEBUFF, EffectType.DOT,
EffectType.HOT, EffectType.SHIELD, EffectType.STUN
]:
# Copy effect for combat tracking
combat_effect = Effect(
effect_id=f"{item.item_id}_{effect.effect_id}",
name=effect.name,
effect_type=effect.effect_type,
duration=effect.duration,
power=effect.power,
stat_affected=effect.stat_affected,
stacks=effect.stacks,
max_stacks=effect.max_stacks,
source=item.item_id,
)
duration_effects.append(combat_effect)
else:
instant_effects.append(effect)
# Calculate instant effect results
result = self._apply_consumable_effects(
item, current_hp, max_hp, current_mp, max_mp
)
# Remove from inventory
character.remove_item(item_id)
logger.info("Consumable used in combat",
character_id=character.character_id,
item_id=item_id,
duration_effects=len(duration_effects))
# Persist
self.character_service.update_character(character, user_id)
return result, duration_effects
# =========================================================================
# Bulk Operations
# =========================================================================
def add_items(
self,
character: Character,
items: List[Item],
user_id: str
) -> int:
"""
Add multiple items to inventory (e.g., loot drop).
Args:
character: Character instance
items: List of items to add
user_id: User ID for persistence
Returns:
Number of items actually added
Note:
Stops adding if inventory becomes full. Does not raise error
for partial success.
"""
added_count = 0
for item in items:
try:
self.add_item(character, item, user_id, save=False)
added_count += 1
except InventoryFullError:
logger.warning("Inventory full, dropping remaining loot",
character_id=character.character_id,
items_dropped=len(items) - added_count)
break
# Save once after all items added
if added_count > 0:
self.character_service.update_character(character, user_id)
return added_count
def get_items_by_type(
self,
character: Character,
item_type: ItemType
) -> List[Item]:
"""
Get all inventory items of a specific type.
Args:
character: Character instance
item_type: Type to filter by
Returns:
List of matching items
"""
return [
item for item in character.inventory
if item.item_type == item_type
]
def get_equippable_items(
self,
character: Character,
slot: Optional[str] = None
) -> List[Item]:
"""
Get all items that can be equipped.
Args:
character: Character instance
slot: Optional slot to filter by
Returns:
List of equippable items (optionally filtered by slot)
"""
equippable = []
for item in character.inventory:
# Skip non-equippable types
if item.item_type not in ITEM_TYPE_SLOTS:
continue
# Skip items that don't meet requirements
if not item.can_equip(character.level, character.class_id):
continue
# Filter by slot if specified
if slot:
allowed_slots = ITEM_TYPE_SLOTS[item.item_type]
if slot not in allowed_slots:
continue
equippable.append(item)
return equippable
# =============================================================================
# Global Instance
# =============================================================================
_service_instance: Optional[InventoryService] = None
def get_inventory_service() -> InventoryService:
"""
Get the global InventoryService instance.
Returns:
Singleton InventoryService instance
"""
global _service_instance
if _service_instance is None:
_service_instance = InventoryService()
return _service_instance

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"""
Item Generator Service - Procedural item generation with affixes.
This service generates Diablo-style items by combining base templates with
random affixes, creating items like "Flaming Dagger of Strength".
"""
import uuid
import random
from typing import List, Optional, Tuple, Dict, Any
from app.models.items import Item
from app.models.affixes import Affix, BaseItemTemplate
from app.models.enums import ItemType, ItemRarity, DamageType, AffixTier
from app.services.affix_loader import get_affix_loader, AffixLoader
from app.services.base_item_loader import get_base_item_loader, BaseItemLoader
from app.utils.logging import get_logger
logger = get_logger(__file__)
# Affix count by rarity (COMMON/UNCOMMON get 0 affixes - plain items)
AFFIX_COUNTS = {
ItemRarity.COMMON: 0,
ItemRarity.UNCOMMON: 0,
ItemRarity.RARE: 1,
ItemRarity.EPIC: 2,
ItemRarity.LEGENDARY: 3,
}
# Tier selection probabilities by rarity
# Higher rarity items have better chance at higher tier affixes
TIER_WEIGHTS = {
ItemRarity.RARE: {
AffixTier.MINOR: 0.8,
AffixTier.MAJOR: 0.2,
AffixTier.LEGENDARY: 0.0,
},
ItemRarity.EPIC: {
AffixTier.MINOR: 0.3,
AffixTier.MAJOR: 0.7,
AffixTier.LEGENDARY: 0.0,
},
ItemRarity.LEGENDARY: {
AffixTier.MINOR: 0.1,
AffixTier.MAJOR: 0.4,
AffixTier.LEGENDARY: 0.5,
},
}
# Rarity value multipliers (higher rarity = more valuable)
RARITY_VALUE_MULTIPLIER = {
ItemRarity.COMMON: 1.0,
ItemRarity.UNCOMMON: 1.5,
ItemRarity.RARE: 2.5,
ItemRarity.EPIC: 5.0,
ItemRarity.LEGENDARY: 10.0,
}
class ItemGenerator:
"""
Generates procedural items with Diablo-style naming.
This service combines base item templates with randomly selected affixes
to create unique items with combined stats and generated names.
"""
def __init__(
self,
affix_loader: Optional[AffixLoader] = None,
base_item_loader: Optional[BaseItemLoader] = None
):
"""
Initialize the item generator.
Args:
affix_loader: Optional custom AffixLoader instance
base_item_loader: Optional custom BaseItemLoader instance
"""
self.affix_loader = affix_loader or get_affix_loader()
self.base_item_loader = base_item_loader or get_base_item_loader()
logger.info("ItemGenerator initialized")
def generate_item(
self,
item_type: str,
rarity: ItemRarity,
character_level: int = 1,
base_template_id: Optional[str] = None
) -> Optional[Item]:
"""
Generate a procedural item.
Args:
item_type: "weapon" or "armor"
rarity: Target rarity
character_level: Player level for template eligibility
base_template_id: Optional specific base template to use
Returns:
Generated Item instance or None if generation fails
"""
# 1. Get base template
base_template = self._get_base_template(
item_type, rarity, character_level, base_template_id
)
if not base_template:
logger.warning(
"No base template available",
item_type=item_type,
rarity=rarity.value,
level=character_level
)
return None
# 2. Get affix count for this rarity
affix_count = AFFIX_COUNTS.get(rarity, 0)
# 3. Select affixes
prefixes, suffixes = self._select_affixes(
base_template.item_type, rarity, affix_count
)
# 4. Build the item
item = self._build_item(base_template, rarity, prefixes, suffixes)
logger.info(
"Item generated",
item_id=item.item_id,
name=item.get_display_name(),
rarity=rarity.value,
affixes=[a.affix_id for a in prefixes + suffixes]
)
return item
def _get_base_template(
self,
item_type: str,
rarity: ItemRarity,
character_level: int,
template_id: Optional[str] = None
) -> Optional[BaseItemTemplate]:
"""
Get a base template for item generation.
Args:
item_type: Type of item
rarity: Target rarity
character_level: Player level
template_id: Optional specific template ID
Returns:
BaseItemTemplate instance or None
"""
if template_id:
return self.base_item_loader.get_template(template_id)
return self.base_item_loader.get_random_template(
item_type, rarity.value, character_level
)
def _select_affixes(
self,
item_type: str,
rarity: ItemRarity,
count: int
) -> Tuple[List[Affix], List[Affix]]:
"""
Select random affixes for an item.
Distribution logic:
- RARE (1 affix): 50% chance prefix, 50% chance suffix
- EPIC (2 affixes): 1 prefix AND 1 suffix
- LEGENDARY (3 affixes): Mix of prefixes and suffixes
Args:
item_type: Type of item
rarity: Item rarity
count: Number of affixes to select
Returns:
Tuple of (prefixes, suffixes)
"""
prefixes: List[Affix] = []
suffixes: List[Affix] = []
used_ids: List[str] = []
if count == 0:
return prefixes, suffixes
# Determine tier for affix selection
tier = self._roll_affix_tier(rarity)
if count == 1:
# RARE: Either prefix OR suffix (50/50)
if random.random() < 0.5:
prefix = self.affix_loader.get_random_prefix(
item_type, rarity.value, tier, used_ids
)
if prefix:
prefixes.append(prefix)
used_ids.append(prefix.affix_id)
else:
suffix = self.affix_loader.get_random_suffix(
item_type, rarity.value, tier, used_ids
)
if suffix:
suffixes.append(suffix)
used_ids.append(suffix.affix_id)
elif count == 2:
# EPIC: 1 prefix AND 1 suffix
tier = self._roll_affix_tier(rarity)
prefix = self.affix_loader.get_random_prefix(
item_type, rarity.value, tier, used_ids
)
if prefix:
prefixes.append(prefix)
used_ids.append(prefix.affix_id)
tier = self._roll_affix_tier(rarity)
suffix = self.affix_loader.get_random_suffix(
item_type, rarity.value, tier, used_ids
)
if suffix:
suffixes.append(suffix)
used_ids.append(suffix.affix_id)
elif count >= 3:
# LEGENDARY: Mix of prefixes and suffixes
# Try: 2 prefixes + 1 suffix OR 1 prefix + 2 suffixes
distribution = random.choice([(2, 1), (1, 2)])
prefix_count, suffix_count = distribution
for _ in range(prefix_count):
tier = self._roll_affix_tier(rarity)
prefix = self.affix_loader.get_random_prefix(
item_type, rarity.value, tier, used_ids
)
if prefix:
prefixes.append(prefix)
used_ids.append(prefix.affix_id)
for _ in range(suffix_count):
tier = self._roll_affix_tier(rarity)
suffix = self.affix_loader.get_random_suffix(
item_type, rarity.value, tier, used_ids
)
if suffix:
suffixes.append(suffix)
used_ids.append(suffix.affix_id)
return prefixes, suffixes
def _roll_affix_tier(self, rarity: ItemRarity) -> Optional[AffixTier]:
"""
Roll for affix tier based on item rarity.
Args:
rarity: Item rarity
Returns:
Selected AffixTier or None for no tier filter
"""
weights = TIER_WEIGHTS.get(rarity)
if not weights:
return None
tiers = list(weights.keys())
tier_weights = list(weights.values())
# Filter out zero-weight options
valid_tiers = []
valid_weights = []
for t, w in zip(tiers, tier_weights):
if w > 0:
valid_tiers.append(t)
valid_weights.append(w)
if not valid_tiers:
return None
return random.choices(valid_tiers, weights=valid_weights, k=1)[0]
def _build_item(
self,
base_template: BaseItemTemplate,
rarity: ItemRarity,
prefixes: List[Affix],
suffixes: List[Affix]
) -> Item:
"""
Build an Item from base template and affixes.
Args:
base_template: Base item template
rarity: Item rarity
prefixes: List of prefix affixes
suffixes: List of suffix affixes
Returns:
Fully constructed Item instance
"""
# Generate unique ID
item_id = f"gen_{uuid.uuid4().hex[:12]}"
# Build generated name
generated_name = self._build_name(base_template.name, prefixes, suffixes)
# Combine stats from all affixes
combined_stats = self._combine_affix_stats(prefixes + suffixes)
# Calculate final item values
item_type = ItemType.WEAPON if base_template.item_type == "weapon" else ItemType.ARMOR
# Base values from template
damage = base_template.base_damage + combined_stats["damage_bonus"]
spell_power = base_template.base_spell_power # Magical weapon damage
defense = base_template.base_defense + combined_stats["defense_bonus"]
resistance = base_template.base_resistance + combined_stats["resistance_bonus"]
crit_chance = base_template.crit_chance + combined_stats["crit_chance_bonus"]
crit_multiplier = base_template.crit_multiplier + combined_stats["crit_multiplier_bonus"]
# Calculate value with rarity multiplier
base_value = base_template.base_value
rarity_mult = RARITY_VALUE_MULTIPLIER.get(rarity, 1.0)
# Add value for each affix
affix_value = len(prefixes + suffixes) * 25
final_value = int((base_value + affix_value) * rarity_mult)
# Determine elemental damage type (from prefix affixes)
elemental_damage_type = None
elemental_ratio = 0.0
for prefix in prefixes:
if prefix.applies_elemental_damage():
elemental_damage_type = prefix.damage_type
elemental_ratio = prefix.elemental_ratio
break # Use first elemental prefix
# Track applied affixes
applied_affixes = [a.affix_id for a in prefixes + suffixes]
# Create the item
item = Item(
item_id=item_id,
name=base_template.name, # Base name
item_type=item_type,
rarity=rarity,
description=base_template.description,
value=final_value,
is_tradeable=True,
stat_bonuses=combined_stats["stat_bonuses"],
effects_on_use=[], # Not a consumable
damage=damage,
spell_power=spell_power, # Magical weapon damage bonus
damage_type=DamageType(base_template.damage_type) if damage > 0 else None,
crit_chance=crit_chance,
crit_multiplier=crit_multiplier,
elemental_damage_type=elemental_damage_type,
physical_ratio=1.0 - elemental_ratio if elemental_ratio > 0 else 1.0,
elemental_ratio=elemental_ratio,
defense=defense,
resistance=resistance,
required_level=base_template.required_level,
required_class=None,
# Affix tracking
applied_affixes=applied_affixes,
base_template_id=base_template.template_id,
generated_name=generated_name,
is_generated=True,
)
return item
def _build_name(
self,
base_name: str,
prefixes: List[Affix],
suffixes: List[Affix]
) -> str:
"""
Build the full item name with affixes.
Examples:
- RARE (1 prefix): "Flaming Dagger"
- RARE (1 suffix): "Dagger of Strength"
- EPIC: "Flaming Dagger of Strength"
- LEGENDARY: "Blazing Glacial Dagger of the Titan"
Note: Rarity is NOT included in name (shown via UI).
Args:
base_name: Base item name (e.g., "Dagger")
prefixes: List of prefix affixes
suffixes: List of suffix affixes
Returns:
Full generated name string
"""
parts = []
# Add prefix names (in order)
for prefix in prefixes:
parts.append(prefix.name)
# Add base name
parts.append(base_name)
# Build name string from parts
name = " ".join(parts)
# Add suffix names (they include "of")
for suffix in suffixes:
name += f" {suffix.name}"
return name
def _combine_affix_stats(self, affixes: List[Affix]) -> Dict[str, Any]:
"""
Combine stats from multiple affixes.
Args:
affixes: List of affixes to combine
Returns:
Dictionary with combined stat values
"""
combined = {
"stat_bonuses": {},
"damage_bonus": 0,
"defense_bonus": 0,
"resistance_bonus": 0,
"crit_chance_bonus": 0.0,
"crit_multiplier_bonus": 0.0,
}
for affix in affixes:
# Combine stat bonuses
for stat_name, bonus in affix.stat_bonuses.items():
current = combined["stat_bonuses"].get(stat_name, 0)
combined["stat_bonuses"][stat_name] = current + bonus
# Combine direct bonuses
combined["damage_bonus"] += affix.damage_bonus
combined["defense_bonus"] += affix.defense_bonus
combined["resistance_bonus"] += affix.resistance_bonus
combined["crit_chance_bonus"] += affix.crit_chance_bonus
combined["crit_multiplier_bonus"] += affix.crit_multiplier_bonus
return combined
def generate_loot_drop(
self,
character_level: int,
luck_stat: int = 8,
item_type: Optional[str] = None
) -> Optional[Item]:
"""
Generate a random loot drop with luck-influenced rarity.
Args:
character_level: Player level
luck_stat: Player's luck stat (affects rarity chance)
item_type: Optional item type filter
Returns:
Generated Item or None
"""
# Choose random item type if not specified
if item_type is None:
item_type = random.choice(["weapon", "armor"])
# Roll rarity with luck bonus
rarity = self._roll_rarity(luck_stat)
return self.generate_item(item_type, rarity, character_level)
def _roll_rarity(self, luck_stat: int) -> ItemRarity:
"""
Roll item rarity with luck bonus.
Base chances (luck 8):
- COMMON: 50%
- UNCOMMON: 30%
- RARE: 15%
- EPIC: 4%
- LEGENDARY: 1%
Luck modifies these chances slightly.
Args:
luck_stat: Player's luck stat
Returns:
Rolled ItemRarity
"""
# Calculate luck bonus (luck 8 = baseline)
luck_bonus = (luck_stat - 8) * 0.005
roll = random.random()
# Thresholds (cumulative)
legendary_threshold = 0.01 + luck_bonus
epic_threshold = legendary_threshold + 0.04 + luck_bonus * 2
rare_threshold = epic_threshold + 0.15 + luck_bonus * 3
uncommon_threshold = rare_threshold + 0.30
if roll < legendary_threshold:
return ItemRarity.LEGENDARY
elif roll < epic_threshold:
return ItemRarity.EPIC
elif roll < rare_threshold:
return ItemRarity.RARE
elif roll < uncommon_threshold:
return ItemRarity.UNCOMMON
else:
return ItemRarity.COMMON
# Global instance for convenience
_generator_instance: Optional[ItemGenerator] = None
def get_item_generator() -> ItemGenerator:
"""
Get the global ItemGenerator instance.
Returns:
Singleton ItemGenerator instance
"""
global _generator_instance
if _generator_instance is None:
_generator_instance = ItemGenerator()
return _generator_instance

View File

@@ -272,9 +272,9 @@ class SessionService:
session_json = json.dumps(session_dict)
# Update in database
self.db.update_document(
collection_id=self.collection_id,
document_id=session.session_id,
self.db.update_row(
table_id=self.collection_id,
row_id=session.session_id,
data={
'sessionData': session_json,
'status': session.status.value

View File

@@ -0,0 +1,301 @@
"""
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, DamageType
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", {})
# Parse damage type if present (for weapons)
damage_type = None
damage_type_str = template.get("damage_type")
if damage_type_str:
try:
damage_type = DamageType(damage_type_str)
except ValueError:
logger.warning(
"Unknown damage type, defaulting to physical",
damage_type=damage_type_str,
item_id=item_id
)
damage_type = DamageType.PHYSICAL
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,
# Weapon-specific fields
damage=template.get("damage", 0),
spell_power=template.get("spell_power", 0),
damage_type=damage_type,
crit_chance=template.get("crit_chance", 0.05),
crit_multiplier=template.get("crit_multiplier", 2.0),
# Armor-specific fields
defense=template.get("defense", 0),
resistance=template.get("resistance", 0),
# Level requirements
required_level=template.get("required_level", 1),
)
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

View File

@@ -0,0 +1,144 @@
"""
Combat Cleanup Tasks.
This module provides scheduled tasks for cleaning up ended combat
encounters that are older than the retention period.
The cleanup can be scheduled to run periodically (daily recommended)
via APScheduler, cron, or manual invocation.
Usage:
# Manual invocation
from app.tasks.combat_cleanup import cleanup_old_combat_encounters
result = cleanup_old_combat_encounters(older_than_days=7)
# Via APScheduler
scheduler.add_job(
cleanup_old_combat_encounters,
'interval',
days=1,
kwargs={'older_than_days': 7}
)
"""
from typing import Dict, Any
from app.services.combat_repository import get_combat_repository
from app.utils.logging import get_logger
logger = get_logger(__file__)
# Default retention period in days
DEFAULT_RETENTION_DAYS = 7
def cleanup_old_combat_encounters(
older_than_days: int = DEFAULT_RETENTION_DAYS
) -> Dict[str, Any]:
"""
Delete ended combat encounters older than specified days.
This is the main cleanup function for time-based retention.
Should be scheduled to run periodically (daily recommended).
Only deletes ENDED encounters (victory, defeat, fled) - active
encounters are never deleted.
Args:
older_than_days: Number of days after which to delete ended combats.
Default is 7 days.
Returns:
Dict containing:
- deleted_encounters: Number of encounters deleted
- deleted_rounds: Approximate rounds deleted (cascaded)
- older_than_days: The threshold used
- success: Whether the operation completed successfully
- error: Error message if failed
Example:
>>> result = cleanup_old_combat_encounters(older_than_days=7)
>>> print(f"Deleted {result['deleted_encounters']} encounters")
"""
logger.info("Starting combat encounter cleanup",
older_than_days=older_than_days)
try:
repo = get_combat_repository()
deleted_count = repo.delete_old_encounters(older_than_days)
result = {
"deleted_encounters": deleted_count,
"older_than_days": older_than_days,
"success": True,
"error": None
}
logger.info("Combat encounter cleanup completed successfully",
deleted_count=deleted_count,
older_than_days=older_than_days)
return result
except Exception as e:
logger.error("Combat encounter cleanup failed",
error=str(e),
older_than_days=older_than_days)
return {
"deleted_encounters": 0,
"older_than_days": older_than_days,
"success": False,
"error": str(e)
}
def cleanup_encounters_for_session(session_id: str) -> Dict[str, Any]:
"""
Delete all combat encounters for a specific session.
Call this when a session is being deleted to clean up
associated combat data.
Args:
session_id: The session ID to clean up
Returns:
Dict containing:
- deleted_encounters: Number of encounters deleted
- session_id: The session ID processed
- success: Whether the operation completed successfully
- error: Error message if failed
"""
logger.info("Cleaning up combat encounters for session",
session_id=session_id)
try:
repo = get_combat_repository()
deleted_count = repo.delete_encounters_by_session(session_id)
result = {
"deleted_encounters": deleted_count,
"session_id": session_id,
"success": True,
"error": None
}
logger.info("Session combat cleanup completed",
session_id=session_id,
deleted_count=deleted_count)
return result
except Exception as e:
logger.error("Session combat cleanup failed",
session_id=session_id,
error=str(e))
return {
"deleted_encounters": 0,
"session_id": session_id,
"success": False,
"error": str(e)
}

File diff suppressed because it is too large Load Diff

View File

@@ -50,6 +50,7 @@ All enum types are defined in `/app/models/enums.py` for type safety throughout
| `INTELLIGENCE` | Magical power |
| `WISDOM` | Perception and insight |
| `CHARISMA` | Social influence |
| `LUCK` | Fortune and fate (affects crits, loot, random outcomes) |
### AbilityType
@@ -597,14 +598,15 @@ success = service.soft_delete_message(
### Stats
| Field | Type | Description |
|-------|------|-------------|
| `strength` | int | Physical power |
| `dexterity` | int | Agility and precision |
| `constitution` | int | Endurance and health |
| `intelligence` | int | Magical power |
| `wisdom` | int | Perception and insight |
| `charisma` | int | Social influence |
| Field | Type | Default | Description |
|-------|------|---------|-------------|
| `strength` | int | 10 | Physical power |
| `dexterity` | int | 10 | Agility and precision |
| `constitution` | int | 10 | Endurance and health |
| `intelligence` | int | 10 | Magical power |
| `wisdom` | int | 10 | Perception and insight |
| `charisma` | int | 10 | Social influence |
| `luck` | int | 8 | Fortune and fate (affects crits, loot, random outcomes) |
**Derived Properties (Computed):**
- `hit_points` = 10 + (constitution × 2)
@@ -614,6 +616,8 @@ success = service.soft_delete_message(
**Note:** Defense and resistance are computed properties, not stored values. They are calculated on-the-fly from constitution and wisdom.
**Luck Stat:** The luck stat has a lower default (8) compared to other stats (10). Each class has a specific luck value ranging from 7 (Necromancer) to 12 (Assassin). Luck will influence critical hit chance, hit/miss calculations, base damage variance, NPC interactions, loot generation, and spell power in future implementations.
### SkillNode
| Field | Type | Description |
@@ -662,16 +666,26 @@ success = service.soft_delete_message(
### Initial 8 Player Classes
| Class | Theme | Skill Tree 1 | Skill Tree 2 |
|-------|-------|--------------|--------------|
| **Vanguard** | Tank/melee | Defensive (shields, armor, taunts) | Offensive (weapon mastery, heavy strikes) |
| **Assassin** | Stealth/critical | Assassination (critical hits, poisons) | Shadow (stealth, evasion) |
| **Arcanist** | Elemental spells | Pyromancy (fire spells, DoT) | Cryomancy (ice spells, crowd control) |
| **Luminary** | Healing/support | Holy (healing, buffs) | Divine Wrath (smite, undead damage) |
| **Wildstrider** | Ranged/nature | Marksmanship (bow skills, critical shots) | Beast Master (pet companion, nature magic) |
| **Oathkeeper** | Hybrid tank/healer | Protection (defensive auras, healing) | Retribution (holy damage, smites) |
| **Necromancer** | Death magic/summon | Dark Arts (curses, life drain) | Summoning (undead minions) |
| **Lorekeeper** | Support/control | Performance (buffs, debuffs via music) | Trickery (illusions, charm) |
| Class | Theme | LUK | Skill Tree 1 | Skill Tree 2 |
|-------|-------|-----|--------------|--------------|
| **Vanguard** | Tank/melee | 8 | Defensive (shields, armor, taunts) | Offensive (weapon mastery, heavy strikes) |
| **Assassin** | Stealth/critical | 12 | Assassination (critical hits, poisons) | Shadow (stealth, evasion) |
| **Arcanist** | Elemental spells | 9 | Pyromancy (fire spells, DoT) | Cryomancy (ice spells, crowd control) |
| **Luminary** | Healing/support | 11 | Holy (healing, buffs) | Divine Wrath (smite, undead damage) |
| **Wildstrider** | Ranged/nature | 10 | Marksmanship (bow skills, critical shots) | Beast Master (pet companion, nature magic) |
| **Oathkeeper** | Hybrid tank/healer | 9 | Protection (defensive auras, healing) | Retribution (holy damage, smites) |
| **Necromancer** | Death magic/summon | 7 | Dark Arts (curses, life drain) | Summoning (undead minions) |
| **Lorekeeper** | Support/control | 10 | Performance (buffs, debuffs via music) | Trickery (illusions, charm) |
**Class Luck Values:**
- **Assassin (12):** Highest luck - critical strike specialists benefit most from fortune
- **Luminary (11):** Divine favor grants above-average luck
- **Wildstrider (10):** Average luck - self-reliant nature
- **Lorekeeper (10):** Average luck - knowledge is their advantage
- **Arcanist (9):** Slight chaos magic influence
- **Oathkeeper (9):** Honorable path grants modest fortune
- **Vanguard (8):** Relies on strength and skill, not luck
- **Necromancer (7):** Lowest luck - dark arts exact a toll
**Extensibility:** Class system designed to easily add more classes in future updates.
@@ -694,6 +708,149 @@ success = service.soft_delete_message(
- **Consumable:** One-time use (potions, scrolls)
- **Quest Item:** Story-related, non-tradeable
---
## Procedural Item Generation (Affix System)
The game uses a Diablo-style procedural item generation system where weapons and armor
are created by combining base templates with random affixes.
### Core Models
#### Affix
Represents a prefix or suffix that modifies an item's stats and name.
| Field | Type | Description |
|-------|------|-------------|
| `affix_id` | str | Unique identifier |
| `name` | str | Display name ("Flaming", "of Strength") |
| `affix_type` | AffixType | PREFIX or SUFFIX |
| `tier` | AffixTier | MINOR, MAJOR, or LEGENDARY |
| `description` | str | Affix description |
| `stat_bonuses` | Dict[str, int] | Stat modifications |
| `damage_bonus` | int | Flat damage increase |
| `defense_bonus` | int | Flat defense increase |
| `resistance_bonus` | int | Flat resistance increase |
| `damage_type` | DamageType | For elemental affixes |
| `elemental_ratio` | float | Portion of damage converted to element |
| `crit_chance_bonus` | float | Critical hit chance modifier |
| `crit_multiplier_bonus` | float | Critical damage modifier |
| `allowed_item_types` | List[str] | Item types this affix can apply to |
| `required_rarity` | str | Minimum rarity required (for legendary affixes) |
**Methods:**
- `applies_elemental_damage() -> bool` - Check if affix adds elemental damage
- `is_legendary_only() -> bool` - Check if requires legendary rarity
- `can_apply_to(item_type, rarity) -> bool` - Check if affix can be applied
#### BaseItemTemplate
Foundation template for procedural item generation.
| Field | Type | Description |
|-------|------|-------------|
| `template_id` | str | Unique identifier |
| `name` | str | Base item name ("Dagger") |
| `item_type` | str | "weapon" or "armor" |
| `description` | str | Template description |
| `base_damage` | int | Starting damage value |
| `base_defense` | int | Starting defense value |
| `base_resistance` | int | Starting resistance value |
| `base_value` | int | Base gold value |
| `damage_type` | str | Physical, fire, etc. |
| `crit_chance` | float | Base critical chance |
| `crit_multiplier` | float | Base critical multiplier |
| `required_level` | int | Minimum level to use |
| `min_rarity` | str | Minimum rarity this generates as |
| `drop_weight` | int | Relative drop probability |
**Methods:**
- `can_generate_at_rarity(rarity) -> bool` - Check if template supports rarity
- `can_drop_for_level(level) -> bool` - Check level requirement
### Item Model Updates for Generated Items
The `Item` dataclass includes fields for tracking generated items:
| Field | Type | Description |
|-------|------|-------------|
| `applied_affixes` | List[str] | IDs of affixes on this item |
| `base_template_id` | str | ID of base template used |
| `generated_name` | str | Full name with affixes (e.g., "Flaming Dagger of Strength") |
| `is_generated` | bool | True if procedurally generated |
**Methods:**
- `get_display_name() -> str` - Returns generated_name if available, otherwise base name
### Generation Enumerations
#### ItemRarity
Item quality tiers affecting affix count and value:
| Value | Affix Count | Value Multiplier |
|-------|-------------|------------------|
| `COMMON` | 0 | 1.0× |
| `UNCOMMON` | 0 | 1.5× |
| `RARE` | 1 | 2.5× |
| `EPIC` | 2 | 5.0× |
| `LEGENDARY` | 3 | 10.0× |
#### AffixType
| Value | Description |
|-------|-------------|
| `PREFIX` | Appears before item name ("Flaming Dagger") |
| `SUFFIX` | Appears after item name ("Dagger of Strength") |
#### AffixTier
Affix power level, determines eligibility by item rarity:
| Value | Description | Available For |
|-------|-------------|---------------|
| `MINOR` | Basic affixes | RARE+ |
| `MAJOR` | Stronger affixes | RARE+ (higher weight at EPIC+) |
| `LEGENDARY` | Most powerful affixes | LEGENDARY only |
### Item Generation Service
**Location:** `/app/services/item_generator.py`
**Usage:**
```python
from app.services.item_generator import get_item_generator
from app.models.enums import ItemRarity
generator = get_item_generator()
# Generate specific item
item = generator.generate_item(
item_type="weapon",
rarity=ItemRarity.EPIC,
character_level=5
)
# Generate random loot drop with luck influence
item = generator.generate_loot_drop(
character_level=10,
luck_stat=12
)
```
**Related Loaders:**
- `AffixLoader` (`/app/services/affix_loader.py`) - Loads affix definitions from YAML
- `BaseItemLoader` (`/app/services/base_item_loader.py`) - Loads base templates from YAML
**Data Files:**
- `/app/data/affixes/prefixes.yaml` - Prefix definitions
- `/app/data/affixes/suffixes.yaml` - Suffix definitions
- `/app/data/base_items/weapons.yaml` - Weapon templates
- `/app/data/base_items/armor.yaml` - Armor templates
---
### Ability
Abilities represent actions that can be taken in combat (attacks, spells, skills, item uses).

View File

@@ -402,6 +402,111 @@ effects_applied:
---
## Procedural Item Generation
### Overview
Weapons and armor are procedurally generated using a Diablo-style affix system.
Items are created by combining:
1. **Base Template** - Defines item type, base stats, level requirement
2. **Affixes** - Prefixes and suffixes that add stats and modify the name
### Generation Process
1. Select base template (filtered by level, rarity)
2. Determine affix count based on rarity (0-3)
3. Roll affix tier based on rarity weights
4. Select random affixes avoiding duplicates
5. Combine stats and generate name
### Rarity System
| Rarity | Affixes | Value Multiplier | Color |
|--------|---------|------------------|-------|
| COMMON | 0 | 1.0× | Gray |
| UNCOMMON | 0 | 1.5× | Green |
| RARE | 1 | 2.5× | Blue |
| EPIC | 2 | 5.0× | Purple |
| LEGENDARY | 3 | 10.0× | Orange |
### Affix Distribution
| Rarity | Affix Count | Distribution |
|--------|-------------|--------------|
| RARE | 1 | 50% prefix OR 50% suffix |
| EPIC | 2 | 1 prefix AND 1 suffix |
| LEGENDARY | 3 | Mix (2+1 or 1+2) |
### Affix Tiers
Higher rarity items have better chances at higher tier affixes:
| Rarity | MINOR | MAJOR | LEGENDARY |
|--------|-------|-------|-----------|
| RARE | 80% | 20% | 0% |
| EPIC | 30% | 70% | 0% |
| LEGENDARY | 10% | 40% | 50% |
### Name Generation Examples
- **COMMON:** "Dagger"
- **RARE (prefix):** "Flaming Dagger"
- **RARE (suffix):** "Dagger of Strength"
- **EPIC:** "Flaming Dagger of Strength"
- **LEGENDARY:** "Blazing Glacial Dagger of the Titan"
### Luck Influence
Player's LUK stat affects rarity rolls for loot drops:
**Base chances at LUK 8:**
- COMMON: 50%
- UNCOMMON: 30%
- RARE: 15%
- EPIC: 4%
- LEGENDARY: 1%
**Luck Bonus:**
Each point of LUK above 8 adds +0.5% to higher rarity chances.
**Examples:**
- LUK 8 (baseline): 1% legendary chance
- LUK 12: ~3% legendary chance
- LUK 16: ~5% legendary chance
### Service Usage
```python
from app.services.item_generator import get_item_generator
from app.models.enums import ItemRarity
generator = get_item_generator()
# Generate item of specific rarity
sword = generator.generate_item(
item_type="weapon",
rarity=ItemRarity.EPIC,
character_level=5
)
# Generate random loot with luck bonus
loot = generator.generate_loot_drop(
character_level=10,
luck_stat=15
)
```
### Data Files
| File | Description |
|------|-------------|
| `/app/data/base_items/weapons.yaml` | 13 weapon templates |
| `/app/data/base_items/armor.yaml` | 12 armor templates |
| `/app/data/affixes/prefixes.yaml` | 18 prefix affixes |
| `/app/data/affixes/suffixes.yaml` | 11 suffix affixes |
---
## Quest System (Future)
### Quest Types

View File

@@ -0,0 +1,245 @@
#!/usr/bin/env python3
"""
Combat Data Migration Script.
This script migrates existing inline combat encounter data from game_sessions
to the dedicated combat_encounters table.
The migration is idempotent - it's safe to run multiple times. Sessions that
have already been migrated (have active_combat_encounter_id) are skipped.
Usage:
python scripts/migrate_combat_data.py
Note:
- Run this after deploying the new combat database schema
- The application handles automatic migration on-demand, so this is optional
- This script is useful for proactively migrating all data at once
"""
import sys
import os
import json
from pathlib import Path
# Add project root to path
project_root = Path(__file__).parent.parent
sys.path.insert(0, str(project_root))
from dotenv import load_dotenv
# Load environment variables before importing app modules
load_dotenv()
from app.services.database_service import get_database_service
from app.services.combat_repository import get_combat_repository
from app.models.session import GameSession
from app.models.combat import CombatEncounter
from app.utils.logging import get_logger
logger = get_logger(__file__)
def migrate_inline_combat_encounters() -> dict:
"""
Migrate all inline combat encounters to the dedicated table.
Scans all game sessions for inline combat_encounter data and migrates
them to the combat_encounters table. Updates sessions to use the new
active_combat_encounter_id reference.
Returns:
Dict with migration statistics:
- total_sessions: Number of sessions scanned
- migrated: Number of sessions with combat data migrated
- skipped: Number of sessions already migrated or without combat
- errors: Number of sessions that failed to migrate
"""
db = get_database_service()
repo = get_combat_repository()
stats = {
'total_sessions': 0,
'migrated': 0,
'skipped': 0,
'errors': 0,
'error_details': []
}
print("Scanning game_sessions for inline combat data...")
# Query all sessions (paginated)
offset = 0
limit = 100
while True:
try:
rows = db.list_rows(
table_id='game_sessions',
limit=limit,
offset=offset
)
except Exception as e:
logger.error("Failed to query sessions", error=str(e))
print(f"Error querying sessions: {e}")
break
if not rows:
break
for row in rows:
stats['total_sessions'] += 1
session_id = row.id
try:
# Parse session data
session_json = row.data.get('sessionData', '{}')
session_data = json.loads(session_json)
# Check if already migrated (has reference, no inline data)
if (session_data.get('active_combat_encounter_id') and
not session_data.get('combat_encounter')):
stats['skipped'] += 1
continue
# Check if has inline combat data to migrate
combat_data = session_data.get('combat_encounter')
if not combat_data:
stats['skipped'] += 1
continue
# Parse combat encounter
encounter = CombatEncounter.from_dict(combat_data)
user_id = session_data.get('user_id', row.data.get('userId', ''))
logger.info("Migrating inline combat encounter",
session_id=session_id,
encounter_id=encounter.encounter_id)
# Check if encounter already exists in repository
existing = repo.get_encounter(encounter.encounter_id)
if existing:
# Already migrated, just update session reference
session_data['active_combat_encounter_id'] = encounter.encounter_id
session_data['combat_encounter'] = None
else:
# Save to repository
repo.create_encounter(
encounter=encounter,
session_id=session_id,
user_id=user_id
)
session_data['active_combat_encounter_id'] = encounter.encounter_id
session_data['combat_encounter'] = None
# Update session
db.update_row(
table_id='game_sessions',
row_id=session_id,
data={'sessionData': json.dumps(session_data)}
)
stats['migrated'] += 1
print(f" Migrated: {session_id} -> {encounter.encounter_id}")
except Exception as e:
stats['errors'] += 1
error_msg = f"Session {session_id}: {str(e)}"
stats['error_details'].append(error_msg)
logger.error("Failed to migrate session",
session_id=session_id,
error=str(e))
print(f" Error: {session_id} - {e}")
offset += limit
# Safety check to prevent infinite loop
if offset > 10000:
print("Warning: Stopped after 10000 sessions (safety limit)")
break
return stats
def main():
"""Run the migration."""
print("=" * 60)
print("Code of Conquest - Combat Data Migration")
print("=" * 60)
print()
# Verify environment variables
required_vars = [
'APPWRITE_ENDPOINT',
'APPWRITE_PROJECT_ID',
'APPWRITE_API_KEY',
'APPWRITE_DATABASE_ID'
]
missing_vars = [var for var in required_vars if not os.getenv(var)]
if missing_vars:
print("ERROR: Missing required environment variables:")
for var in missing_vars:
print(f" - {var}")
print()
print("Please ensure your .env file is configured correctly.")
sys.exit(1)
print("Environment configuration:")
print(f" Endpoint: {os.getenv('APPWRITE_ENDPOINT')}")
print(f" Project: {os.getenv('APPWRITE_PROJECT_ID')}")
print(f" Database: {os.getenv('APPWRITE_DATABASE_ID')}")
print()
# Confirm before proceeding
print("This script will migrate inline combat data to the dedicated")
print("combat_encounters table. This operation is safe and idempotent.")
print()
response = input("Proceed with migration? (y/N): ").strip().lower()
if response != 'y':
print("Migration cancelled.")
sys.exit(0)
print()
print("Starting migration...")
print()
try:
stats = migrate_inline_combat_encounters()
print()
print("=" * 60)
print("Migration Results")
print("=" * 60)
print()
print(f"Total sessions scanned: {stats['total_sessions']}")
print(f"Successfully migrated: {stats['migrated']}")
print(f"Skipped (no combat): {stats['skipped']}")
print(f"Errors: {stats['errors']}")
print()
if stats['error_details']:
print("Error details:")
for error in stats['error_details'][:10]: # Show first 10
print(f" - {error}")
if len(stats['error_details']) > 10:
print(f" ... and {len(stats['error_details']) - 10} more")
print()
if stats['errors'] > 0:
print("Some sessions failed to migrate. Check logs for details.")
sys.exit(1)
else:
print("Migration completed successfully!")
except Exception as e:
logger.error("Migration failed", error=str(e))
print()
print(f"MIGRATION FAILED: {str(e)}")
print()
print("Check logs for details.")
sys.exit(1)
if __name__ == '__main__':
main()

View File

@@ -452,3 +452,183 @@ def test_character_round_trip_serialization(basic_character):
assert restored.unlocked_skills == basic_character.unlocked_skills
assert "weapon" in restored.equipped
assert restored.equipped["weapon"].item_id == "sword"
# =============================================================================
# Equipment Combat Bonuses (Task 2.5)
# =============================================================================
def test_get_effective_stats_weapon_damage_bonus(basic_character):
"""Test that weapon damage is added to effective stats damage_bonus."""
# Create weapon with damage
weapon = Item(
item_id="iron_sword",
name="Iron Sword",
item_type=ItemType.WEAPON,
description="A sturdy iron sword",
damage=15, # 15 damage
)
basic_character.equipped["weapon"] = weapon
effective = basic_character.get_effective_stats()
# Base strength is 12, so base damage = int(12 * 0.75) = 9
# Weapon damage = 15
# Total damage property = 9 + 15 = 24
assert effective.damage_bonus == 15
assert effective.damage == 24 # int(12 * 0.75) + 15
def test_get_effective_stats_armor_defense_bonus(basic_character):
"""Test that armor defense is added to effective stats defense_bonus."""
# Create armor with defense
armor = Item(
item_id="iron_chestplate",
name="Iron Chestplate",
item_type=ItemType.ARMOR,
description="A sturdy iron chestplate",
defense=10,
resistance=0,
)
basic_character.equipped["chest"] = armor
effective = basic_character.get_effective_stats()
# Base constitution is 14, so base defense = 14 // 2 = 7
# Armor defense = 10
# Total defense property = 7 + 10 = 17
assert effective.defense_bonus == 10
assert effective.defense == 17 # (14 // 2) + 10
def test_get_effective_stats_armor_resistance_bonus(basic_character):
"""Test that armor resistance is added to effective stats resistance_bonus."""
# Create armor with resistance
robe = Item(
item_id="magic_robe",
name="Magic Robe",
item_type=ItemType.ARMOR,
description="An enchanted robe",
defense=2,
resistance=8,
)
basic_character.equipped["chest"] = robe
effective = basic_character.get_effective_stats()
# Base wisdom is 10, so base resistance = 10 // 2 = 5
# Armor resistance = 8
# Total resistance property = 5 + 8 = 13
assert effective.resistance_bonus == 8
assert effective.resistance == 13 # (10 // 2) + 8
def test_get_effective_stats_multiple_armor_pieces(basic_character):
"""Test that multiple armor pieces stack their bonuses."""
# Create multiple armor pieces
helmet = Item(
item_id="iron_helmet",
name="Iron Helmet",
item_type=ItemType.ARMOR,
description="Protects your head",
defense=5,
resistance=2,
)
chestplate = Item(
item_id="iron_chestplate",
name="Iron Chestplate",
item_type=ItemType.ARMOR,
description="Protects your torso",
defense=10,
resistance=3,
)
boots = Item(
item_id="iron_boots",
name="Iron Boots",
item_type=ItemType.ARMOR,
description="Protects your feet",
defense=3,
resistance=1,
)
basic_character.equipped["helmet"] = helmet
basic_character.equipped["chest"] = chestplate
basic_character.equipped["boots"] = boots
effective = basic_character.get_effective_stats()
# Total defense bonus = 5 + 10 + 3 = 18
# Total resistance bonus = 2 + 3 + 1 = 6
assert effective.defense_bonus == 18
assert effective.resistance_bonus == 6
# Base constitution is 14: base defense = 7
# Base wisdom is 10: base resistance = 5
assert effective.defense == 25 # 7 + 18
assert effective.resistance == 11 # 5 + 6
def test_get_effective_stats_weapon_and_armor_combined(basic_character):
"""Test that weapon damage and armor defense/resistance work together."""
# Create weapon
weapon = Item(
item_id="flaming_sword",
name="Flaming Sword",
item_type=ItemType.WEAPON,
description="A sword wreathed in flame",
damage=18,
stat_bonuses={"strength": 3}, # Also has stat bonus
)
# Create armor
armor = Item(
item_id="dragon_armor",
name="Dragon Armor",
item_type=ItemType.ARMOR,
description="Forged from dragon scales",
defense=15,
resistance=10,
stat_bonuses={"constitution": 2}, # Also has stat bonus
)
basic_character.equipped["weapon"] = weapon
basic_character.equipped["chest"] = armor
effective = basic_character.get_effective_stats()
# Weapon: damage=18, +3 STR
# Armor: defense=15, resistance=10, +2 CON
# Base STR=12 -> 12+3=15, damage = int(15 * 0.75) + 18 = 11 + 18 = 29
assert effective.strength == 15
assert effective.damage_bonus == 18
assert effective.damage == 29
# Base CON=14 -> 14+2=16, defense = (16//2) + 15 = 8 + 15 = 23
assert effective.constitution == 16
assert effective.defense_bonus == 15
assert effective.defense == 23
# Base WIS=10, resistance = (10//2) + 10 = 5 + 10 = 15
assert effective.resistance_bonus == 10
assert effective.resistance == 15
def test_get_effective_stats_no_equipment_bonuses(basic_character):
"""Test that bonus fields are zero when no equipment is equipped."""
effective = basic_character.get_effective_stats()
assert effective.damage_bonus == 0
assert effective.defense_bonus == 0
assert effective.resistance_bonus == 0
# Damage/defense/resistance should just be base stat derived values
# Base STR=12, damage = int(12 * 0.75) = 9
assert effective.damage == 9
# Base CON=14, defense = 14 // 2 = 7
assert effective.defense == 7
# Base WIS=10, resistance = 10 // 2 = 5
assert effective.resistance == 5

View File

@@ -0,0 +1,376 @@
"""
Integration tests for Combat API endpoints.
Tests the REST API endpoints for combat functionality.
"""
import pytest
from unittest.mock import Mock, patch, MagicMock
from flask import Flask
import json
from app import create_app
from app.api.combat import combat_bp
from app.models.combat import CombatEncounter, Combatant, CombatStatus
from app.models.stats import Stats
from app.models.enemy import EnemyTemplate, EnemyDifficulty
from app.services.combat_service import CombatService, ActionResult, CombatRewards
# =============================================================================
# Test Fixtures
# =============================================================================
@pytest.fixture
def app():
"""Create test Flask application."""
app = create_app('development')
app.config['TESTING'] = True
return app
@pytest.fixture
def client(app):
"""Create test client."""
return app.test_client()
@pytest.fixture
def sample_stats():
"""Sample stats for testing."""
return Stats(
strength=12,
dexterity=14,
constitution=10,
intelligence=10,
wisdom=10,
charisma=10,
luck=10
)
@pytest.fixture
def sample_combatant(sample_stats):
"""Sample player combatant."""
return Combatant(
combatant_id="test_char_001",
name="Test Hero",
is_player=True,
current_hp=50,
max_hp=50,
current_mp=30,
max_mp=30,
stats=sample_stats,
abilities=["basic_attack", "power_strike"],
)
@pytest.fixture
def sample_enemy_combatant(sample_stats):
"""Sample enemy combatant."""
return Combatant(
combatant_id="test_goblin_0",
name="Test Goblin",
is_player=False,
current_hp=25,
max_hp=25,
current_mp=10,
max_mp=10,
stats=sample_stats,
abilities=["basic_attack"],
)
@pytest.fixture
def sample_encounter(sample_combatant, sample_enemy_combatant):
"""Sample combat encounter."""
encounter = CombatEncounter(
encounter_id="test_encounter_001",
combatants=[sample_combatant, sample_enemy_combatant],
turn_order=[sample_combatant.combatant_id, sample_enemy_combatant.combatant_id],
round_number=1,
current_turn_index=0,
status=CombatStatus.ACTIVE,
)
return encounter
# =============================================================================
# List Enemies Endpoint Tests
# =============================================================================
class TestListEnemiesEndpoint:
"""Tests for GET /api/v1/combat/enemies endpoint."""
def test_list_enemies_success(self, client):
"""Test listing all enemy templates."""
response = client.get('/api/v1/combat/enemies')
assert response.status_code == 200
data = response.get_json()
assert data['status'] == 200
assert 'result' in data
assert 'enemies' in data['result']
enemies = data['result']['enemies']
assert isinstance(enemies, list)
assert len(enemies) >= 6 # We have 6 sample enemies
# Verify enemy structure
enemy_ids = [e['enemy_id'] for e in enemies]
assert 'goblin' in enemy_ids
def test_list_enemies_filter_by_difficulty(self, client):
"""Test filtering enemies by difficulty."""
response = client.get('/api/v1/combat/enemies?difficulty=easy')
assert response.status_code == 200
data = response.get_json()
enemies = data['result']['enemies']
for enemy in enemies:
assert enemy['difficulty'] == 'easy'
def test_list_enemies_filter_by_tag(self, client):
"""Test filtering enemies by tag."""
response = client.get('/api/v1/combat/enemies?tag=humanoid')
assert response.status_code == 200
data = response.get_json()
enemies = data['result']['enemies']
for enemy in enemies:
assert 'humanoid' in [t.lower() for t in enemy['tags']]
# =============================================================================
# Get Enemy Details Endpoint Tests
# =============================================================================
class TestGetEnemyEndpoint:
"""Tests for GET /api/v1/combat/enemies/<enemy_id> endpoint."""
def test_get_enemy_success(self, client):
"""Test getting enemy details."""
response = client.get('/api/v1/combat/enemies/goblin')
assert response.status_code == 200
data = response.get_json()
assert data['status'] == 200
# Enemy data is returned directly in result (not nested under 'enemy' key)
assert data['result']['enemy_id'] == 'goblin'
assert 'base_stats' in data['result']
assert 'loot_table' in data['result']
def test_get_enemy_not_found(self, client):
"""Test getting non-existent enemy."""
response = client.get('/api/v1/combat/enemies/nonexistent_12345')
assert response.status_code == 404
data = response.get_json()
assert data['status'] == 404
# =============================================================================
# Start Combat Endpoint Tests
# =============================================================================
class TestStartCombatEndpoint:
"""Tests for POST /api/v1/combat/start endpoint."""
def test_start_combat_requires_auth(self, client):
"""Test that start combat endpoint requires authentication."""
response = client.post(
'/api/v1/combat/start',
json={
'session_id': 'test_session_001',
'enemy_ids': ['goblin', 'goblin']
}
)
# Should return 401 Unauthorized without valid session
assert response.status_code == 401
def test_start_combat_missing_session_id(self, client):
"""Test starting combat without session_id."""
response = client.post(
'/api/v1/combat/start',
json={'enemy_ids': ['goblin']},
)
assert response.status_code in [400, 401]
def test_start_combat_missing_enemies(self, client):
"""Test starting combat without enemies."""
response = client.post(
'/api/v1/combat/start',
json={'session_id': 'test_session'},
)
assert response.status_code in [400, 401]
# =============================================================================
# Execute Action Endpoint Tests
# =============================================================================
class TestExecuteActionEndpoint:
"""Tests for POST /api/v1/combat/<session_id>/action endpoint."""
def test_action_requires_auth(self, client):
"""Test that action endpoint requires authentication."""
response = client.post(
'/api/v1/combat/test_session/action',
json={
'action_type': 'attack',
'target_ids': ['enemy_001']
}
)
# Should return 401 Unauthorized without valid session
assert response.status_code == 401
def test_action_missing_type(self, client):
"""Test action with missing action_type still requires auth."""
# Without auth, returns 401 regardless of payload issues
response = client.post(
'/api/v1/combat/test_session/action',
json={'target_ids': ['enemy_001']}
)
assert response.status_code == 401
# =============================================================================
# Enemy Turn Endpoint Tests
# =============================================================================
class TestEnemyTurnEndpoint:
"""Tests for POST /api/v1/combat/<session_id>/enemy-turn endpoint."""
def test_enemy_turn_requires_auth(self, client):
"""Test that enemy turn endpoint requires authentication."""
response = client.post('/api/v1/combat/test_session/enemy-turn')
assert response.status_code == 401
# =============================================================================
# Flee Endpoint Tests
# =============================================================================
class TestFleeEndpoint:
"""Tests for POST /api/v1/combat/<session_id>/flee endpoint."""
def test_flee_requires_auth(self, client):
"""Test that flee endpoint requires authentication."""
response = client.post('/api/v1/combat/test_session/flee')
assert response.status_code == 401
# =============================================================================
# Get Combat State Endpoint Tests
# =============================================================================
class TestGetCombatStateEndpoint:
"""Tests for GET /api/v1/combat/<session_id>/state endpoint."""
def test_state_requires_auth(self, client):
"""Test that state endpoint requires authentication."""
response = client.get('/api/v1/combat/test_session/state')
assert response.status_code == 401
# =============================================================================
# End Combat Endpoint Tests
# =============================================================================
class TestEndCombatEndpoint:
"""Tests for POST /api/v1/combat/<session_id>/end endpoint."""
def test_end_requires_auth(self, client):
"""Test that end combat endpoint requires authentication."""
response = client.post('/api/v1/combat/test_session/end')
assert response.status_code == 401
# =============================================================================
# Response Format Tests
# =============================================================================
class TestCombatAPIResponseFormat:
"""Tests for API response format consistency."""
def test_enemies_response_format(self, client):
"""Test that enemies list has standard response format."""
response = client.get('/api/v1/combat/enemies')
data = response.get_json()
# Standard response fields
assert 'app' in data
assert 'version' in data
assert 'status' in data
assert 'timestamp' in data
assert 'result' in data
# Should not have error for successful request
assert data['error'] is None or 'error' not in data or data['error'] == {}
def test_enemy_details_response_format(self, client):
"""Test that enemy details has standard response format."""
response = client.get('/api/v1/combat/enemies/goblin')
data = response.get_json()
assert data['status'] == 200
assert 'result' in data
# Enemy data is returned directly in result
enemy = data['result']
# Required enemy fields
assert 'enemy_id' in enemy
assert 'name' in enemy
assert 'description' in enemy
assert 'base_stats' in enemy
assert 'difficulty' in enemy
def test_not_found_response_format(self, client):
"""Test 404 response format."""
response = client.get('/api/v1/combat/enemies/nonexistent_enemy_xyz')
data = response.get_json()
assert data['status'] == 404
assert 'error' in data
assert data['error'] is not None
# =============================================================================
# Content Type Tests
# =============================================================================
class TestCombatAPIContentType:
"""Tests for content type handling."""
def test_json_content_type_response(self, client):
"""Test that API returns JSON content type."""
response = client.get('/api/v1/combat/enemies')
assert response.content_type == 'application/json'
def test_accepts_json_payload(self, client):
"""Test that API accepts JSON payloads."""
response = client.post(
'/api/v1/combat/start',
data=json.dumps({
'session_id': 'test',
'enemy_ids': ['goblin']
}),
content_type='application/json'
)
# Should process JSON (even if auth fails)
assert response.status_code in [200, 400, 401]

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"""
Tests for CombatLootService.
Tests the service that orchestrates loot generation from combat,
supporting both static and procedural loot drops.
"""
import pytest
from unittest.mock import Mock, patch
from app.services.combat_loot_service import (
CombatLootService,
LootContext,
get_combat_loot_service,
DIFFICULTY_RARITY_BONUS,
LUCK_CONVERSION_FACTOR
)
from app.models.enemy import (
EnemyTemplate,
EnemyDifficulty,
LootEntry,
LootType
)
from app.models.stats import Stats
from app.models.items import Item
from app.models.enums import ItemType, ItemRarity
class TestLootContext:
"""Test LootContext dataclass."""
def test_default_values(self):
"""Test default context values."""
context = LootContext()
assert context.party_average_level == 1
assert context.enemy_difficulty == EnemyDifficulty.EASY
assert context.luck_stat == 8
assert context.loot_bonus == 0.0
def test_custom_values(self):
"""Test creating context with custom values."""
context = LootContext(
party_average_level=10,
enemy_difficulty=EnemyDifficulty.HARD,
luck_stat=15,
loot_bonus=0.1
)
assert context.party_average_level == 10
assert context.enemy_difficulty == EnemyDifficulty.HARD
assert context.luck_stat == 15
assert context.loot_bonus == 0.1
class TestDifficultyBonuses:
"""Test difficulty rarity bonus constants."""
def test_easy_bonus(self):
"""Easy enemies have no bonus."""
assert DIFFICULTY_RARITY_BONUS[EnemyDifficulty.EASY] == 0.0
def test_medium_bonus(self):
"""Medium enemies have small bonus."""
assert DIFFICULTY_RARITY_BONUS[EnemyDifficulty.MEDIUM] == 0.05
def test_hard_bonus(self):
"""Hard enemies have moderate bonus."""
assert DIFFICULTY_RARITY_BONUS[EnemyDifficulty.HARD] == 0.15
def test_boss_bonus(self):
"""Boss enemies have large bonus."""
assert DIFFICULTY_RARITY_BONUS[EnemyDifficulty.BOSS] == 0.30
class TestCombatLootServiceInit:
"""Test service initialization."""
def test_init_uses_defaults(self):
"""Service should initialize with default dependencies."""
service = CombatLootService()
assert service.item_generator is not None
assert service.static_loader is not None
def test_singleton_returns_same_instance(self):
"""get_combat_loot_service should return singleton."""
service1 = get_combat_loot_service()
service2 = get_combat_loot_service()
assert service1 is service2
class TestCombatLootServiceEffectiveLuck:
"""Test effective luck calculation."""
def test_base_luck_no_bonus(self):
"""With no bonuses, effective luck equals base luck."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type="weapon",
rarity_bonus=0.0
)
context = LootContext(
luck_stat=8,
enemy_difficulty=EnemyDifficulty.EASY,
loot_bonus=0.0
)
effective = service._calculate_effective_luck(entry, context)
# No bonus, so effective should equal base
assert effective == 8
def test_difficulty_bonus_adds_luck(self):
"""Difficulty bonus should increase effective luck."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type="weapon",
rarity_bonus=0.0
)
context = LootContext(
luck_stat=8,
enemy_difficulty=EnemyDifficulty.BOSS, # 0.30 bonus
loot_bonus=0.0
)
effective = service._calculate_effective_luck(entry, context)
# Boss bonus = 0.30 * 20 = 6 extra luck
assert effective == 8 + 6
def test_entry_rarity_bonus_adds_luck(self):
"""Entry rarity bonus should increase effective luck."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type="weapon",
rarity_bonus=0.10 # Entry-specific bonus
)
context = LootContext(
luck_stat=8,
enemy_difficulty=EnemyDifficulty.EASY,
loot_bonus=0.0
)
effective = service._calculate_effective_luck(entry, context)
# 0.10 * 20 = 2 extra luck
assert effective == 8 + 2
def test_combined_bonuses(self):
"""All bonuses should stack."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type="weapon",
rarity_bonus=0.10
)
context = LootContext(
luck_stat=10,
enemy_difficulty=EnemyDifficulty.HARD, # 0.15
loot_bonus=0.05
)
effective = service._calculate_effective_luck(entry, context)
# Total bonus = 0.10 + 0.15 + 0.05 = 0.30
# Extra luck = 0.30 * 20 = 6
expected = 10 + 6
assert effective == expected
class TestCombatLootServiceStaticItems:
"""Test static item generation."""
def test_generate_static_items_returns_items(self):
"""Should return Item instances for static entries."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.STATIC,
item_id="health_potion_small",
drop_chance=1.0
)
items = service._generate_static_items(entry, quantity=1)
assert len(items) == 1
assert items[0].name == "Small Health Potion"
def test_generate_static_items_respects_quantity(self):
"""Should generate correct quantity of items."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.STATIC,
item_id="goblin_ear",
drop_chance=1.0
)
items = service._generate_static_items(entry, quantity=3)
assert len(items) == 3
# All should be goblin ears with unique IDs
for item in items:
assert "goblin_ear" in item.item_id
def test_generate_static_items_missing_id(self):
"""Should return empty list if item_id is missing."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.STATIC,
item_id=None,
drop_chance=1.0
)
items = service._generate_static_items(entry, quantity=1)
assert len(items) == 0
class TestCombatLootServiceProceduralItems:
"""Test procedural item generation."""
def test_generate_procedural_items_returns_items(self):
"""Should return generated Item instances."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type="weapon",
drop_chance=1.0,
rarity_bonus=0.0
)
context = LootContext(party_average_level=5)
items = service._generate_procedural_items(entry, quantity=1, context=context)
assert len(items) == 1
assert items[0].is_weapon()
def test_generate_procedural_armor(self):
"""Should generate armor when item_type is armor."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type="armor",
drop_chance=1.0
)
context = LootContext(party_average_level=5)
items = service._generate_procedural_items(entry, quantity=1, context=context)
assert len(items) == 1
assert items[0].is_armor()
def test_generate_procedural_missing_type(self):
"""Should return empty list if item_type is missing."""
service = CombatLootService()
entry = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type=None,
drop_chance=1.0
)
context = LootContext()
items = service._generate_procedural_items(entry, quantity=1, context=context)
assert len(items) == 0
class TestCombatLootServiceGenerateFromEnemy:
"""Test full loot generation from enemy templates."""
@pytest.fixture
def sample_enemy(self):
"""Create a sample enemy template for testing."""
return EnemyTemplate(
enemy_id="test_goblin",
name="Test Goblin",
description="A test goblin",
base_stats=Stats(),
abilities=["basic_attack"],
loot_table=[
LootEntry(
loot_type=LootType.STATIC,
item_id="goblin_ear",
drop_chance=1.0, # Guaranteed drop for testing
quantity_min=1,
quantity_max=1
)
],
experience_reward=10,
difficulty=EnemyDifficulty.EASY
)
def test_generate_loot_from_enemy_basic(self, sample_enemy):
"""Should generate loot from enemy loot table."""
service = CombatLootService()
context = LootContext()
items = service.generate_loot_from_enemy(sample_enemy, context)
assert len(items) == 1
assert "goblin_ear" in items[0].item_id
def test_generate_loot_respects_drop_chance(self):
"""Items with 0 drop chance should never drop."""
enemy = EnemyTemplate(
enemy_id="test_enemy",
name="Test Enemy",
description="Test",
base_stats=Stats(),
abilities=[],
loot_table=[
LootEntry(
loot_type=LootType.STATIC,
item_id="rare_item",
drop_chance=0.0, # Never drops
)
],
difficulty=EnemyDifficulty.EASY
)
service = CombatLootService()
context = LootContext()
# Run multiple times to ensure it never drops
for _ in range(10):
items = service.generate_loot_from_enemy(enemy, context)
assert len(items) == 0
def test_generate_loot_multiple_entries(self):
"""Should process all loot table entries."""
enemy = EnemyTemplate(
enemy_id="test_enemy",
name="Test Enemy",
description="Test",
base_stats=Stats(),
abilities=[],
loot_table=[
LootEntry(
loot_type=LootType.STATIC,
item_id="goblin_ear",
drop_chance=1.0,
),
LootEntry(
loot_type=LootType.STATIC,
item_id="health_potion_small",
drop_chance=1.0,
)
],
difficulty=EnemyDifficulty.EASY
)
service = CombatLootService()
context = LootContext()
items = service.generate_loot_from_enemy(enemy, context)
assert len(items) == 2
class TestCombatLootServiceBossLoot:
"""Test boss loot generation."""
@pytest.fixture
def boss_enemy(self):
"""Create a boss enemy template for testing."""
return EnemyTemplate(
enemy_id="test_boss",
name="Test Boss",
description="A test boss",
base_stats=Stats(strength=20, constitution=20),
abilities=["basic_attack"],
loot_table=[
LootEntry(
loot_type=LootType.STATIC,
item_id="goblin_chieftain_token",
drop_chance=1.0,
)
],
experience_reward=100,
difficulty=EnemyDifficulty.BOSS
)
def test_generate_boss_loot_includes_guaranteed_drops(self, boss_enemy):
"""Boss loot should include guaranteed equipment drops."""
service = CombatLootService()
context = LootContext(party_average_level=10)
items = service.generate_boss_loot(boss_enemy, context, guaranteed_drops=1)
# Should have at least the loot table drop + guaranteed drop
assert len(items) >= 2
def test_generate_boss_loot_non_boss_skips_guaranteed(self):
"""Non-boss enemies shouldn't get guaranteed drops."""
enemy = EnemyTemplate(
enemy_id="test_enemy",
name="Test Enemy",
description="Test",
base_stats=Stats(),
abilities=[],
loot_table=[
LootEntry(
loot_type=LootType.STATIC,
item_id="goblin_ear",
drop_chance=1.0,
)
],
difficulty=EnemyDifficulty.EASY # Not a boss
)
service = CombatLootService()
context = LootContext()
items = service.generate_boss_loot(enemy, context, guaranteed_drops=2)
# Should only have the one loot table drop
assert len(items) == 1

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"""
Unit tests for CombatService.
Tests combat lifecycle, action execution, and reward distribution.
Uses mocked dependencies to isolate combat logic testing.
"""
import pytest
from unittest.mock import Mock, MagicMock, patch
from uuid import uuid4
from app.models.combat import Combatant, CombatEncounter
from app.models.character import Character
from app.models.stats import Stats
from app.models.enemy import EnemyTemplate, EnemyDifficulty
from app.models.enums import CombatStatus, AbilityType, DamageType
from app.models.abilities import Ability
from app.services.combat_service import (
CombatService,
CombatAction,
ActionResult,
CombatRewards,
NotInCombatError,
AlreadyInCombatError,
InvalidActionError,
)
# =============================================================================
# Test Fixtures
# =============================================================================
@pytest.fixture
def mock_stats():
"""Create mock stats for testing."""
return Stats(
strength=12,
dexterity=10,
constitution=14,
intelligence=10,
wisdom=10,
charisma=8,
luck=8,
)
@pytest.fixture
def mock_character(mock_stats):
"""Create a mock character for testing."""
char = Mock(spec=Character)
char.character_id = "test_char_001"
char.name = "Test Hero"
char.user_id = "test_user"
char.level = 5
char.experience = 1000
char.gold = 100
char.unlocked_skills = ["power_strike"]
char.equipped = {} # No equipment by default
char.get_effective_stats = Mock(return_value=mock_stats)
return char
@pytest.fixture
def mock_enemy_template():
"""Create a mock enemy template."""
return EnemyTemplate(
enemy_id="test_goblin",
name="Test Goblin",
description="A test goblin",
base_stats=Stats(
strength=8,
dexterity=12,
constitution=6,
intelligence=6,
wisdom=6,
charisma=4,
luck=8,
),
abilities=["basic_attack"],
experience_reward=15,
gold_reward_min=2,
gold_reward_max=8,
difficulty=EnemyDifficulty.EASY,
tags=["humanoid", "goblinoid"],
base_damage=4,
)
@pytest.fixture
def mock_combatant():
"""Create a mock player combatant."""
return Combatant(
combatant_id="test_char_001",
name="Test Hero",
is_player=True,
current_hp=38, # 10 + 14*2
max_hp=38,
current_mp=30, # 10 + 10*2
max_mp=30,
stats=Stats(
strength=12,
dexterity=10,
constitution=14,
intelligence=10,
wisdom=10,
charisma=8,
luck=8,
),
abilities=["basic_attack", "power_strike"],
)
@pytest.fixture
def mock_enemy_combatant():
"""Create a mock enemy combatant."""
return Combatant(
combatant_id="test_goblin_0",
name="Test Goblin",
is_player=False,
current_hp=22, # 10 + 6*2
max_hp=22,
current_mp=22,
max_mp=22,
stats=Stats(
strength=8,
dexterity=12,
constitution=6,
intelligence=6,
wisdom=6,
charisma=4,
luck=8,
),
abilities=["basic_attack"],
)
@pytest.fixture
def mock_encounter(mock_combatant, mock_enemy_combatant):
"""Create a mock combat encounter."""
encounter = CombatEncounter(
encounter_id="test_encounter_001",
combatants=[mock_combatant, mock_enemy_combatant],
)
encounter.initialize_combat()
return encounter
@pytest.fixture
def mock_session(mock_encounter):
"""Create a mock game session."""
session = Mock()
session.session_id = "test_session_001"
session.solo_character_id = "test_char_001"
session.is_solo = Mock(return_value=True)
session.is_in_combat = Mock(return_value=False)
session.combat_encounter = None
session.start_combat = Mock()
session.end_combat = Mock()
return session
# =============================================================================
# CombatAction Tests
# =============================================================================
class TestCombatAction:
"""Tests for CombatAction dataclass."""
def test_create_attack_action(self):
"""Test creating an attack action."""
action = CombatAction(
action_type="attack",
target_ids=["enemy_1"],
)
assert action.action_type == "attack"
assert action.target_ids == ["enemy_1"]
assert action.ability_id is None
def test_create_ability_action(self):
"""Test creating an ability action."""
action = CombatAction(
action_type="ability",
target_ids=["enemy_1", "enemy_2"],
ability_id="fireball",
)
assert action.action_type == "ability"
assert action.ability_id == "fireball"
assert len(action.target_ids) == 2
def test_from_dict(self):
"""Test creating action from dictionary."""
data = {
"action_type": "ability",
"target_ids": ["enemy_1"],
"ability_id": "heal",
}
action = CombatAction.from_dict(data)
assert action.action_type == "ability"
assert action.ability_id == "heal"
def test_to_dict(self):
"""Test serializing action to dictionary."""
action = CombatAction(
action_type="defend",
target_ids=[],
)
data = action.to_dict()
assert data["action_type"] == "defend"
assert data["target_ids"] == []
# =============================================================================
# ActionResult Tests
# =============================================================================
class TestActionResult:
"""Tests for ActionResult dataclass."""
def test_create_success_result(self):
"""Test creating a successful action result."""
result = ActionResult(
success=True,
message="Attack hits for 15 damage!",
)
assert result.success is True
assert "15 damage" in result.message
assert result.combat_ended is False
def test_to_dict(self):
"""Test serializing result to dictionary."""
result = ActionResult(
success=True,
message="Victory!",
combat_ended=True,
combat_status=CombatStatus.VICTORY,
)
data = result.to_dict()
assert data["success"] is True
assert data["combat_ended"] is True
assert data["combat_status"] == "victory"
# =============================================================================
# CombatRewards Tests
# =============================================================================
class TestCombatRewards:
"""Tests for CombatRewards dataclass."""
def test_create_rewards(self):
"""Test creating combat rewards."""
rewards = CombatRewards(
experience=100,
gold=50,
items=[{"item_id": "sword", "quantity": 1}],
level_ups=["char_1"],
)
assert rewards.experience == 100
assert rewards.gold == 50
assert len(rewards.items) == 1
def test_to_dict(self):
"""Test serializing rewards to dictionary."""
rewards = CombatRewards(experience=50, gold=25)
data = rewards.to_dict()
assert data["experience"] == 50
assert data["gold"] == 25
assert data["items"] == []
# =============================================================================
# Combatant Creation Tests
# =============================================================================
class TestCombatantCreation:
"""Tests for combatant creation methods."""
def test_create_combatant_from_character(self, mock_character):
"""Test creating a combatant from a player character."""
service = CombatService.__new__(CombatService)
combatant = service._create_combatant_from_character(mock_character)
assert combatant.combatant_id == mock_character.character_id
assert combatant.name == mock_character.name
assert combatant.is_player is True
assert combatant.current_hp == combatant.max_hp
assert "basic_attack" in combatant.abilities
def test_create_combatant_from_enemy(self, mock_enemy_template):
"""Test creating a combatant from an enemy template."""
service = CombatService.__new__(CombatService)
combatant = service._create_combatant_from_enemy(mock_enemy_template, instance_index=0)
assert combatant.combatant_id == "test_goblin_0"
assert combatant.name == mock_enemy_template.name
assert combatant.is_player is False
assert combatant.current_hp == combatant.max_hp
assert "basic_attack" in combatant.abilities
def test_create_multiple_enemy_instances(self, mock_enemy_template):
"""Test creating multiple instances of same enemy."""
service = CombatService.__new__(CombatService)
combatant1 = service._create_combatant_from_enemy(mock_enemy_template, instance_index=0)
combatant2 = service._create_combatant_from_enemy(mock_enemy_template, instance_index=1)
combatant3 = service._create_combatant_from_enemy(mock_enemy_template, instance_index=2)
# IDs should be unique
assert combatant1.combatant_id != combatant2.combatant_id
assert combatant2.combatant_id != combatant3.combatant_id
# Names should be numbered
assert "#" in combatant2.name
assert "#" in combatant3.name
# =============================================================================
# Combat Lifecycle Tests
# =============================================================================
class TestCombatLifecycle:
"""Tests for combat lifecycle methods."""
@patch('app.services.combat_service.get_session_service')
@patch('app.services.combat_service.get_character_service')
@patch('app.services.combat_service.get_enemy_loader')
def test_start_combat_success(
self,
mock_get_enemy_loader,
mock_get_char_service,
mock_get_session_service,
mock_session,
mock_character,
mock_enemy_template,
):
"""Test starting combat successfully."""
# Setup mocks
mock_session_service = Mock()
mock_session_service.get_session.return_value = mock_session
mock_session_service.update_session = Mock()
mock_get_session_service.return_value = mock_session_service
mock_char_service = Mock()
mock_char_service.get_character.return_value = mock_character
mock_get_char_service.return_value = mock_char_service
mock_enemy_loader = Mock()
mock_enemy_loader.load_enemy.return_value = mock_enemy_template
mock_get_enemy_loader.return_value = mock_enemy_loader
# Create service and start combat
service = CombatService()
encounter = service.start_combat(
session_id="test_session",
user_id="test_user",
enemy_ids=["test_goblin"],
)
assert encounter is not None
assert encounter.status == CombatStatus.ACTIVE
assert len(encounter.combatants) == 2 # 1 player + 1 enemy
assert len(encounter.turn_order) == 2
mock_session.start_combat.assert_called_once()
@patch('app.services.combat_service.get_session_service')
@patch('app.services.combat_service.get_character_service')
@patch('app.services.combat_service.get_enemy_loader')
def test_start_combat_already_in_combat(
self,
mock_get_enemy_loader,
mock_get_char_service,
mock_get_session_service,
mock_session,
):
"""Test starting combat when already in combat."""
mock_session.is_in_combat.return_value = True
mock_session_service = Mock()
mock_session_service.get_session.return_value = mock_session
mock_get_session_service.return_value = mock_session_service
service = CombatService()
with pytest.raises(AlreadyInCombatError):
service.start_combat(
session_id="test_session",
user_id="test_user",
enemy_ids=["goblin"],
)
@patch('app.services.combat_service.get_session_service')
def test_get_combat_state_not_in_combat(
self,
mock_get_session_service,
mock_session,
):
"""Test getting combat state when not in combat."""
mock_session.combat_encounter = None
mock_session_service = Mock()
mock_session_service.get_session.return_value = mock_session
mock_get_session_service.return_value = mock_session_service
service = CombatService()
result = service.get_combat_state("test_session", "test_user")
assert result is None
# =============================================================================
# Attack Execution Tests
# =============================================================================
class TestAttackExecution:
"""Tests for attack action execution."""
def test_execute_attack_hit(self, mock_encounter, mock_combatant, mock_enemy_combatant):
"""Test executing a successful attack."""
service = CombatService.__new__(CombatService)
service.ability_loader = Mock()
# Mock attacker as current combatant
mock_encounter.turn_order = [mock_combatant.combatant_id, mock_enemy_combatant.combatant_id]
mock_encounter.current_turn_index = 0
result = service._execute_attack(
mock_encounter,
mock_combatant,
[mock_enemy_combatant.combatant_id]
)
assert result.success is True
assert len(result.damage_results) == 1
# Damage should have been dealt (HP should be reduced)
def test_execute_attack_no_target(self, mock_encounter, mock_combatant):
"""Test attack with auto-targeting."""
service = CombatService.__new__(CombatService)
service.ability_loader = Mock()
result = service._execute_attack(
mock_encounter,
mock_combatant,
[] # No targets specified
)
# Should auto-target and succeed
assert result.success is True
# =============================================================================
# Defend Action Tests
# =============================================================================
class TestDefendExecution:
"""Tests for defend action execution."""
def test_execute_defend(self, mock_encounter, mock_combatant):
"""Test executing a defend action."""
service = CombatService.__new__(CombatService)
initial_effects = len(mock_combatant.active_effects)
result = service._execute_defend(mock_encounter, mock_combatant)
assert result.success is True
assert "defensive stance" in result.message.lower()
assert len(result.effects_applied) == 1
# Combatant should have a new effect
assert len(mock_combatant.active_effects) == initial_effects + 1
# =============================================================================
# Flee Action Tests
# =============================================================================
class TestFleeExecution:
"""Tests for flee action execution."""
def test_execute_flee_success(self, mock_encounter, mock_combatant, mock_session):
"""Test successful flee attempt."""
service = CombatService.__new__(CombatService)
# Force success by patching random
with patch('random.random', return_value=0.1): # Low roll = success
result = service._execute_flee(
mock_encounter,
mock_combatant,
mock_session,
"test_user"
)
assert result.success is True
assert result.combat_ended is True
assert result.combat_status == CombatStatus.FLED
def test_execute_flee_failure(self, mock_encounter, mock_combatant, mock_session):
"""Test failed flee attempt."""
service = CombatService.__new__(CombatService)
# Force failure by patching random
with patch('random.random', return_value=0.9): # High roll = failure
result = service._execute_flee(
mock_encounter,
mock_combatant,
mock_session,
"test_user"
)
assert result.success is False
assert result.combat_ended is False
# =============================================================================
# Enemy AI Tests
# =============================================================================
class TestEnemyAI:
"""Tests for enemy AI logic."""
def test_choose_enemy_action(self, mock_encounter, mock_enemy_combatant):
"""Test enemy AI action selection."""
service = CombatService.__new__(CombatService)
action_type, targets = service._choose_enemy_action(
mock_encounter,
mock_enemy_combatant
)
# Should choose attack or ability
assert action_type in ["attack", "ability"]
# Should target a player
assert len(targets) > 0
def test_choose_enemy_targets_lowest_hp(self, mock_encounter, mock_enemy_combatant):
"""Test that enemy AI targets lowest HP player."""
# Add another player with lower HP
low_hp_player = Combatant(
combatant_id="low_hp_player",
name="Wounded Hero",
is_player=True,
current_hp=5, # Very low HP
max_hp=38,
current_mp=30,
max_mp=30,
stats=Stats(),
abilities=["basic_attack"],
)
mock_encounter.combatants.append(low_hp_player)
service = CombatService.__new__(CombatService)
_, targets = service._choose_enemy_action(
mock_encounter,
mock_enemy_combatant
)
# Should target the lowest HP player
assert targets[0] == "low_hp_player"
# =============================================================================
# Combat End Condition Tests
# =============================================================================
class TestCombatEndConditions:
"""Tests for combat end condition checking."""
def test_victory_when_all_enemies_dead(self, mock_encounter, mock_combatant, mock_enemy_combatant):
"""Test victory is detected when all enemies are dead."""
# Kill the enemy
mock_enemy_combatant.current_hp = 0
status = mock_encounter.check_end_condition()
assert status == CombatStatus.VICTORY
def test_defeat_when_all_players_dead(self, mock_encounter, mock_combatant, mock_enemy_combatant):
"""Test defeat is detected when all players are dead."""
# Kill the player
mock_combatant.current_hp = 0
status = mock_encounter.check_end_condition()
assert status == CombatStatus.DEFEAT
def test_active_when_both_alive(self, mock_encounter, mock_combatant, mock_enemy_combatant):
"""Test combat remains active when both sides have survivors."""
# Both alive
assert mock_combatant.current_hp > 0
assert mock_enemy_combatant.current_hp > 0
status = mock_encounter.check_end_condition()
assert status == CombatStatus.ACTIVE
# =============================================================================
# Rewards Calculation Tests
# =============================================================================
class TestRewardsCalculation:
"""Tests for reward distribution."""
def test_calculate_rewards_from_enemies(self, mock_encounter, mock_enemy_combatant):
"""Test reward calculation from defeated enemies."""
# Mark enemy as dead
mock_enemy_combatant.current_hp = 0
service = CombatService.__new__(CombatService)
service.enemy_loader = Mock()
service.character_service = Mock()
service.loot_service = Mock()
# Mock enemy template for rewards
mock_template = Mock()
mock_template.experience_reward = 50
mock_template.get_gold_reward.return_value = 25
mock_template.difficulty = Mock()
mock_template.difficulty.value = "easy"
mock_template.is_boss.return_value = False
service.enemy_loader.load_enemy.return_value = mock_template
# Mock loot service to return mock items
mock_item = Mock()
mock_item.to_dict.return_value = {"item_id": "sword", "quantity": 1}
service.loot_service.generate_loot_from_enemy.return_value = [mock_item]
mock_session = Mock()
mock_session.is_solo.return_value = True
mock_session.solo_character_id = "test_char"
mock_char = Mock()
mock_char.level = 1
mock_char.experience = 0
mock_char.gold = 0
service.character_service.get_character.return_value = mock_char
service.character_service.update_character = Mock()
rewards = service._calculate_rewards(mock_encounter, mock_session, "test_user")
assert rewards.experience == 50
assert rewards.gold == 25
assert len(rewards.items) == 1

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"""
Unit tests for the DamageCalculator service.
Tests cover:
- Hit chance calculations with LUK/DEX
- Critical hit chance calculations
- Damage variance with lucky rolls
- Physical damage formula
- Magical damage formula
- Elemental split damage
- Defense mitigation with minimum guarantee
- AoE damage calculations
"""
import pytest
import random
from unittest.mock import patch
from app.models.stats import Stats
from app.models.enums import DamageType
from app.services.damage_calculator import (
DamageCalculator,
DamageResult,
CombatConstants,
)
# =============================================================================
# Hit Chance Tests
# =============================================================================
class TestHitChance:
"""Tests for calculate_hit_chance()."""
def test_base_hit_chance_with_average_stats(self):
"""Test hit chance with average LUK (8) and DEX (10)."""
# LUK 8: miss = 10% - 4% = 6%
hit_chance = DamageCalculator.calculate_hit_chance(
attacker_luck=8,
defender_dexterity=10,
)
assert hit_chance == pytest.approx(0.94, abs=0.001)
def test_high_luck_reduces_miss_chance(self):
"""Test that high LUK reduces miss chance."""
# LUK 12: miss = 10% - 6% = 4%, but capped at 5%
hit_chance = DamageCalculator.calculate_hit_chance(
attacker_luck=12,
defender_dexterity=10,
)
assert hit_chance == pytest.approx(0.95, abs=0.001)
def test_miss_chance_hard_cap_at_five_percent(self):
"""Test that miss chance cannot go below 5% (hard cap)."""
# LUK 20: would be 10% - 10% = 0%, but capped at 5%
hit_chance = DamageCalculator.calculate_hit_chance(
attacker_luck=20,
defender_dexterity=10,
)
assert hit_chance == pytest.approx(0.95, abs=0.001)
def test_high_dex_increases_evasion(self):
"""Test that defender's high DEX increases miss chance."""
# LUK 8, DEX 15: miss = 10% - 4% + 1.25% = 7.25%
hit_chance = DamageCalculator.calculate_hit_chance(
attacker_luck=8,
defender_dexterity=15,
)
assert hit_chance == pytest.approx(0.9275, abs=0.001)
def test_dex_below_ten_has_no_evasion_bonus(self):
"""Test that DEX below 10 doesn't reduce attacker's hit chance."""
# DEX 5 should be same as DEX 10 (no negative evasion)
hit_low_dex = DamageCalculator.calculate_hit_chance(
attacker_luck=8,
defender_dexterity=5,
)
hit_base_dex = DamageCalculator.calculate_hit_chance(
attacker_luck=8,
defender_dexterity=10,
)
assert hit_low_dex == hit_base_dex
def test_skill_bonus_improves_hit_chance(self):
"""Test that skill bonus adds to hit chance."""
base_hit = DamageCalculator.calculate_hit_chance(
attacker_luck=8,
defender_dexterity=10,
)
skill_hit = DamageCalculator.calculate_hit_chance(
attacker_luck=8,
defender_dexterity=10,
skill_bonus=0.05, # 5% bonus
)
assert skill_hit > base_hit
# =============================================================================
# Critical Hit Tests
# =============================================================================
class TestCritChance:
"""Tests for calculate_crit_chance()."""
def test_base_crit_with_average_luck(self):
"""Test crit chance with average LUK (8)."""
# Base 5% + LUK 8 * 0.5% = 5% + 4% = 9%
crit_chance = DamageCalculator.calculate_crit_chance(
attacker_luck=8,
)
assert crit_chance == pytest.approx(0.09, abs=0.001)
def test_high_luck_increases_crit(self):
"""Test that high LUK increases crit chance."""
# Base 5% + LUK 12 * 0.5% = 5% + 6% = 11%
crit_chance = DamageCalculator.calculate_crit_chance(
attacker_luck=12,
)
assert crit_chance == pytest.approx(0.11, abs=0.001)
def test_weapon_crit_stacks_with_luck(self):
"""Test that weapon crit chance stacks with LUK bonus."""
# Weapon 10% + LUK 12 * 0.5% = 10% + 6% = 16%
crit_chance = DamageCalculator.calculate_crit_chance(
attacker_luck=12,
weapon_crit_chance=0.10,
)
assert crit_chance == pytest.approx(0.16, abs=0.001)
def test_crit_chance_hard_cap_at_25_percent(self):
"""Test that crit chance is capped at 25%."""
# Weapon 20% + LUK 20 * 0.5% = 20% + 10% = 30%, but capped at 25%
crit_chance = DamageCalculator.calculate_crit_chance(
attacker_luck=20,
weapon_crit_chance=0.20,
)
assert crit_chance == pytest.approx(0.25, abs=0.001)
def test_skill_bonus_adds_to_crit(self):
"""Test that skill bonus adds to crit chance."""
base_crit = DamageCalculator.calculate_crit_chance(
attacker_luck=8,
)
skill_crit = DamageCalculator.calculate_crit_chance(
attacker_luck=8,
skill_bonus=0.05,
)
assert skill_crit == base_crit + 0.05
# =============================================================================
# Damage Variance Tests
# =============================================================================
class TestDamageVariance:
"""Tests for calculate_variance()."""
@patch('random.random')
@patch('random.uniform')
def test_normal_variance_roll(self, mock_uniform, mock_random):
"""Test normal variance roll (95%-105%)."""
# Not a lucky roll (random returns high value)
mock_random.return_value = 0.99
mock_uniform.return_value = 1.0
variance = DamageCalculator.calculate_variance(attacker_luck=8)
# Should call uniform with base variance range
mock_uniform.assert_called_with(
CombatConstants.BASE_VARIANCE_MIN,
CombatConstants.BASE_VARIANCE_MAX,
)
assert variance == 1.0
@patch('random.random')
@patch('random.uniform')
def test_lucky_variance_roll(self, mock_uniform, mock_random):
"""Test lucky variance roll (100%-110%)."""
# Lucky roll (random returns low value)
mock_random.return_value = 0.01
mock_uniform.return_value = 1.08
variance = DamageCalculator.calculate_variance(attacker_luck=8)
# Should call uniform with lucky variance range
mock_uniform.assert_called_with(
CombatConstants.LUCKY_VARIANCE_MIN,
CombatConstants.LUCKY_VARIANCE_MAX,
)
assert variance == 1.08
def test_high_luck_increases_lucky_chance(self):
"""Test that high LUK increases chance for lucky roll."""
# LUK 8: lucky chance = 5% + 2% = 7%
# LUK 12: lucky chance = 5% + 3% = 8%
# Run many iterations to verify probability
lucky_count_low = 0
lucky_count_high = 0
iterations = 10000
random.seed(42) # Reproducible
for _ in range(iterations):
variance = DamageCalculator.calculate_variance(8)
if variance >= 1.0:
lucky_count_low += 1
random.seed(42) # Same seed
for _ in range(iterations):
variance = DamageCalculator.calculate_variance(12)
if variance >= 1.0:
lucky_count_high += 1
# Higher LUK should have more lucky rolls
# Note: This is a statistical test, might have some variance
# Just verify the high LUK isn't dramatically lower
assert lucky_count_high >= lucky_count_low * 0.9
# =============================================================================
# Defense Mitigation Tests
# =============================================================================
class TestDefenseMitigation:
"""Tests for apply_defense()."""
def test_normal_defense_mitigation(self):
"""Test standard defense subtraction."""
# 20 damage - 5 defense = 15 damage
result = DamageCalculator.apply_defense(raw_damage=20, defense=5)
assert result == 15
def test_minimum_damage_guarantee(self):
"""Test that minimum 20% damage always goes through."""
# 20 damage - 18 defense = 2 damage (but min is 20% of 20 = 4)
result = DamageCalculator.apply_defense(raw_damage=20, defense=18)
assert result == 4
def test_defense_higher_than_damage(self):
"""Test when defense exceeds raw damage."""
# 10 damage - 100 defense = -90, but min is 20% of 10 = 2
result = DamageCalculator.apply_defense(raw_damage=10, defense=100)
assert result == 2
def test_absolute_minimum_damage_is_one(self):
"""Test that absolute minimum damage is 1."""
# 3 damage - 100 defense = negative, but 20% of 3 = 0.6, so min is 1
result = DamageCalculator.apply_defense(raw_damage=3, defense=100)
assert result == 1
def test_custom_minimum_ratio(self):
"""Test custom minimum damage ratio."""
# 20 damage with 30% minimum = at least 6 damage
result = DamageCalculator.apply_defense(
raw_damage=20,
defense=18,
min_damage_ratio=0.30,
)
assert result == 6
# =============================================================================
# Physical Damage Tests
# =============================================================================
class TestPhysicalDamage:
"""Tests for calculate_physical_damage()."""
def test_basic_physical_damage_formula(self):
"""Test the basic physical damage formula."""
# Formula: (stats.damage + ability_power) * Variance - DEF
# where stats.damage = int(STR * 0.75) + damage_bonus
attacker = Stats(strength=14, luck=0, damage_bonus=8) # Weapon damage in bonus
defender = Stats(constitution=10, dexterity=10) # DEF = 5
# Mock to ensure no miss and no crit, variance = 1.0
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
result = DamageCalculator.calculate_physical_damage(
attacker_stats=attacker,
defender_stats=defender,
)
# int(14 * 0.75) + 8 = 10 + 8 = 18, 18 - 5 DEF = 13
assert result.total_damage == 13
assert result.is_miss is False
assert result.is_critical is False
assert result.damage_type == DamageType.PHYSICAL
def test_physical_damage_miss(self):
"""Test that misses deal zero damage."""
attacker = Stats(strength=14, luck=0, damage_bonus=8) # Weapon damage in bonus
defender = Stats(dexterity=30) # Very high DEX
# Force a miss
with patch('random.random', return_value=0.99):
result = DamageCalculator.calculate_physical_damage(
attacker_stats=attacker,
defender_stats=defender,
)
assert result.is_miss is True
assert result.total_damage == 0
assert "missed" in result.message.lower()
def test_physical_damage_critical_hit(self):
"""Test critical hit doubles damage."""
attacker = Stats(strength=14, luck=20, damage_bonus=8) # High LUK for crit, weapon in bonus
defender = Stats(constitution=10, dexterity=10)
# Force hit and crit
with patch('random.random', side_effect=[0.01, 0.01]): # Hit, then crit
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
result = DamageCalculator.calculate_physical_damage(
attacker_stats=attacker,
defender_stats=defender,
weapon_crit_multiplier=2.0,
)
assert result.is_critical is True
# Base: int(14 * 0.75) + 8 = 10 + 8 = 18
# Crit: 18 * 2 = 36
# After DEF 5: 36 - 5 = 31
assert result.total_damage == 31
assert "critical" in result.message.lower()
# =============================================================================
# Magical Damage Tests
# =============================================================================
class TestMagicalDamage:
"""Tests for calculate_magical_damage()."""
def test_basic_magical_damage_formula(self):
"""Test the basic magical damage formula."""
# Formula: (Ability + INT * 0.75) * Variance - RES
attacker = Stats(intelligence=15, luck=0)
defender = Stats(wisdom=10, dexterity=10) # RES = 5
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
result = DamageCalculator.calculate_magical_damage(
attacker_stats=attacker,
defender_stats=defender,
ability_base_power=12,
damage_type=DamageType.FIRE,
)
# 12 + (15 * 0.75) = 12 + 11.25 = 23.25 -> 23 - 5 = 18
assert result.total_damage == 18
assert result.damage_type == DamageType.FIRE
assert result.is_miss is False
def test_spells_can_critically_hit(self):
"""Test that spells can crit (per user requirement)."""
attacker = Stats(intelligence=15, luck=20)
defender = Stats(wisdom=10, dexterity=10)
# Force hit and crit
with patch('random.random', side_effect=[0.01, 0.01]):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
result = DamageCalculator.calculate_magical_damage(
attacker_stats=attacker,
defender_stats=defender,
ability_base_power=12,
damage_type=DamageType.FIRE,
weapon_crit_multiplier=2.0,
)
assert result.is_critical is True
# Base: 12 + 15*0.75 = 23.25 -> 23
# Crit: 23 * 2 = 46
# After RES 5: 46 - 5 = 41
assert result.total_damage == 41
def test_magical_damage_with_different_types(self):
"""Test that different damage types are recorded correctly."""
attacker = Stats(intelligence=10)
defender = Stats(wisdom=10, dexterity=10)
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
for damage_type in [DamageType.ICE, DamageType.LIGHTNING, DamageType.HOLY]:
result = DamageCalculator.calculate_magical_damage(
attacker_stats=attacker,
defender_stats=defender,
ability_base_power=10,
damage_type=damage_type,
)
assert result.damage_type == damage_type
# =============================================================================
# Elemental Weapon (Split Damage) Tests
# =============================================================================
class TestElementalWeaponDamage:
"""Tests for calculate_elemental_weapon_damage()."""
def test_split_damage_calculation(self):
"""Test 70/30 physical/fire split damage."""
# Fire Sword: 70% physical, 30% fire
# Weapon contributes to both damage_bonus (physical) and spell_power_bonus (elemental)
attacker = Stats(strength=14, intelligence=8, luck=0, damage_bonus=15, spell_power_bonus=15)
defender = Stats(constitution=10, wisdom=10, dexterity=10) # DEF=5, RES=5
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
result = DamageCalculator.calculate_elemental_weapon_damage(
attacker_stats=attacker,
defender_stats=defender,
weapon_crit_chance=0.05,
weapon_crit_multiplier=2.0,
physical_ratio=0.7,
elemental_ratio=0.3,
elemental_type=DamageType.FIRE,
)
# stats.damage = int(14 * 0.75) + 15 = 10 + 15 = 25
# stats.spell_power = int(8 * 0.75) + 15 = 6 + 15 = 21
# Physical: 25 * 0.7 = 17.5 -> 17 - 5 DEF = 12
# Elemental: 21 * 0.3 = 6.3 -> 6 - 5 RES = 1
assert result.physical_damage > 0
assert result.elemental_damage >= 1 # At least minimum damage
assert result.total_damage == result.physical_damage + result.elemental_damage
assert result.elemental_type == DamageType.FIRE
def test_50_50_split_damage(self):
"""Test 50/50 physical/elemental split (Lightning Spear)."""
# Same stats and weapon bonuses means similar damage on both sides
attacker = Stats(strength=12, intelligence=12, luck=0, damage_bonus=20, spell_power_bonus=20)
defender = Stats(constitution=10, wisdom=10, dexterity=10)
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
result = DamageCalculator.calculate_elemental_weapon_damage(
attacker_stats=attacker,
defender_stats=defender,
weapon_crit_chance=0.05,
weapon_crit_multiplier=2.0,
physical_ratio=0.5,
elemental_ratio=0.5,
elemental_type=DamageType.LIGHTNING,
)
# Both components should be similar (same stat values and weapon bonuses)
assert abs(result.physical_damage - result.elemental_damage) <= 2
def test_elemental_crit_applies_to_both_components(self):
"""Test that crit multiplier applies to both damage types."""
attacker = Stats(strength=14, intelligence=8, luck=20, damage_bonus=15, spell_power_bonus=15)
defender = Stats(constitution=10, wisdom=10, dexterity=10)
# Force hit and crit
with patch('random.random', side_effect=[0.01, 0.01]):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
result = DamageCalculator.calculate_elemental_weapon_damage(
attacker_stats=attacker,
defender_stats=defender,
weapon_crit_chance=0.05,
weapon_crit_multiplier=2.0,
physical_ratio=0.7,
elemental_ratio=0.3,
elemental_type=DamageType.FIRE,
)
assert result.is_critical is True
# Both components should be doubled
# =============================================================================
# AoE Damage Tests
# =============================================================================
class TestAoEDamage:
"""Tests for calculate_aoe_damage()."""
def test_aoe_full_damage_to_all_targets(self):
"""Test that AoE deals full damage to each target."""
attacker = Stats(intelligence=15, luck=0)
defenders = [
Stats(wisdom=10, dexterity=10),
Stats(wisdom=10, dexterity=10),
Stats(wisdom=10, dexterity=10),
]
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
results = DamageCalculator.calculate_aoe_damage(
attacker_stats=attacker,
defender_stats_list=defenders,
ability_base_power=20,
damage_type=DamageType.FIRE,
)
assert len(results) == 3
# All targets should take the same damage (same stats)
for result in results:
assert result.total_damage == results[0].total_damage
def test_aoe_independent_hit_checks(self):
"""Test that each target has independent hit/miss rolls."""
attacker = Stats(intelligence=15, luck=8)
defenders = [
Stats(wisdom=10, dexterity=10),
Stats(wisdom=10, dexterity=10),
]
# First target hit, second target miss
hit_sequence = [0.5, 0.99] # Below hit chance, above hit chance
with patch('random.random', side_effect=hit_sequence * 2): # Extra for crit checks
results = DamageCalculator.calculate_aoe_damage(
attacker_stats=attacker,
defender_stats_list=defenders,
ability_base_power=20,
damage_type=DamageType.FIRE,
)
# At least verify we got results for both
assert len(results) == 2
def test_aoe_with_varying_resistance(self):
"""Test that AoE respects different resistances per target."""
attacker = Stats(intelligence=15, luck=0)
defenders = [
Stats(wisdom=10, dexterity=10), # RES = 5
Stats(wisdom=20, dexterity=10), # RES = 10
]
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
results = DamageCalculator.calculate_aoe_damage(
attacker_stats=attacker,
defender_stats_list=defenders,
ability_base_power=20,
damage_type=DamageType.FIRE,
)
# First target (lower RES) should take more damage
assert results[0].total_damage > results[1].total_damage
# =============================================================================
# DamageResult Tests
# =============================================================================
class TestDamageResult:
"""Tests for DamageResult dataclass."""
def test_damage_result_to_dict(self):
"""Test serialization of DamageResult."""
result = DamageResult(
total_damage=25,
physical_damage=25,
elemental_damage=0,
damage_type=DamageType.PHYSICAL,
is_critical=True,
is_miss=False,
variance_roll=1.05,
raw_damage=30,
message="Dealt 25 physical damage. CRITICAL HIT!",
)
data = result.to_dict()
assert data["total_damage"] == 25
assert data["physical_damage"] == 25
assert data["damage_type"] == "physical"
assert data["is_critical"] is True
assert data["is_miss"] is False
assert data["variance_roll"] == pytest.approx(1.05, abs=0.001)
# =============================================================================
# Combat Constants Tests
# =============================================================================
class TestCombatConstants:
"""Tests for CombatConstants configuration."""
def test_stat_scaling_factor(self):
"""Verify scaling factor is 0.75."""
assert CombatConstants.STAT_SCALING_FACTOR == 0.75
def test_miss_chance_hard_cap(self):
"""Verify miss chance hard cap is 5%."""
assert CombatConstants.MIN_MISS_CHANCE == 0.05
def test_crit_chance_cap(self):
"""Verify crit chance cap is 25%."""
assert CombatConstants.MAX_CRIT_CHANCE == 0.25
def test_minimum_damage_ratio(self):
"""Verify minimum damage ratio is 20%."""
assert CombatConstants.MIN_DAMAGE_RATIO == 0.20
# =============================================================================
# Integration Tests (Full Combat Flow)
# =============================================================================
class TestCombatIntegration:
"""Integration tests for complete combat scenarios."""
def test_vanguard_attack_scenario(self):
"""Test Vanguard (STR 14) basic attack."""
# Vanguard: STR 14, LUK 8, equipped with Rusty Sword (8 damage)
vanguard = Stats(strength=14, dexterity=10, constitution=14, luck=8, damage_bonus=8)
goblin = Stats(constitution=10, dexterity=10) # DEF = 5
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
result = DamageCalculator.calculate_physical_damage(
attacker_stats=vanguard,
defender_stats=goblin,
)
# int(14 * 0.75) + 8 = 10 + 8 = 18, 18 - 5 DEF = 13
assert result.total_damage == 13
def test_arcanist_fireball_scenario(self):
"""Test Arcanist (INT 15) Fireball."""
# Arcanist: INT 15, LUK 9 (no staff equipped, pure ability damage)
arcanist = Stats(intelligence=15, dexterity=10, wisdom=12, luck=9)
goblin = Stats(wisdom=10, dexterity=10) # RES = 5
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
result = DamageCalculator.calculate_magical_damage(
attacker_stats=arcanist,
defender_stats=goblin,
ability_base_power=12, # Fireball base
damage_type=DamageType.FIRE,
)
# stats.spell_power = int(15 * 0.75) + 0 = 11
# 11 + 12 (ability) = 23 - 5 RES = 18
assert result.total_damage == 18
def test_physical_vs_magical_balance(self):
"""Test that physical and magical damage are comparable."""
# Same-tier characters should deal similar damage
vanguard = Stats(strength=14, luck=8, damage_bonus=8) # Melee with weapon
arcanist = Stats(intelligence=15, luck=9) # Caster (no staff)
target = Stats(constitution=10, wisdom=10, dexterity=10) # DEF=5, RES=5
with patch.object(DamageCalculator, 'calculate_hit_chance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_variance', return_value=1.0):
with patch.object(DamageCalculator, 'calculate_crit_chance', return_value=0.0):
phys_result = DamageCalculator.calculate_physical_damage(
attacker_stats=vanguard,
defender_stats=target,
)
magic_result = DamageCalculator.calculate_magical_damage(
attacker_stats=arcanist,
defender_stats=target,
ability_base_power=12,
damage_type=DamageType.FIRE,
)
# Mage should deal slightly more (compensates for mana cost)
assert magic_result.total_damage >= phys_result.total_damage
# But not drastically more (within ~50%)
assert magic_result.total_damage <= phys_result.total_damage * 1.5

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"""
Unit tests for EnemyTemplate model and EnemyLoader service.
Tests enemy loading, serialization, and filtering functionality.
"""
import pytest
from pathlib import Path
from app.models.enemy import EnemyTemplate, EnemyDifficulty, LootEntry
from app.models.stats import Stats
from app.services.enemy_loader import EnemyLoader
# =============================================================================
# EnemyTemplate Model Tests
# =============================================================================
class TestEnemyTemplate:
"""Tests for EnemyTemplate dataclass."""
def test_create_basic_enemy(self):
"""Test creating an enemy with minimal attributes."""
enemy = EnemyTemplate(
enemy_id="test_enemy",
name="Test Enemy",
description="A test enemy",
base_stats=Stats(strength=10, constitution=8),
)
assert enemy.enemy_id == "test_enemy"
assert enemy.name == "Test Enemy"
assert enemy.base_stats.strength == 10
assert enemy.difficulty == EnemyDifficulty.EASY # Default
def test_enemy_with_full_attributes(self):
"""Test creating an enemy with all attributes."""
loot = [
LootEntry(item_id="sword", drop_chance=0.5),
LootEntry(item_id="gold", drop_chance=1.0, quantity_min=5, quantity_max=10),
]
enemy = EnemyTemplate(
enemy_id="goblin_boss",
name="Goblin Boss",
description="A fearsome goblin leader",
base_stats=Stats(strength=14, dexterity=12, constitution=12),
abilities=["basic_attack", "power_strike"],
loot_table=loot,
experience_reward=100,
gold_reward_min=20,
gold_reward_max=50,
difficulty=EnemyDifficulty.HARD,
tags=["humanoid", "goblinoid", "boss"],
base_damage=12,
crit_chance=0.15,
flee_chance=0.25,
)
assert enemy.enemy_id == "goblin_boss"
assert enemy.experience_reward == 100
assert enemy.difficulty == EnemyDifficulty.HARD
assert len(enemy.loot_table) == 2
assert len(enemy.abilities) == 2
assert "boss" in enemy.tags
def test_is_boss(self):
"""Test boss detection."""
easy_enemy = EnemyTemplate(
enemy_id="minion",
name="Minion",
description="",
base_stats=Stats(),
difficulty=EnemyDifficulty.EASY,
)
boss_enemy = EnemyTemplate(
enemy_id="boss",
name="Boss",
description="",
base_stats=Stats(),
difficulty=EnemyDifficulty.BOSS,
)
assert not easy_enemy.is_boss()
assert boss_enemy.is_boss()
def test_has_tag(self):
"""Test tag checking."""
enemy = EnemyTemplate(
enemy_id="zombie",
name="Zombie",
description="",
base_stats=Stats(),
tags=["undead", "slow", "Humanoid"], # Mixed case
)
assert enemy.has_tag("undead")
assert enemy.has_tag("UNDEAD") # Case insensitive
assert enemy.has_tag("humanoid")
assert not enemy.has_tag("beast")
def test_get_gold_reward(self):
"""Test gold reward generation."""
enemy = EnemyTemplate(
enemy_id="test",
name="Test",
description="",
base_stats=Stats(),
gold_reward_min=10,
gold_reward_max=20,
)
# Run multiple times to check range
for _ in range(50):
gold = enemy.get_gold_reward()
assert 10 <= gold <= 20
def test_roll_loot_empty_table(self):
"""Test loot rolling with empty table."""
enemy = EnemyTemplate(
enemy_id="test",
name="Test",
description="",
base_stats=Stats(),
loot_table=[],
)
drops = enemy.roll_loot()
assert drops == []
def test_roll_loot_guaranteed_drop(self):
"""Test loot rolling with guaranteed drop."""
enemy = EnemyTemplate(
enemy_id="test",
name="Test",
description="",
base_stats=Stats(),
loot_table=[
LootEntry(item_id="guaranteed_item", drop_chance=1.0),
],
)
drops = enemy.roll_loot()
assert len(drops) == 1
assert drops[0]["item_id"] == "guaranteed_item"
def test_serialization_round_trip(self):
"""Test that to_dict/from_dict preserves data."""
original = EnemyTemplate(
enemy_id="test_enemy",
name="Test Enemy",
description="A test description",
base_stats=Stats(strength=15, dexterity=12, luck=10),
abilities=["attack", "defend"],
loot_table=[
LootEntry(item_id="sword", drop_chance=0.5),
],
experience_reward=50,
gold_reward_min=10,
gold_reward_max=25,
difficulty=EnemyDifficulty.MEDIUM,
tags=["humanoid", "test"],
base_damage=8,
crit_chance=0.10,
flee_chance=0.40,
)
# Serialize and deserialize
data = original.to_dict()
restored = EnemyTemplate.from_dict(data)
# Verify all fields match
assert restored.enemy_id == original.enemy_id
assert restored.name == original.name
assert restored.description == original.description
assert restored.base_stats.strength == original.base_stats.strength
assert restored.base_stats.luck == original.base_stats.luck
assert restored.abilities == original.abilities
assert len(restored.loot_table) == len(original.loot_table)
assert restored.experience_reward == original.experience_reward
assert restored.gold_reward_min == original.gold_reward_min
assert restored.gold_reward_max == original.gold_reward_max
assert restored.difficulty == original.difficulty
assert restored.tags == original.tags
assert restored.base_damage == original.base_damage
assert restored.crit_chance == pytest.approx(original.crit_chance)
assert restored.flee_chance == pytest.approx(original.flee_chance)
class TestLootEntry:
"""Tests for LootEntry dataclass."""
def test_create_loot_entry(self):
"""Test creating a loot entry."""
entry = LootEntry(
item_id="gold_coin",
drop_chance=0.75,
quantity_min=5,
quantity_max=15,
)
assert entry.item_id == "gold_coin"
assert entry.drop_chance == 0.75
assert entry.quantity_min == 5
assert entry.quantity_max == 15
def test_loot_entry_defaults(self):
"""Test loot entry default values."""
entry = LootEntry(item_id="item")
assert entry.drop_chance == 0.1
assert entry.quantity_min == 1
assert entry.quantity_max == 1
# =============================================================================
# EnemyLoader Service Tests
# =============================================================================
class TestEnemyLoader:
"""Tests for EnemyLoader service."""
@pytest.fixture
def loader(self):
"""Create an enemy loader with the actual data directory."""
return EnemyLoader()
def test_load_goblin(self, loader):
"""Test loading the goblin enemy."""
enemy = loader.load_enemy("goblin")
assert enemy is not None
assert enemy.enemy_id == "goblin"
assert enemy.name == "Goblin Scout"
assert enemy.difficulty == EnemyDifficulty.EASY
assert "humanoid" in enemy.tags
assert "goblinoid" in enemy.tags
def test_load_goblin_shaman(self, loader):
"""Test loading the goblin shaman."""
enemy = loader.load_enemy("goblin_shaman")
assert enemy is not None
assert enemy.enemy_id == "goblin_shaman"
assert enemy.base_stats.intelligence == 12 # Caster stats
assert "caster" in enemy.tags
def test_load_dire_wolf(self, loader):
"""Test loading the dire wolf."""
enemy = loader.load_enemy("dire_wolf")
assert enemy is not None
assert enemy.difficulty == EnemyDifficulty.MEDIUM
assert "beast" in enemy.tags
assert enemy.base_stats.strength == 14
def test_load_bandit(self, loader):
"""Test loading the bandit."""
enemy = loader.load_enemy("bandit")
assert enemy is not None
assert enemy.difficulty == EnemyDifficulty.MEDIUM
assert "rogue" in enemy.tags
assert enemy.crit_chance == 0.12
def test_load_skeleton_warrior(self, loader):
"""Test loading the skeleton warrior."""
enemy = loader.load_enemy("skeleton_warrior")
assert enemy is not None
assert "undead" in enemy.tags
assert "fearless" in enemy.tags
def test_load_orc_berserker(self, loader):
"""Test loading the orc berserker."""
enemy = loader.load_enemy("orc_berserker")
assert enemy is not None
assert enemy.difficulty == EnemyDifficulty.HARD
assert enemy.base_stats.strength == 18
assert enemy.base_damage == 15
def test_load_nonexistent_enemy(self, loader):
"""Test loading an enemy that doesn't exist."""
enemy = loader.load_enemy("nonexistent_enemy_12345")
assert enemy is None
def test_load_all_enemies(self, loader):
"""Test loading all enemies."""
enemies = loader.load_all_enemies()
# Should have at least our 6 sample enemies
assert len(enemies) >= 6
assert "goblin" in enemies
assert "goblin_shaman" in enemies
assert "dire_wolf" in enemies
assert "bandit" in enemies
assert "skeleton_warrior" in enemies
assert "orc_berserker" in enemies
def test_get_enemies_by_difficulty(self, loader):
"""Test filtering enemies by difficulty."""
loader.load_all_enemies() # Ensure loaded
easy_enemies = loader.get_enemies_by_difficulty(EnemyDifficulty.EASY)
medium_enemies = loader.get_enemies_by_difficulty(EnemyDifficulty.MEDIUM)
hard_enemies = loader.get_enemies_by_difficulty(EnemyDifficulty.HARD)
# Check we got enemies in each category
assert len(easy_enemies) >= 2 # goblin, goblin_shaman
assert len(medium_enemies) >= 3 # dire_wolf, bandit, skeleton_warrior
assert len(hard_enemies) >= 1 # orc_berserker
# Verify difficulty is correct
for enemy in easy_enemies:
assert enemy.difficulty == EnemyDifficulty.EASY
def test_get_enemies_by_tag(self, loader):
"""Test filtering enemies by tag."""
loader.load_all_enemies()
humanoids = loader.get_enemies_by_tag("humanoid")
undead = loader.get_enemies_by_tag("undead")
beasts = loader.get_enemies_by_tag("beast")
# Verify results
assert len(humanoids) >= 3 # goblin, goblin_shaman, bandit, orc
assert len(undead) >= 1 # skeleton_warrior
assert len(beasts) >= 1 # dire_wolf
# Verify tags
for enemy in humanoids:
assert enemy.has_tag("humanoid")
def test_get_random_enemies(self, loader):
"""Test random enemy selection."""
loader.load_all_enemies()
# Get 3 random enemies
random_enemies = loader.get_random_enemies(count=3)
assert len(random_enemies) == 3
# All should be EnemyTemplate instances
for enemy in random_enemies:
assert isinstance(enemy, EnemyTemplate)
def test_get_random_enemies_with_filters(self, loader):
"""Test random selection with difficulty filter."""
loader.load_all_enemies()
# Get only easy enemies
easy_enemies = loader.get_random_enemies(
count=5,
difficulty=EnemyDifficulty.EASY,
)
# All returned enemies should be easy
for enemy in easy_enemies:
assert enemy.difficulty == EnemyDifficulty.EASY
def test_cache_behavior(self, loader):
"""Test that caching works correctly."""
# Load an enemy twice
enemy1 = loader.load_enemy("goblin")
enemy2 = loader.load_enemy("goblin")
# Should be the same object (cached)
assert enemy1 is enemy2
# Clear cache
loader.clear_cache()
# Load again
enemy3 = loader.load_enemy("goblin")
# Should be a new object
assert enemy3 is not enemy1
assert enemy3.enemy_id == enemy1.enemy_id
# =============================================================================
# EnemyDifficulty Enum Tests
# =============================================================================
class TestEnemyDifficulty:
"""Tests for EnemyDifficulty enum."""
def test_difficulty_values(self):
"""Test difficulty enum values."""
assert EnemyDifficulty.EASY.value == "easy"
assert EnemyDifficulty.MEDIUM.value == "medium"
assert EnemyDifficulty.HARD.value == "hard"
assert EnemyDifficulty.BOSS.value == "boss"
def test_difficulty_from_string(self):
"""Test creating difficulty from string."""
assert EnemyDifficulty("easy") == EnemyDifficulty.EASY
assert EnemyDifficulty("hard") == EnemyDifficulty.HARD

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"""
Integration tests for Inventory API endpoints.
Tests the REST API endpoints for inventory management functionality.
"""
import pytest
from unittest.mock import Mock, patch, MagicMock
from flask import Flask
import json
from app import create_app
from app.api.inventory import inventory_bp
from app.models.items import Item
from app.models.character import Character
from app.models.stats import Stats
from app.models.skills import PlayerClass
from app.models.origins import Origin
from app.models.enums import ItemType, ItemRarity, DamageType
from app.services.inventory_service import (
InventoryService,
ItemNotFoundError,
CannotEquipError,
InvalidSlotError,
CannotUseItemError,
InventoryFullError,
VALID_SLOTS,
)
from app.services.character_service import CharacterNotFound
# =============================================================================
# Test Fixtures
# =============================================================================
@pytest.fixture
def app():
"""Create test Flask application."""
app = create_app('development')
app.config['TESTING'] = True
return app
@pytest.fixture
def client(app):
"""Create test client."""
return app.test_client()
@pytest.fixture
def sample_stats():
"""Sample stats for testing."""
return Stats(
strength=12,
dexterity=14,
constitution=10,
intelligence=10,
wisdom=10,
charisma=10,
luck=10
)
@pytest.fixture
def sample_weapon():
"""Sample weapon item."""
return Item(
item_id="test_sword_001",
name="Iron Sword",
item_type=ItemType.WEAPON,
rarity=ItemRarity.COMMON,
description="A sturdy iron sword",
value=50,
damage=8,
damage_type=DamageType.PHYSICAL,
crit_chance=0.05,
crit_multiplier=2.0,
required_level=1,
)
@pytest.fixture
def sample_armor():
"""Sample armor item."""
return Item(
item_id="test_helmet_001",
name="Iron Helmet",
item_type=ItemType.ARMOR,
rarity=ItemRarity.COMMON,
description="A sturdy iron helmet",
value=30,
defense=5,
resistance=2,
required_level=1,
)
@pytest.fixture
def sample_consumable():
"""Sample consumable item."""
return Item(
item_id="health_potion_small",
name="Small Health Potion",
item_type=ItemType.CONSUMABLE,
rarity=ItemRarity.COMMON,
description="Restores a small amount of health",
value=25,
effects_on_use=[], # Simplified for testing
)
@pytest.fixture
def sample_class():
"""Sample player class."""
return PlayerClass(
class_id="vanguard",
name="Vanguard",
description="A heavily armored warrior",
base_stats=Stats(
strength=14,
dexterity=10,
constitution=14,
intelligence=8,
wisdom=8,
charisma=10,
luck=10
),
skill_trees=[],
starting_equipment=[],
starting_abilities=[],
)
@pytest.fixture
def sample_origin():
"""Sample origin."""
return Origin(
id="soul_revenant",
name="Soul Revenant",
description="Returned from death",
starting_location={"area": "graveyard", "name": "Graveyard"},
narrative_hooks=[],
starting_bonus={},
)
@pytest.fixture
def sample_character(sample_class, sample_origin, sample_weapon, sample_armor, sample_consumable):
"""Sample character with inventory."""
char = Character(
character_id="test_char_001",
user_id="test_user_001",
name="Test Hero",
player_class=sample_class,
origin=sample_origin,
level=5,
experience=0,
gold=100,
inventory=[sample_weapon, sample_armor, sample_consumable],
equipped={},
unlocked_skills=[],
)
return char
# =============================================================================
# GET Inventory Endpoint Tests
# =============================================================================
class TestGetInventoryEndpoint:
"""Tests for GET /api/v1/characters/<id>/inventory endpoint."""
def test_get_inventory_requires_auth(self, client):
"""Test that inventory endpoint requires authentication."""
response = client.get('/api/v1/characters/test_char_001/inventory')
# Should return 401 Unauthorized without valid session
assert response.status_code == 401
def test_get_inventory_character_not_found(self, client):
"""Test getting inventory for non-existent character returns 404 (after auth)."""
# Without auth, returns 401 regardless
response = client.get('/api/v1/characters/nonexistent_12345/inventory')
assert response.status_code == 401
# =============================================================================
# POST Equip Endpoint Tests
# =============================================================================
class TestEquipEndpoint:
"""Tests for POST /api/v1/characters/<id>/inventory/equip endpoint."""
def test_equip_requires_auth(self, client):
"""Test that equip endpoint requires authentication."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/equip',
json={
'item_id': 'test_sword_001',
'slot': 'weapon'
}
)
# Should return 401 Unauthorized without valid session
assert response.status_code == 401
def test_equip_missing_item_id(self, client):
"""Test equip without item_id still requires auth first."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/equip',
json={'slot': 'weapon'}
)
# Without auth, returns 401 regardless of payload issues
assert response.status_code == 401
def test_equip_missing_slot(self, client):
"""Test equip without slot still requires auth first."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/equip',
json={'item_id': 'test_sword_001'}
)
# Without auth, returns 401 regardless of payload issues
assert response.status_code == 401
def test_equip_missing_body(self, client):
"""Test equip without request body still requires auth first."""
response = client.post('/api/v1/characters/test_char_001/inventory/equip')
# Without auth, returns 401 regardless of payload issues
assert response.status_code == 401
# =============================================================================
# POST Unequip Endpoint Tests
# =============================================================================
class TestUnequipEndpoint:
"""Tests for POST /api/v1/characters/<id>/inventory/unequip endpoint."""
def test_unequip_requires_auth(self, client):
"""Test that unequip endpoint requires authentication."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/unequip',
json={'slot': 'weapon'}
)
# Should return 401 Unauthorized without valid session
assert response.status_code == 401
def test_unequip_missing_slot(self, client):
"""Test unequip without slot still requires auth first."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/unequip',
json={}
)
# Without auth, returns 401 regardless of payload issues
assert response.status_code == 401
def test_unequip_missing_body(self, client):
"""Test unequip without request body still requires auth first."""
response = client.post('/api/v1/characters/test_char_001/inventory/unequip')
# Without auth, returns 401 regardless of payload issues
assert response.status_code == 401
# =============================================================================
# POST Use Item Endpoint Tests
# =============================================================================
class TestUseItemEndpoint:
"""Tests for POST /api/v1/characters/<id>/inventory/use endpoint."""
def test_use_requires_auth(self, client):
"""Test that use item endpoint requires authentication."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/use',
json={'item_id': 'health_potion_small'}
)
# Should return 401 Unauthorized without valid session
assert response.status_code == 401
def test_use_missing_item_id(self, client):
"""Test use item without item_id still requires auth first."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/use',
json={}
)
# Without auth, returns 401 regardless of payload issues
assert response.status_code == 401
def test_use_missing_body(self, client):
"""Test use item without request body still requires auth first."""
response = client.post('/api/v1/characters/test_char_001/inventory/use')
# Without auth, returns 401 regardless of payload issues
assert response.status_code == 401
# =============================================================================
# DELETE Drop Item Endpoint Tests
# =============================================================================
class TestDropItemEndpoint:
"""Tests for DELETE /api/v1/characters/<id>/inventory/<item_id> endpoint."""
def test_drop_requires_auth(self, client):
"""Test that drop item endpoint requires authentication."""
response = client.delete(
'/api/v1/characters/test_char_001/inventory/test_sword_001'
)
# Should return 401 Unauthorized without valid session
assert response.status_code == 401
# =============================================================================
# Valid Slot Tests (Unit level)
# =============================================================================
class TestValidSlots:
"""Tests to verify slot configuration."""
def test_valid_slots_defined(self):
"""Test that all expected slots are defined."""
expected_slots = {
'weapon', 'off_hand', 'helmet', 'chest',
'gloves', 'boots', 'accessory_1', 'accessory_2'
}
assert VALID_SLOTS == expected_slots
def test_valid_slots_count(self):
"""Test that we have exactly 8 equipment slots."""
assert len(VALID_SLOTS) == 8
# =============================================================================
# Endpoint URL Pattern Tests
# =============================================================================
class TestEndpointURLPatterns:
"""Tests to verify correct URL patterns."""
def test_get_inventory_url(self, client):
"""Test GET inventory URL pattern."""
response = client.get('/api/v1/characters/any_id/inventory')
# Should be 401 (auth required), not 404 (route not found)
assert response.status_code == 401
def test_equip_url(self, client):
"""Test POST equip URL pattern."""
response = client.post(
'/api/v1/characters/any_id/inventory/equip',
json={'item_id': 'x', 'slot': 'weapon'}
)
# Should be 401 (auth required), not 404 (route not found)
assert response.status_code == 401
def test_unequip_url(self, client):
"""Test POST unequip URL pattern."""
response = client.post(
'/api/v1/characters/any_id/inventory/unequip',
json={'slot': 'weapon'}
)
# Should be 401 (auth required), not 404 (route not found)
assert response.status_code == 401
def test_use_url(self, client):
"""Test POST use URL pattern."""
response = client.post(
'/api/v1/characters/any_id/inventory/use',
json={'item_id': 'x'}
)
# Should be 401 (auth required), not 404 (route not found)
assert response.status_code == 401
def test_drop_url(self, client):
"""Test DELETE drop URL pattern."""
response = client.delete('/api/v1/characters/any_id/inventory/item_123')
# Should be 401 (auth required), not 404 (route not found)
assert response.status_code == 401
# =============================================================================
# Response Format Tests (verifying blueprint registration)
# =============================================================================
class TestResponseFormats:
"""Tests to verify API response format consistency."""
def test_get_inventory_401_format(self, client):
"""Test that 401 response follows standard format."""
response = client.get('/api/v1/characters/test_char_001/inventory')
assert response.status_code == 401
data = response.get_json()
# Standard response format should include status
assert data is not None
assert 'status' in data
assert data['status'] == 401
def test_equip_401_format(self, client):
"""Test that equip 401 response follows standard format."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/equip',
json={'item_id': 'test', 'slot': 'weapon'}
)
assert response.status_code == 401
data = response.get_json()
assert data is not None
assert 'status' in data
assert data['status'] == 401
def test_unequip_401_format(self, client):
"""Test that unequip 401 response follows standard format."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/unequip',
json={'slot': 'weapon'}
)
assert response.status_code == 401
data = response.get_json()
assert data is not None
assert 'status' in data
assert data['status'] == 401
def test_use_401_format(self, client):
"""Test that use 401 response follows standard format."""
response = client.post(
'/api/v1/characters/test_char_001/inventory/use',
json={'item_id': 'test'}
)
assert response.status_code == 401
data = response.get_json()
assert data is not None
assert 'status' in data
assert data['status'] == 401
def test_drop_401_format(self, client):
"""Test that drop 401 response follows standard format."""
response = client.delete(
'/api/v1/characters/test_char_001/inventory/test_item'
)
assert response.status_code == 401
data = response.get_json()
assert data is not None
assert 'status' in data
assert data['status'] == 401

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"""
Unit tests for the InventoryService.
Tests cover:
- Adding and removing items
- Equipment slot validation
- Level and class requirement checks
- Consumable usage and effect application
- Bulk operations
- Error handling
"""
import pytest
from unittest.mock import Mock, patch, MagicMock
from typing import List
from app.models.character import Character
from app.models.items import Item
from app.models.effects import Effect
from app.models.stats import Stats
from app.models.enums import ItemType, ItemRarity, EffectType, StatType, DamageType
from app.models.skills import PlayerClass
from app.models.origins import Origin
from app.services.inventory_service import (
InventoryService,
ItemNotFoundError,
CannotEquipError,
InvalidSlotError,
CannotUseItemError,
InventoryFullError,
ConsumableResult,
VALID_SLOTS,
ITEM_TYPE_SLOTS,
MAX_INVENTORY_SIZE,
get_inventory_service,
)
# =============================================================================
# Test Fixtures
# =============================================================================
@pytest.fixture
def mock_character_service():
"""Create a mock CharacterService."""
service = Mock()
service.update_character = Mock()
return service
@pytest.fixture
def inventory_service(mock_character_service):
"""Create InventoryService with mocked dependencies."""
return InventoryService(character_service=mock_character_service)
@pytest.fixture
def mock_origin():
"""Create a minimal Origin for testing."""
from app.models.origins import StartingLocation, StartingBonus
starting_location = StartingLocation(
id="test_location",
name="Test Village",
region="Test Region",
description="A test location"
)
return Origin(
id="test_origin",
name="Test Origin",
description="A test origin for testing purposes",
starting_location=starting_location,
narrative_hooks=["test hook"],
starting_bonus=None,
)
@pytest.fixture
def mock_player_class():
"""Create a minimal PlayerClass for testing."""
return PlayerClass(
class_id="warrior",
name="Warrior",
description="A mighty warrior",
base_stats=Stats(
strength=14,
dexterity=10,
constitution=12,
intelligence=8,
wisdom=10,
charisma=8,
luck=8,
),
skill_trees=[],
starting_abilities=["basic_attack"],
)
@pytest.fixture
def test_character(mock_player_class, mock_origin):
"""Create a test character."""
return Character(
character_id="char_test_123",
user_id="user_test_456",
name="Test Hero",
player_class=mock_player_class,
origin=mock_origin,
level=5,
experience=0,
base_stats=mock_player_class.base_stats.copy(),
inventory=[],
equipped={},
gold=100,
)
@pytest.fixture
def test_weapon():
"""Create a test weapon item."""
return Item(
item_id="iron_sword",
name="Iron Sword",
item_type=ItemType.WEAPON,
rarity=ItemRarity.COMMON,
description="A sturdy iron sword",
value=50,
damage=10,
damage_type=DamageType.PHYSICAL,
crit_chance=0.05,
crit_multiplier=2.0,
required_level=1,
)
@pytest.fixture
def test_armor():
"""Create a test armor item."""
return Item(
item_id="leather_chest",
name="Leather Chestpiece",
item_type=ItemType.ARMOR,
rarity=ItemRarity.COMMON,
description="Simple leather armor",
value=40,
defense=5,
resistance=2,
required_level=1,
)
@pytest.fixture
def test_helmet():
"""Create a test helmet item."""
return Item(
item_id="iron_helm",
name="Iron Helmet",
item_type=ItemType.ARMOR,
rarity=ItemRarity.UNCOMMON,
description="A protective iron helmet",
value=30,
defense=3,
resistance=1,
required_level=3,
)
@pytest.fixture
def test_consumable():
"""Create a test consumable item (health potion)."""
return Item(
item_id="health_potion_small",
name="Small Health Potion",
item_type=ItemType.CONSUMABLE,
rarity=ItemRarity.COMMON,
description="Restores 25 HP",
value=10,
effects_on_use=[
Effect(
effect_id="heal_25",
name="Minor Healing",
effect_type=EffectType.HOT,
duration=1,
power=25,
stacks=1,
)
],
)
@pytest.fixture
def test_buff_potion():
"""Create a test buff potion."""
return Item(
item_id="strength_potion",
name="Potion of Strength",
item_type=ItemType.CONSUMABLE,
rarity=ItemRarity.UNCOMMON,
description="Increases strength temporarily",
value=25,
effects_on_use=[
Effect(
effect_id="str_buff",
name="Strength Boost",
effect_type=EffectType.BUFF,
duration=3,
power=5,
stat_affected=StatType.STRENGTH,
stacks=1,
)
],
)
@pytest.fixture
def test_quest_item():
"""Create a test quest item."""
return Item(
item_id="ancient_key",
name="Ancient Key",
item_type=ItemType.QUEST_ITEM,
rarity=ItemRarity.RARE,
description="An ornate key to the ancient tomb",
value=0,
is_tradeable=False,
)
@pytest.fixture
def high_level_weapon():
"""Create a weapon with high level requirement."""
return Item(
item_id="legendary_blade",
name="Blade of Ages",
item_type=ItemType.WEAPON,
rarity=ItemRarity.LEGENDARY,
description="A blade forged in ancient times",
value=5000,
damage=50,
damage_type=DamageType.PHYSICAL,
required_level=20, # Higher than test character's level 5
)
# =============================================================================
# Read Operation Tests
# =============================================================================
class TestGetInventory:
"""Tests for get_inventory() and related read operations."""
def test_get_empty_inventory(self, inventory_service, test_character):
"""Test getting inventory when it's empty."""
items = inventory_service.get_inventory(test_character)
assert items == []
def test_get_inventory_with_items(self, inventory_service, test_character, test_weapon, test_armor):
"""Test getting inventory with items."""
test_character.inventory = [test_weapon, test_armor]
items = inventory_service.get_inventory(test_character)
assert len(items) == 2
assert test_weapon in items
assert test_armor in items
def test_get_inventory_returns_copy(self, inventory_service, test_character, test_weapon):
"""Test that get_inventory returns a new list (not the original)."""
test_character.inventory = [test_weapon]
items = inventory_service.get_inventory(test_character)
items.append(test_weapon) # Modify returned list
# Original inventory should be unchanged
assert len(test_character.inventory) == 1
def test_get_item_by_id_found(self, inventory_service, test_character, test_weapon):
"""Test finding an item by ID."""
test_character.inventory = [test_weapon]
item = inventory_service.get_item_by_id(test_character, "iron_sword")
assert item is test_weapon
def test_get_item_by_id_not_found(self, inventory_service, test_character, test_weapon):
"""Test item not found returns None."""
test_character.inventory = [test_weapon]
item = inventory_service.get_item_by_id(test_character, "nonexistent_item")
assert item is None
def test_get_equipped_items_empty(self, inventory_service, test_character):
"""Test getting equipped items when nothing equipped."""
equipped = inventory_service.get_equipped_items(test_character)
assert equipped == {}
def test_get_equipped_items_with_equipment(self, inventory_service, test_character, test_weapon):
"""Test getting equipped items."""
test_character.equipped = {"weapon": test_weapon}
equipped = inventory_service.get_equipped_items(test_character)
assert "weapon" in equipped
assert equipped["weapon"] is test_weapon
def test_get_equipped_item_specific_slot(self, inventory_service, test_character, test_weapon):
"""Test getting item from a specific slot."""
test_character.equipped = {"weapon": test_weapon}
item = inventory_service.get_equipped_item(test_character, "weapon")
assert item is test_weapon
def test_get_equipped_item_empty_slot(self, inventory_service, test_character):
"""Test getting item from empty slot returns None."""
item = inventory_service.get_equipped_item(test_character, "weapon")
assert item is None
def test_get_inventory_count(self, inventory_service, test_character, test_weapon, test_armor):
"""Test counting inventory items."""
test_character.inventory = [test_weapon, test_armor]
count = inventory_service.get_inventory_count(test_character)
assert count == 2
# =============================================================================
# Add/Remove Item Tests
# =============================================================================
class TestAddItem:
"""Tests for add_item()."""
def test_add_item_success(self, inventory_service, test_character, test_weapon, mock_character_service):
"""Test successfully adding an item."""
inventory_service.add_item(test_character, test_weapon, "user_test_456")
assert test_weapon in test_character.inventory
mock_character_service.update_character.assert_called_once()
def test_add_item_without_save(self, inventory_service, test_character, test_weapon, mock_character_service):
"""Test adding item without persistence."""
inventory_service.add_item(test_character, test_weapon, "user_test_456", save=False)
assert test_weapon in test_character.inventory
mock_character_service.update_character.assert_not_called()
def test_add_multiple_items(self, inventory_service, test_character, test_weapon, test_armor, mock_character_service):
"""Test adding multiple items."""
inventory_service.add_item(test_character, test_weapon, "user_test_456")
inventory_service.add_item(test_character, test_armor, "user_test_456")
assert len(test_character.inventory) == 2
class TestRemoveItem:
"""Tests for remove_item()."""
def test_remove_item_success(self, inventory_service, test_character, test_weapon, mock_character_service):
"""Test successfully removing an item."""
test_character.inventory = [test_weapon]
removed = inventory_service.remove_item(test_character, "iron_sword", "user_test_456")
assert removed is test_weapon
assert test_weapon not in test_character.inventory
mock_character_service.update_character.assert_called_once()
def test_remove_item_not_found(self, inventory_service, test_character):
"""Test removing non-existent item raises error."""
with pytest.raises(ItemNotFoundError) as exc:
inventory_service.remove_item(test_character, "nonexistent", "user_test_456")
assert "nonexistent" in str(exc.value)
def test_remove_item_from_multiple(self, inventory_service, test_character, test_weapon, test_armor):
"""Test removing one item from multiple."""
test_character.inventory = [test_weapon, test_armor]
inventory_service.remove_item(test_character, "iron_sword", "user_test_456")
assert test_weapon not in test_character.inventory
assert test_armor in test_character.inventory
def test_drop_item_alias(self, inventory_service, test_character, test_weapon, mock_character_service):
"""Test drop_item is an alias for remove_item."""
test_character.inventory = [test_weapon]
dropped = inventory_service.drop_item(test_character, "iron_sword", "user_test_456")
assert dropped is test_weapon
assert test_weapon not in test_character.inventory
# =============================================================================
# Equipment Tests
# =============================================================================
class TestEquipItem:
"""Tests for equip_item()."""
def test_equip_weapon_to_weapon_slot(self, inventory_service, test_character, test_weapon, mock_character_service):
"""Test equipping a weapon to weapon slot."""
test_character.inventory = [test_weapon]
previous = inventory_service.equip_item(
test_character, "iron_sword", "weapon", "user_test_456"
)
assert previous is None
assert test_character.equipped.get("weapon") is test_weapon
assert test_weapon not in test_character.inventory
mock_character_service.update_character.assert_called_once()
def test_equip_armor_to_chest_slot(self, inventory_service, test_character, test_armor, mock_character_service):
"""Test equipping armor to chest slot."""
test_character.inventory = [test_armor]
inventory_service.equip_item(test_character, "leather_chest", "chest", "user_test_456")
assert test_character.equipped.get("chest") is test_armor
def test_equip_returns_previous_item(self, inventory_service, test_character, test_weapon, mock_character_service):
"""Test that equipping returns the previously equipped item."""
old_weapon = Item(
item_id="old_sword",
name="Old Sword",
item_type=ItemType.WEAPON,
damage=5,
)
test_character.inventory = [test_weapon]
test_character.equipped = {"weapon": old_weapon}
previous = inventory_service.equip_item(
test_character, "iron_sword", "weapon", "user_test_456"
)
assert previous is old_weapon
assert old_weapon in test_character.inventory # Returned to inventory
def test_equip_to_invalid_slot_raises_error(self, inventory_service, test_character, test_weapon):
"""Test equipping to invalid slot raises InvalidSlotError."""
test_character.inventory = [test_weapon]
with pytest.raises(InvalidSlotError) as exc:
inventory_service.equip_item(
test_character, "iron_sword", "invalid_slot", "user_test_456"
)
assert "invalid_slot" in str(exc.value)
assert "Valid slots" in str(exc.value)
def test_equip_weapon_to_armor_slot_raises_error(self, inventory_service, test_character, test_weapon):
"""Test equipping weapon to armor slot raises CannotEquipError."""
test_character.inventory = [test_weapon]
with pytest.raises(CannotEquipError) as exc:
inventory_service.equip_item(
test_character, "iron_sword", "chest", "user_test_456"
)
assert "weapon" in str(exc.value).lower()
def test_equip_armor_to_weapon_slot_raises_error(self, inventory_service, test_character, test_armor):
"""Test equipping armor to weapon slot raises CannotEquipError."""
test_character.inventory = [test_armor]
with pytest.raises(CannotEquipError) as exc:
inventory_service.equip_item(
test_character, "leather_chest", "weapon", "user_test_456"
)
assert "armor" in str(exc.value).lower()
def test_equip_item_not_in_inventory(self, inventory_service, test_character):
"""Test equipping item not in inventory raises ItemNotFoundError."""
with pytest.raises(ItemNotFoundError):
inventory_service.equip_item(
test_character, "nonexistent", "weapon", "user_test_456"
)
def test_equip_item_level_requirement_not_met(self, inventory_service, test_character, high_level_weapon):
"""Test equipping item with unmet level requirement raises error."""
test_character.inventory = [high_level_weapon]
test_character.level = 5 # Item requires level 20
with pytest.raises(CannotEquipError) as exc:
inventory_service.equip_item(
test_character, "legendary_blade", "weapon", "user_test_456"
)
assert "level 20" in str(exc.value)
assert "level 5" in str(exc.value)
def test_equip_consumable_raises_error(self, inventory_service, test_character, test_consumable):
"""Test equipping consumable raises CannotEquipError."""
test_character.inventory = [test_consumable]
with pytest.raises(CannotEquipError) as exc:
inventory_service.equip_item(
test_character, "health_potion_small", "weapon", "user_test_456"
)
assert "consumable" in str(exc.value).lower()
def test_equip_quest_item_raises_error(self, inventory_service, test_character, test_quest_item):
"""Test equipping quest item raises CannotEquipError."""
test_character.inventory = [test_quest_item]
with pytest.raises(CannotEquipError) as exc:
inventory_service.equip_item(
test_character, "ancient_key", "weapon", "user_test_456"
)
def test_equip_weapon_to_off_hand(self, inventory_service, test_character, test_weapon, mock_character_service):
"""Test equipping weapon to off_hand slot."""
test_character.inventory = [test_weapon]
inventory_service.equip_item(
test_character, "iron_sword", "off_hand", "user_test_456"
)
assert test_character.equipped.get("off_hand") is test_weapon
class TestUnequipItem:
"""Tests for unequip_item()."""
def test_unequip_item_success(self, inventory_service, test_character, test_weapon, mock_character_service):
"""Test successfully unequipping an item."""
test_character.equipped = {"weapon": test_weapon}
unequipped = inventory_service.unequip_item(test_character, "weapon", "user_test_456")
assert unequipped is test_weapon
assert "weapon" not in test_character.equipped
assert test_weapon in test_character.inventory
mock_character_service.update_character.assert_called_once()
def test_unequip_empty_slot_returns_none(self, inventory_service, test_character, mock_character_service):
"""Test unequipping from empty slot returns None."""
unequipped = inventory_service.unequip_item(test_character, "weapon", "user_test_456")
assert unequipped is None
def test_unequip_invalid_slot_raises_error(self, inventory_service, test_character):
"""Test unequipping from invalid slot raises InvalidSlotError."""
with pytest.raises(InvalidSlotError):
inventory_service.unequip_item(test_character, "invalid_slot", "user_test_456")
# =============================================================================
# Consumable Tests
# =============================================================================
class TestUseConsumable:
"""Tests for use_consumable()."""
def test_use_health_potion(self, inventory_service, test_character, test_consumable, mock_character_service):
"""Test using a health potion restores HP."""
test_character.inventory = [test_consumable]
result = inventory_service.use_consumable(
test_character, "health_potion_small", "user_test_456",
current_hp=50, max_hp=100
)
assert isinstance(result, ConsumableResult)
assert result.hp_restored == 25 # Potion restores 25, capped at missing HP
assert result.item_name == "Small Health Potion"
assert test_consumable not in test_character.inventory
mock_character_service.update_character.assert_called_once()
def test_use_health_potion_capped_at_max(self, inventory_service, test_character, test_consumable):
"""Test HP restoration is capped at max HP."""
test_character.inventory = [test_consumable]
result = inventory_service.use_consumable(
test_character, "health_potion_small", "user_test_456",
current_hp=90, max_hp=100 # Only missing 10 HP
)
assert result.hp_restored == 10 # Only restores missing amount
def test_use_consumable_at_full_hp(self, inventory_service, test_character, test_consumable):
"""Test using potion at full HP restores 0."""
test_character.inventory = [test_consumable]
result = inventory_service.use_consumable(
test_character, "health_potion_small", "user_test_456",
current_hp=100, max_hp=100
)
assert result.hp_restored == 0
def test_use_buff_potion(self, inventory_service, test_character, test_buff_potion, mock_character_service):
"""Test using a buff potion."""
test_character.inventory = [test_buff_potion]
result = inventory_service.use_consumable(
test_character, "strength_potion", "user_test_456"
)
assert result.item_name == "Potion of Strength"
assert len(result.effects_applied) == 1
assert result.effects_applied[0]["effect_type"] == "buff"
assert result.effects_applied[0]["stat_affected"] == "strength"
def test_use_non_consumable_raises_error(self, inventory_service, test_character, test_weapon):
"""Test using non-consumable item raises CannotUseItemError."""
test_character.inventory = [test_weapon]
with pytest.raises(CannotUseItemError) as exc:
inventory_service.use_consumable(
test_character, "iron_sword", "user_test_456"
)
assert "not a consumable" in str(exc.value)
def test_use_item_not_in_inventory_raises_error(self, inventory_service, test_character):
"""Test using item not in inventory raises ItemNotFoundError."""
with pytest.raises(ItemNotFoundError):
inventory_service.use_consumable(
test_character, "nonexistent", "user_test_456"
)
def test_consumable_result_to_dict(self, inventory_service, test_character, test_consumable):
"""Test ConsumableResult serialization."""
test_character.inventory = [test_consumable]
result = inventory_service.use_consumable(
test_character, "health_potion_small", "user_test_456",
current_hp=50, max_hp=100
)
result_dict = result.to_dict()
assert "item_name" in result_dict
assert "hp_restored" in result_dict
assert "effects_applied" in result_dict
assert "message" in result_dict
class TestUseConsumableInCombat:
"""Tests for use_consumable_in_combat()."""
def test_combat_consumable_returns_effects(self, inventory_service, test_character, test_buff_potion):
"""Test combat consumable returns duration effects."""
test_character.inventory = [test_buff_potion]
result, effects = inventory_service.use_consumable_in_combat(
test_character, "strength_potion", "user_test_456",
current_hp=50, max_hp=100
)
assert isinstance(result, ConsumableResult)
assert len(effects) == 1
assert effects[0].effect_type == EffectType.BUFF
assert effects[0].duration == 3
def test_combat_instant_heal_potion(self, inventory_service, test_character, test_consumable):
"""Test instant heal in combat."""
test_character.inventory = [test_consumable]
result, effects = inventory_service.use_consumable_in_combat(
test_character, "health_potion_small", "user_test_456",
current_hp=50, max_hp=100
)
# HOT with duration 1 should be returned as duration effect for combat tracking
assert len(effects) >= 0 # Implementation may vary
# =============================================================================
# Bulk Operation Tests
# =============================================================================
class TestBulkOperations:
"""Tests for bulk inventory operations."""
def test_add_items_bulk(self, inventory_service, test_character, test_weapon, test_armor, mock_character_service):
"""Test adding multiple items at once."""
items = [test_weapon, test_armor]
count = inventory_service.add_items(test_character, items, "user_test_456")
assert count == 2
assert len(test_character.inventory) == 2
mock_character_service.update_character.assert_called_once()
def test_get_items_by_type(self, inventory_service, test_character, test_weapon, test_armor, test_consumable):
"""Test filtering items by type."""
test_character.inventory = [test_weapon, test_armor, test_consumable]
weapons = inventory_service.get_items_by_type(test_character, ItemType.WEAPON)
armor = inventory_service.get_items_by_type(test_character, ItemType.ARMOR)
consumables = inventory_service.get_items_by_type(test_character, ItemType.CONSUMABLE)
assert len(weapons) == 1
assert test_weapon in weapons
assert len(armor) == 1
assert test_armor in armor
assert len(consumables) == 1
def test_get_equippable_items(self, inventory_service, test_character, test_weapon, test_armor, test_consumable):
"""Test getting only equippable items."""
test_character.inventory = [test_weapon, test_armor, test_consumable]
equippable = inventory_service.get_equippable_items(test_character)
assert test_weapon in equippable
assert test_armor in equippable
assert test_consumable not in equippable
def test_get_equippable_items_for_slot(self, inventory_service, test_character, test_weapon, test_armor):
"""Test getting equippable items for a specific slot."""
test_character.inventory = [test_weapon, test_armor]
for_weapon = inventory_service.get_equippable_items(test_character, slot="weapon")
for_chest = inventory_service.get_equippable_items(test_character, slot="chest")
assert test_weapon in for_weapon
assert test_armor not in for_weapon
assert test_armor in for_chest
assert test_weapon not in for_chest
def test_get_equippable_items_excludes_high_level(self, inventory_service, test_character, test_weapon, high_level_weapon):
"""Test that items above character level are excluded."""
test_character.inventory = [test_weapon, high_level_weapon]
test_character.level = 5
equippable = inventory_service.get_equippable_items(test_character)
assert test_weapon in equippable
assert high_level_weapon not in equippable
# =============================================================================
# Edge Cases and Error Handling
# =============================================================================
class TestEdgeCases:
"""Tests for edge cases and error handling."""
def test_valid_slots_constant(self):
"""Test VALID_SLOTS contains expected slots."""
expected = {"weapon", "off_hand", "helmet", "chest", "gloves", "boots", "accessory_1", "accessory_2"}
assert VALID_SLOTS == expected
def test_item_type_slots_mapping(self):
"""Test ITEM_TYPE_SLOTS mapping is correct."""
assert ItemType.WEAPON in ITEM_TYPE_SLOTS
assert "weapon" in ITEM_TYPE_SLOTS[ItemType.WEAPON]
assert "off_hand" in ITEM_TYPE_SLOTS[ItemType.WEAPON]
assert ItemType.ARMOR in ITEM_TYPE_SLOTS
assert "chest" in ITEM_TYPE_SLOTS[ItemType.ARMOR]
assert "helmet" in ITEM_TYPE_SLOTS[ItemType.ARMOR]
def test_generated_item_with_unique_id(self, inventory_service, test_character, mock_character_service):
"""Test handling of generated items with unique IDs."""
generated_item = Item(
item_id="gen_abc123", # Generated item ID format
name="Dagger",
item_type=ItemType.WEAPON,
rarity=ItemRarity.RARE,
damage=15,
is_generated=True,
generated_name="Flaming Dagger of Strength",
base_template_id="dagger",
applied_affixes=["flaming", "of_strength"],
)
inventory_service.add_item(test_character, generated_item, "user_test_456")
assert generated_item in test_character.inventory
assert generated_item.get_display_name() == "Flaming Dagger of Strength"
def test_equip_generated_item(self, inventory_service, test_character, mock_character_service):
"""Test equipping a generated item."""
generated_item = Item(
item_id="gen_xyz789",
name="Sword",
item_type=ItemType.WEAPON,
rarity=ItemRarity.EPIC,
damage=25,
is_generated=True,
generated_name="Blazing Sword of Power",
required_level=1,
)
test_character.inventory = [generated_item]
inventory_service.equip_item(test_character, "gen_xyz789", "weapon", "user_test_456")
assert test_character.equipped.get("weapon") is generated_item
# =============================================================================
# Global Instance Tests
# =============================================================================
class TestGlobalInstance:
"""Tests for the global singleton pattern."""
def test_get_inventory_service_returns_instance(self):
"""Test get_inventory_service returns InventoryService."""
with patch('app.services.inventory_service._service_instance', None):
with patch('app.services.inventory_service.get_character_service'):
service = get_inventory_service()
assert isinstance(service, InventoryService)
def test_get_inventory_service_returns_same_instance(self):
"""Test get_inventory_service returns singleton."""
with patch('app.services.inventory_service._service_instance', None):
with patch('app.services.inventory_service.get_character_service'):
service1 = get_inventory_service()
service2 = get_inventory_service()
assert service1 is service2

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"""
Tests for the Item Generator and Affix System.
Tests cover:
- Affix loading from YAML
- Base item template loading
- Item generation with affixes
- Name generation
- Stat combination
"""
import pytest
from unittest.mock import patch, MagicMock
from app.models.affixes import Affix, BaseItemTemplate
from app.models.enums import AffixType, AffixTier, ItemRarity, ItemType, DamageType
from app.services.affix_loader import AffixLoader, get_affix_loader
from app.services.base_item_loader import BaseItemLoader, get_base_item_loader
from app.services.item_generator import ItemGenerator, get_item_generator
class TestAffixModel:
"""Tests for the Affix dataclass."""
def test_affix_creation(self):
"""Test creating an Affix instance."""
affix = Affix(
affix_id="flaming",
name="Flaming",
affix_type=AffixType.PREFIX,
tier=AffixTier.MINOR,
description="Fire damage",
damage_type=DamageType.FIRE,
elemental_ratio=0.25,
damage_bonus=3,
)
assert affix.affix_id == "flaming"
assert affix.name == "Flaming"
assert affix.affix_type == AffixType.PREFIX
assert affix.tier == AffixTier.MINOR
assert affix.applies_elemental_damage()
def test_affix_can_apply_to(self):
"""Test affix eligibility checking."""
# Weapon-only affix
weapon_affix = Affix(
affix_id="sharp",
name="Sharp",
affix_type=AffixType.PREFIX,
tier=AffixTier.MINOR,
allowed_item_types=["weapon"],
)
assert weapon_affix.can_apply_to("weapon", "rare")
assert not weapon_affix.can_apply_to("armor", "rare")
def test_affix_legendary_only(self):
"""Test legendary-only affix restriction."""
legendary_affix = Affix(
affix_id="vorpal",
name="Vorpal",
affix_type=AffixType.PREFIX,
tier=AffixTier.LEGENDARY,
required_rarity="legendary",
)
assert legendary_affix.is_legendary_only()
assert legendary_affix.can_apply_to("weapon", "legendary")
assert not legendary_affix.can_apply_to("weapon", "epic")
def test_affix_serialization(self):
"""Test affix to_dict and from_dict."""
affix = Affix(
affix_id="of_strength",
name="of Strength",
affix_type=AffixType.SUFFIX,
tier=AffixTier.MINOR,
stat_bonuses={"strength": 2},
)
data = affix.to_dict()
restored = Affix.from_dict(data)
assert restored.affix_id == affix.affix_id
assert restored.name == affix.name
assert restored.stat_bonuses == affix.stat_bonuses
class TestBaseItemTemplate:
"""Tests for the BaseItemTemplate dataclass."""
def test_template_creation(self):
"""Test creating a BaseItemTemplate instance."""
template = BaseItemTemplate(
template_id="dagger",
name="Dagger",
item_type="weapon",
base_damage=6,
base_value=15,
crit_chance=0.08,
required_level=1,
)
assert template.template_id == "dagger"
assert template.base_damage == 6
assert template.crit_chance == 0.08
def test_template_rarity_eligibility(self):
"""Test template rarity checking."""
template = BaseItemTemplate(
template_id="plate_armor",
name="Plate Armor",
item_type="armor",
min_rarity="rare",
)
assert template.can_generate_at_rarity("rare")
assert template.can_generate_at_rarity("epic")
assert template.can_generate_at_rarity("legendary")
assert not template.can_generate_at_rarity("common")
assert not template.can_generate_at_rarity("uncommon")
def test_template_level_eligibility(self):
"""Test template level checking."""
template = BaseItemTemplate(
template_id="greatsword",
name="Greatsword",
item_type="weapon",
required_level=5,
)
assert template.can_drop_for_level(5)
assert template.can_drop_for_level(10)
assert not template.can_drop_for_level(4)
class TestAffixLoader:
"""Tests for the AffixLoader service."""
def test_loader_initialization(self):
"""Test AffixLoader initializes correctly."""
loader = get_affix_loader()
assert loader is not None
def test_load_prefixes(self):
"""Test loading prefixes from YAML."""
loader = get_affix_loader()
loader.load_all()
prefixes = loader.get_all_prefixes()
assert len(prefixes) > 0
# Check for known prefix
flaming = loader.get_affix("flaming")
assert flaming is not None
assert flaming.affix_type == AffixType.PREFIX
assert flaming.name == "Flaming"
def test_load_suffixes(self):
"""Test loading suffixes from YAML."""
loader = get_affix_loader()
loader.load_all()
suffixes = loader.get_all_suffixes()
assert len(suffixes) > 0
# Check for known suffix
of_strength = loader.get_affix("of_strength")
assert of_strength is not None
assert of_strength.affix_type == AffixType.SUFFIX
assert of_strength.name == "of Strength"
def test_get_eligible_prefixes(self):
"""Test filtering eligible prefixes."""
loader = get_affix_loader()
# Get weapon prefixes for rare items
eligible = loader.get_eligible_prefixes("weapon", "rare")
assert len(eligible) > 0
# All should be applicable to weapons
for prefix in eligible:
assert prefix.can_apply_to("weapon", "rare")
def test_get_random_prefix(self):
"""Test random prefix selection."""
loader = get_affix_loader()
prefix = loader.get_random_prefix("weapon", "rare")
assert prefix is not None
assert prefix.affix_type == AffixType.PREFIX
class TestBaseItemLoader:
"""Tests for the BaseItemLoader service."""
def test_loader_initialization(self):
"""Test BaseItemLoader initializes correctly."""
loader = get_base_item_loader()
assert loader is not None
def test_load_weapons(self):
"""Test loading weapon templates from YAML."""
loader = get_base_item_loader()
loader.load_all()
weapons = loader.get_all_weapons()
assert len(weapons) > 0
# Check for known weapon
dagger = loader.get_template("dagger")
assert dagger is not None
assert dagger.item_type == "weapon"
assert dagger.base_damage > 0
def test_load_armor(self):
"""Test loading armor templates from YAML."""
loader = get_base_item_loader()
loader.load_all()
armor = loader.get_all_armor()
assert len(armor) > 0
# Check for known armor
chainmail = loader.get_template("chainmail")
assert chainmail is not None
assert chainmail.item_type == "armor"
assert chainmail.base_defense > 0
def test_get_eligible_templates(self):
"""Test filtering eligible templates."""
loader = get_base_item_loader()
# Get weapons for level 1, common rarity
eligible = loader.get_eligible_templates("weapon", "common", 1)
assert len(eligible) > 0
# All should be eligible
for template in eligible:
assert template.can_drop_for_level(1)
assert template.can_generate_at_rarity("common")
def test_get_random_template(self):
"""Test random template selection."""
loader = get_base_item_loader()
template = loader.get_random_template("weapon", "common", 1)
assert template is not None
assert template.item_type == "weapon"
class TestItemGenerator:
"""Tests for the ItemGenerator service."""
def test_generator_initialization(self):
"""Test ItemGenerator initializes correctly."""
generator = get_item_generator()
assert generator is not None
def test_generate_common_item(self):
"""Test generating a common item (no affixes)."""
generator = get_item_generator()
item = generator.generate_item("weapon", ItemRarity.COMMON, 1)
assert item is not None
assert item.rarity == ItemRarity.COMMON
assert item.is_generated
assert len(item.applied_affixes) == 0
# Common items have no generated name
assert item.generated_name == item.name
def test_generate_rare_item(self):
"""Test generating a rare item (1 affix)."""
generator = get_item_generator()
item = generator.generate_item("weapon", ItemRarity.RARE, 1)
assert item is not None
assert item.rarity == ItemRarity.RARE
assert item.is_generated
assert len(item.applied_affixes) == 1
assert item.generated_name != item.name
def test_generate_epic_item(self):
"""Test generating an epic item (2 affixes)."""
generator = get_item_generator()
item = generator.generate_item("weapon", ItemRarity.EPIC, 1)
assert item is not None
assert item.rarity == ItemRarity.EPIC
assert item.is_generated
assert len(item.applied_affixes) == 2
def test_generate_legendary_item(self):
"""Test generating a legendary item (3 affixes)."""
generator = get_item_generator()
item = generator.generate_item("weapon", ItemRarity.LEGENDARY, 5)
assert item is not None
assert item.rarity == ItemRarity.LEGENDARY
assert item.is_generated
assert len(item.applied_affixes) == 3
def test_generated_name_format(self):
"""Test that generated names follow the expected format."""
generator = get_item_generator()
# Generate multiple items and check name patterns
for _ in range(10):
item = generator.generate_item("weapon", ItemRarity.EPIC, 1)
if item:
name = item.get_display_name()
# EPIC should have both prefix and suffix (typically)
# Name should contain the base item name
assert item.name in name or item.base_template_id in name.lower()
def test_stat_combination(self):
"""Test that affix stats are properly combined."""
generator = get_item_generator()
# Generate items and verify stat bonuses are present
for _ in range(5):
item = generator.generate_item("weapon", ItemRarity.RARE, 1)
if item and item.applied_affixes:
# Item should have some stat modifications
# Either stat_bonuses, damage_bonus, or elemental properties
has_stats = (
bool(item.stat_bonuses) or
item.damage > 0 or
item.elemental_ratio > 0
)
assert has_stats
def test_generate_armor(self):
"""Test generating armor items."""
generator = get_item_generator()
item = generator.generate_item("armor", ItemRarity.RARE, 1)
assert item is not None
assert item.item_type == ItemType.ARMOR
assert item.defense > 0 or item.resistance > 0
def test_generate_loot_drop(self):
"""Test random loot drop generation."""
generator = get_item_generator()
# Generate multiple drops to test randomness
rarities_seen = set()
for _ in range(50):
item = generator.generate_loot_drop(5, luck_stat=8)
if item:
rarities_seen.add(item.rarity)
# Should see at least common and uncommon
assert ItemRarity.COMMON in rarities_seen or ItemRarity.UNCOMMON in rarities_seen
def test_luck_affects_rarity(self):
"""Test that higher luck increases rare drops."""
generator = get_item_generator()
# This is a statistical test - higher luck should trend toward better rarity
low_luck_rares = 0
high_luck_rares = 0
for _ in range(100):
low_luck_item = generator.generate_loot_drop(5, luck_stat=1)
high_luck_item = generator.generate_loot_drop(5, luck_stat=20)
if low_luck_item and low_luck_item.rarity in [ItemRarity.RARE, ItemRarity.EPIC, ItemRarity.LEGENDARY]:
low_luck_rares += 1
if high_luck_item and high_luck_item.rarity in [ItemRarity.RARE, ItemRarity.EPIC, ItemRarity.LEGENDARY]:
high_luck_rares += 1
# High luck should generally produce more rare+ items
# (This may occasionally fail due to randomness, but should pass most of the time)
# We're just checking the trend, not a strict guarantee
# logger.info(f"Low luck rares: {low_luck_rares}, High luck rares: {high_luck_rares}")
class TestNameGeneration:
"""Tests specifically for item name generation."""
def test_prefix_only_name(self):
"""Test name with only a prefix."""
generator = get_item_generator()
# Create mock affixes
prefix = Affix(
affix_id="flaming",
name="Flaming",
affix_type=AffixType.PREFIX,
tier=AffixTier.MINOR,
)
name = generator._build_name("Dagger", [prefix], [])
assert name == "Flaming Dagger"
def test_suffix_only_name(self):
"""Test name with only a suffix."""
generator = get_item_generator()
suffix = Affix(
affix_id="of_strength",
name="of Strength",
affix_type=AffixType.SUFFIX,
tier=AffixTier.MINOR,
)
name = generator._build_name("Dagger", [], [suffix])
assert name == "Dagger of Strength"
def test_full_name(self):
"""Test name with prefix and suffix."""
generator = get_item_generator()
prefix = Affix(
affix_id="flaming",
name="Flaming",
affix_type=AffixType.PREFIX,
tier=AffixTier.MINOR,
)
suffix = Affix(
affix_id="of_strength",
name="of Strength",
affix_type=AffixType.SUFFIX,
tier=AffixTier.MINOR,
)
name = generator._build_name("Dagger", [prefix], [suffix])
assert name == "Flaming Dagger of Strength"
def test_multiple_prefixes(self):
"""Test name with multiple prefixes."""
generator = get_item_generator()
prefix1 = Affix(
affix_id="flaming",
name="Flaming",
affix_type=AffixType.PREFIX,
tier=AffixTier.MINOR,
)
prefix2 = Affix(
affix_id="sharp",
name="Sharp",
affix_type=AffixType.PREFIX,
tier=AffixTier.MINOR,
)
name = generator._build_name("Dagger", [prefix1, prefix2], [])
assert name == "Flaming Sharp Dagger"
class TestStatCombination:
"""Tests for combining affix stats."""
def test_combine_stat_bonuses(self):
"""Test combining stat bonuses from multiple affixes."""
generator = get_item_generator()
affix1 = Affix(
affix_id="test1",
name="Test1",
affix_type=AffixType.PREFIX,
tier=AffixTier.MINOR,
stat_bonuses={"strength": 2, "constitution": 1},
)
affix2 = Affix(
affix_id="test2",
name="Test2",
affix_type=AffixType.SUFFIX,
tier=AffixTier.MINOR,
stat_bonuses={"strength": 3, "dexterity": 2},
)
combined = generator._combine_affix_stats([affix1, affix2])
assert combined["stat_bonuses"]["strength"] == 5
assert combined["stat_bonuses"]["constitution"] == 1
assert combined["stat_bonuses"]["dexterity"] == 2
def test_combine_damage_bonuses(self):
"""Test combining damage bonuses."""
generator = get_item_generator()
affix1 = Affix(
affix_id="sharp",
name="Sharp",
affix_type=AffixType.PREFIX,
tier=AffixTier.MINOR,
damage_bonus=3,
)
affix2 = Affix(
affix_id="keen",
name="Keen",
affix_type=AffixType.PREFIX,
tier=AffixTier.MAJOR,
damage_bonus=5,
)
combined = generator._combine_affix_stats([affix1, affix2])
assert combined["damage_bonus"] == 8
def test_combine_crit_bonuses(self):
"""Test combining crit chance and multiplier bonuses."""
generator = get_item_generator()
affix1 = Affix(
affix_id="sharp",
name="Sharp",
affix_type=AffixType.PREFIX,
tier=AffixTier.MINOR,
crit_chance_bonus=0.02,
)
affix2 = Affix(
affix_id="keen",
name="Keen",
affix_type=AffixType.PREFIX,
tier=AffixTier.MAJOR,
crit_chance_bonus=0.04,
crit_multiplier_bonus=0.5,
)
combined = generator._combine_affix_stats([affix1, affix2])
assert combined["crit_chance_bonus"] == pytest.approx(0.06)
assert combined["crit_multiplier_bonus"] == pytest.approx(0.5)

387
api/tests/test_items.py Normal file
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@@ -0,0 +1,387 @@
"""
Unit tests for Item dataclass and ItemRarity enum.
Tests item creation, rarity, type checking, and serialization.
"""
import pytest
from app.models.items import Item
from app.models.enums import ItemType, ItemRarity, DamageType
class TestItemRarityEnum:
"""Tests for ItemRarity enum."""
def test_rarity_values(self):
"""Test all rarity values exist and have correct string values."""
assert ItemRarity.COMMON.value == "common"
assert ItemRarity.UNCOMMON.value == "uncommon"
assert ItemRarity.RARE.value == "rare"
assert ItemRarity.EPIC.value == "epic"
assert ItemRarity.LEGENDARY.value == "legendary"
def test_rarity_from_string(self):
"""Test creating rarity from string value."""
assert ItemRarity("common") == ItemRarity.COMMON
assert ItemRarity("uncommon") == ItemRarity.UNCOMMON
assert ItemRarity("rare") == ItemRarity.RARE
assert ItemRarity("epic") == ItemRarity.EPIC
assert ItemRarity("legendary") == ItemRarity.LEGENDARY
def test_rarity_count(self):
"""Test that there are exactly 5 rarity tiers."""
assert len(ItemRarity) == 5
class TestItemCreation:
"""Tests for creating Item instances."""
def test_create_basic_item(self):
"""Test creating a basic item with minimal fields."""
item = Item(
item_id="test_item",
name="Test Item",
item_type=ItemType.QUEST_ITEM,
)
assert item.item_id == "test_item"
assert item.name == "Test Item"
assert item.item_type == ItemType.QUEST_ITEM
assert item.rarity == ItemRarity.COMMON # Default
assert item.description == ""
assert item.value == 0
assert item.is_tradeable == True
def test_item_default_rarity_is_common(self):
"""Test that items default to COMMON rarity."""
item = Item(
item_id="sword_1",
name="Iron Sword",
item_type=ItemType.WEAPON,
)
assert item.rarity == ItemRarity.COMMON
def test_create_item_with_rarity(self):
"""Test creating items with different rarity levels."""
uncommon = Item(
item_id="sword_2",
name="Steel Sword",
item_type=ItemType.WEAPON,
rarity=ItemRarity.UNCOMMON,
)
assert uncommon.rarity == ItemRarity.UNCOMMON
rare = Item(
item_id="sword_3",
name="Mithril Sword",
item_type=ItemType.WEAPON,
rarity=ItemRarity.RARE,
)
assert rare.rarity == ItemRarity.RARE
epic = Item(
item_id="sword_4",
name="Dragon Sword",
item_type=ItemType.WEAPON,
rarity=ItemRarity.EPIC,
)
assert epic.rarity == ItemRarity.EPIC
legendary = Item(
item_id="sword_5",
name="Excalibur",
item_type=ItemType.WEAPON,
rarity=ItemRarity.LEGENDARY,
)
assert legendary.rarity == ItemRarity.LEGENDARY
def test_create_weapon(self):
"""Test creating a weapon with all weapon-specific fields."""
weapon = Item(
item_id="fire_sword",
name="Flame Blade",
item_type=ItemType.WEAPON,
rarity=ItemRarity.RARE,
description="A sword wreathed in flames.",
value=500,
damage=25,
damage_type=DamageType.PHYSICAL,
crit_chance=0.15,
crit_multiplier=2.5,
elemental_damage_type=DamageType.FIRE,
physical_ratio=0.7,
elemental_ratio=0.3,
)
assert weapon.is_weapon() == True
assert weapon.is_elemental_weapon() == True
assert weapon.damage == 25
assert weapon.crit_chance == 0.15
assert weapon.crit_multiplier == 2.5
assert weapon.elemental_damage_type == DamageType.FIRE
assert weapon.physical_ratio == 0.7
assert weapon.elemental_ratio == 0.3
def test_create_armor(self):
"""Test creating armor with defense/resistance."""
armor = Item(
item_id="plate_armor",
name="Steel Plate Armor",
item_type=ItemType.ARMOR,
rarity=ItemRarity.UNCOMMON,
description="Heavy steel armor.",
value=300,
defense=15,
resistance=5,
)
assert armor.is_armor() == True
assert armor.defense == 15
assert armor.resistance == 5
def test_create_consumable(self):
"""Test creating a consumable item."""
potion = Item(
item_id="health_potion",
name="Health Potion",
item_type=ItemType.CONSUMABLE,
rarity=ItemRarity.COMMON,
description="Restores 50 HP.",
value=25,
)
assert potion.is_consumable() == True
assert potion.is_tradeable == True
class TestItemTypeMethods:
"""Tests for item type checking methods."""
def test_is_weapon(self):
"""Test is_weapon() method."""
weapon = Item(item_id="w", name="W", item_type=ItemType.WEAPON)
armor = Item(item_id="a", name="A", item_type=ItemType.ARMOR)
assert weapon.is_weapon() == True
assert armor.is_weapon() == False
def test_is_armor(self):
"""Test is_armor() method."""
weapon = Item(item_id="w", name="W", item_type=ItemType.WEAPON)
armor = Item(item_id="a", name="A", item_type=ItemType.ARMOR)
assert armor.is_armor() == True
assert weapon.is_armor() == False
def test_is_consumable(self):
"""Test is_consumable() method."""
consumable = Item(item_id="c", name="C", item_type=ItemType.CONSUMABLE)
weapon = Item(item_id="w", name="W", item_type=ItemType.WEAPON)
assert consumable.is_consumable() == True
assert weapon.is_consumable() == False
def test_is_quest_item(self):
"""Test is_quest_item() method."""
quest = Item(item_id="q", name="Q", item_type=ItemType.QUEST_ITEM)
weapon = Item(item_id="w", name="W", item_type=ItemType.WEAPON)
assert quest.is_quest_item() == True
assert weapon.is_quest_item() == False
class TestItemSerialization:
"""Tests for Item serialization and deserialization."""
def test_to_dict_includes_rarity(self):
"""Test that to_dict() includes rarity as string."""
item = Item(
item_id="test",
name="Test",
item_type=ItemType.WEAPON,
rarity=ItemRarity.EPIC,
description="Test item",
)
data = item.to_dict()
assert data["rarity"] == "epic"
assert data["item_type"] == "weapon"
def test_from_dict_parses_rarity(self):
"""Test that from_dict() parses rarity correctly."""
data = {
"item_id": "test",
"name": "Test",
"item_type": "weapon",
"rarity": "legendary",
"description": "Test item",
}
item = Item.from_dict(data)
assert item.rarity == ItemRarity.LEGENDARY
assert item.item_type == ItemType.WEAPON
def test_from_dict_defaults_to_common_rarity(self):
"""Test that from_dict() defaults to COMMON if rarity missing."""
data = {
"item_id": "test",
"name": "Test",
"item_type": "weapon",
"description": "Test item",
# No rarity field
}
item = Item.from_dict(data)
assert item.rarity == ItemRarity.COMMON
def test_round_trip_serialization(self):
"""Test serialization and deserialization preserve all data."""
original = Item(
item_id="flame_sword",
name="Flame Blade",
item_type=ItemType.WEAPON,
rarity=ItemRarity.RARE,
description="A fiery blade.",
value=500,
damage=25,
damage_type=DamageType.PHYSICAL,
crit_chance=0.12,
crit_multiplier=2.5,
elemental_damage_type=DamageType.FIRE,
physical_ratio=0.7,
elemental_ratio=0.3,
defense=0,
resistance=0,
required_level=5,
stat_bonuses={"strength": 3},
)
# Serialize then deserialize
data = original.to_dict()
restored = Item.from_dict(data)
assert restored.item_id == original.item_id
assert restored.name == original.name
assert restored.item_type == original.item_type
assert restored.rarity == original.rarity
assert restored.description == original.description
assert restored.value == original.value
assert restored.damage == original.damage
assert restored.damage_type == original.damage_type
assert restored.crit_chance == original.crit_chance
assert restored.crit_multiplier == original.crit_multiplier
assert restored.elemental_damage_type == original.elemental_damage_type
assert restored.physical_ratio == original.physical_ratio
assert restored.elemental_ratio == original.elemental_ratio
assert restored.required_level == original.required_level
assert restored.stat_bonuses == original.stat_bonuses
def test_round_trip_all_rarities(self):
"""Test round-trip serialization for all rarity levels."""
for rarity in ItemRarity:
original = Item(
item_id=f"item_{rarity.value}",
name=f"{rarity.value.title()} Item",
item_type=ItemType.CONSUMABLE,
rarity=rarity,
)
data = original.to_dict()
restored = Item.from_dict(data)
assert restored.rarity == rarity
class TestItemEquippability:
"""Tests for item equip requirements."""
def test_can_equip_level_requirement(self):
"""Test level requirement checking."""
item = Item(
item_id="high_level_sword",
name="Epic Sword",
item_type=ItemType.WEAPON,
required_level=10,
)
assert item.can_equip(character_level=5) == False
assert item.can_equip(character_level=10) == True
assert item.can_equip(character_level=15) == True
def test_can_equip_class_requirement(self):
"""Test class requirement checking."""
item = Item(
item_id="mage_staff",
name="Mage Staff",
item_type=ItemType.WEAPON,
required_class="mage",
)
assert item.can_equip(character_level=1, character_class="warrior") == False
assert item.can_equip(character_level=1, character_class="mage") == True
class TestItemStatBonuses:
"""Tests for item stat bonus methods."""
def test_get_total_stat_bonus(self):
"""Test getting stat bonuses from items."""
item = Item(
item_id="ring_of_power",
name="Ring of Power",
item_type=ItemType.ARMOR,
stat_bonuses={"strength": 5, "constitution": 3},
)
assert item.get_total_stat_bonus("strength") == 5
assert item.get_total_stat_bonus("constitution") == 3
assert item.get_total_stat_bonus("dexterity") == 0 # Not in bonuses
class TestItemRepr:
"""Tests for item string representation."""
def test_weapon_repr(self):
"""Test weapon __repr__ output."""
weapon = Item(
item_id="sword",
name="Iron Sword",
item_type=ItemType.WEAPON,
damage=10,
value=50,
)
repr_str = repr(weapon)
assert "Iron Sword" in repr_str
assert "weapon" in repr_str
def test_armor_repr(self):
"""Test armor __repr__ output."""
armor = Item(
item_id="armor",
name="Leather Armor",
item_type=ItemType.ARMOR,
defense=5,
value=30,
)
repr_str = repr(armor)
assert "Leather Armor" in repr_str
assert "armor" in repr_str
def test_consumable_repr(self):
"""Test consumable __repr__ output."""
potion = Item(
item_id="potion",
name="Health Potion",
item_type=ItemType.CONSUMABLE,
value=10,
)
repr_str = repr(potion)
assert "Health Potion" in repr_str
assert "consumable" in repr_str

View File

@@ -0,0 +1,224 @@
"""
Tests for LootEntry model with hybrid loot support.
Tests the extended LootEntry dataclass that supports both static
and procedural loot types with backward compatibility.
"""
import pytest
from app.models.enemy import LootEntry, LootType
class TestLootEntryBackwardCompatibility:
"""Test that existing YAML format still works."""
def test_from_dict_defaults_to_static(self):
"""Old-style entries without loot_type should default to STATIC."""
entry_data = {
"item_id": "rusty_dagger",
"drop_chance": 0.15,
}
entry = LootEntry.from_dict(entry_data)
assert entry.loot_type == LootType.STATIC
assert entry.item_id == "rusty_dagger"
assert entry.drop_chance == 0.15
assert entry.quantity_min == 1
assert entry.quantity_max == 1
def test_from_dict_with_all_old_fields(self):
"""Test entry with all old-style fields."""
entry_data = {
"item_id": "gold_coin",
"drop_chance": 0.50,
"quantity_min": 1,
"quantity_max": 3,
}
entry = LootEntry.from_dict(entry_data)
assert entry.loot_type == LootType.STATIC
assert entry.item_id == "gold_coin"
assert entry.drop_chance == 0.50
assert entry.quantity_min == 1
assert entry.quantity_max == 3
def test_to_dict_includes_loot_type(self):
"""Serialization should include loot_type."""
entry = LootEntry(
loot_type=LootType.STATIC,
item_id="health_potion",
drop_chance=0.2
)
data = entry.to_dict()
assert data["loot_type"] == "static"
assert data["item_id"] == "health_potion"
assert data["drop_chance"] == 0.2
class TestLootEntryStaticType:
"""Test static loot entries."""
def test_static_entry_creation(self):
"""Test creating a static loot entry."""
entry = LootEntry(
loot_type=LootType.STATIC,
item_id="goblin_ear",
drop_chance=0.60,
quantity_min=1,
quantity_max=2
)
assert entry.loot_type == LootType.STATIC
assert entry.item_id == "goblin_ear"
assert entry.item_type is None
assert entry.rarity_bonus == 0.0
def test_static_from_dict_explicit(self):
"""Test parsing explicit static entry."""
entry_data = {
"loot_type": "static",
"item_id": "health_potion_small",
"drop_chance": 0.10,
}
entry = LootEntry.from_dict(entry_data)
assert entry.loot_type == LootType.STATIC
assert entry.item_id == "health_potion_small"
def test_static_to_dict_omits_procedural_fields(self):
"""Static entries should omit procedural-only fields."""
entry = LootEntry(
loot_type=LootType.STATIC,
item_id="gold_coin",
drop_chance=0.5
)
data = entry.to_dict()
assert "item_id" in data
assert "item_type" not in data
assert "rarity_bonus" not in data
class TestLootEntryProceduralType:
"""Test procedural loot entries."""
def test_procedural_entry_creation(self):
"""Test creating a procedural loot entry."""
entry = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type="weapon",
drop_chance=0.10,
rarity_bonus=0.15
)
assert entry.loot_type == LootType.PROCEDURAL
assert entry.item_type == "weapon"
assert entry.rarity_bonus == 0.15
assert entry.item_id is None
def test_procedural_from_dict(self):
"""Test parsing procedural entry from dict."""
entry_data = {
"loot_type": "procedural",
"item_type": "armor",
"drop_chance": 0.08,
"rarity_bonus": 0.05,
}
entry = LootEntry.from_dict(entry_data)
assert entry.loot_type == LootType.PROCEDURAL
assert entry.item_type == "armor"
assert entry.drop_chance == 0.08
assert entry.rarity_bonus == 0.05
def test_procedural_to_dict_includes_item_type(self):
"""Procedural entries should include item_type and rarity_bonus."""
entry = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type="weapon",
drop_chance=0.15,
rarity_bonus=0.10
)
data = entry.to_dict()
assert data["loot_type"] == "procedural"
assert data["item_type"] == "weapon"
assert data["rarity_bonus"] == 0.10
assert "item_id" not in data
def test_procedural_default_rarity_bonus(self):
"""Procedural entries default to 0.0 rarity bonus."""
entry_data = {
"loot_type": "procedural",
"item_type": "weapon",
"drop_chance": 0.10,
}
entry = LootEntry.from_dict(entry_data)
assert entry.rarity_bonus == 0.0
class TestLootTypeEnum:
"""Test LootType enum values."""
def test_static_value(self):
"""Test STATIC enum value."""
assert LootType.STATIC.value == "static"
def test_procedural_value(self):
"""Test PROCEDURAL enum value."""
assert LootType.PROCEDURAL.value == "procedural"
def test_from_string(self):
"""Test creating enum from string."""
assert LootType("static") == LootType.STATIC
assert LootType("procedural") == LootType.PROCEDURAL
def test_invalid_string_raises(self):
"""Test that invalid string raises ValueError."""
with pytest.raises(ValueError):
LootType("invalid")
class TestLootEntryRoundTrip:
"""Test serialization/deserialization round trips."""
def test_static_round_trip(self):
"""Static entry should survive round trip."""
original = LootEntry(
loot_type=LootType.STATIC,
item_id="health_potion_small",
drop_chance=0.15,
quantity_min=1,
quantity_max=2
)
data = original.to_dict()
restored = LootEntry.from_dict(data)
assert restored.loot_type == original.loot_type
assert restored.item_id == original.item_id
assert restored.drop_chance == original.drop_chance
assert restored.quantity_min == original.quantity_min
assert restored.quantity_max == original.quantity_max
def test_procedural_round_trip(self):
"""Procedural entry should survive round trip."""
original = LootEntry(
loot_type=LootType.PROCEDURAL,
item_type="weapon",
drop_chance=0.25,
rarity_bonus=0.15,
quantity_min=1,
quantity_max=1
)
data = original.to_dict()
restored = LootEntry.from_dict(data)
assert restored.loot_type == original.loot_type
assert restored.item_type == original.item_type
assert restored.drop_chance == original.drop_chance
assert restored.rarity_bonus == original.rarity_bonus

View File

@@ -18,8 +18,10 @@ from app.services.session_service import (
SessionNotFound,
SessionLimitExceeded,
SessionValidationError,
MAX_ACTIVE_SESSIONS,
)
# Session limits are now tier-based, using a test default
MAX_ACTIVE_SESSIONS_TEST = 3
from app.models.session import GameSession, GameState, ConversationEntry
from app.models.enums import SessionStatus, SessionType, LocationType
from app.models.character import Character
@@ -116,7 +118,7 @@ class TestSessionServiceCreation:
def test_create_solo_session_limit_exceeded(self, mock_db, mock_appwrite, mock_character_service, sample_character):
"""Test session creation fails when limit exceeded."""
mock_character_service.get_character.return_value = sample_character
mock_db.count_documents.return_value = MAX_ACTIVE_SESSIONS
mock_db.count_documents.return_value = MAX_ACTIVE_SESSIONS_TEST
service = SessionService()
with pytest.raises(SessionLimitExceeded):

View File

@@ -0,0 +1,194 @@
"""
Tests for StaticItemLoader service.
Tests the service that loads predefined items (consumables, materials)
from YAML files for use in loot tables.
"""
import pytest
from pathlib import Path
from app.services.static_item_loader import StaticItemLoader, get_static_item_loader
from app.models.enums import ItemType, ItemRarity
class TestStaticItemLoaderInitialization:
"""Test service initialization."""
def test_init_with_default_path(self):
"""Service should initialize with default data path."""
loader = StaticItemLoader()
assert loader.data_dir.exists() or not loader._loaded
def test_init_with_custom_path(self, tmp_path):
"""Service should accept custom data path."""
loader = StaticItemLoader(data_dir=str(tmp_path))
assert loader.data_dir == tmp_path
def test_singleton_returns_same_instance(self):
"""get_static_item_loader should return singleton."""
loader1 = get_static_item_loader()
loader2 = get_static_item_loader()
assert loader1 is loader2
class TestStaticItemLoaderLoading:
"""Test YAML loading functionality."""
def test_loads_consumables(self):
"""Should load consumable items from YAML."""
loader = get_static_item_loader()
# Check that health potion exists
assert loader.has_item("health_potion_small")
assert loader.has_item("health_potion_medium")
def test_loads_materials(self):
"""Should load material items from YAML."""
loader = get_static_item_loader()
# Check that materials exist
assert loader.has_item("goblin_ear")
assert loader.has_item("wolf_pelt")
def test_get_all_item_ids_returns_list(self):
"""get_all_item_ids should return list of item IDs."""
loader = get_static_item_loader()
item_ids = loader.get_all_item_ids()
assert isinstance(item_ids, list)
assert len(item_ids) > 0
assert "health_potion_small" in item_ids
def test_has_item_returns_false_for_missing(self):
"""has_item should return False for non-existent items."""
loader = get_static_item_loader()
assert not loader.has_item("nonexistent_item_xyz")
class TestStaticItemLoaderGetItem:
"""Test item retrieval."""
def test_get_item_returns_item_object(self):
"""get_item should return an Item instance."""
loader = get_static_item_loader()
item = loader.get_item("health_potion_small")
assert item is not None
assert item.name == "Small Health Potion"
assert item.item_type == ItemType.CONSUMABLE
assert item.rarity == ItemRarity.COMMON
def test_get_item_has_unique_id(self):
"""Each call should create item with unique ID."""
loader = get_static_item_loader()
item1 = loader.get_item("health_potion_small")
item2 = loader.get_item("health_potion_small")
assert item1.item_id != item2.item_id
assert "health_potion_small" in item1.item_id
assert "health_potion_small" in item2.item_id
def test_get_item_returns_none_for_missing(self):
"""get_item should return None for non-existent items."""
loader = get_static_item_loader()
item = loader.get_item("nonexistent_item_xyz")
assert item is None
def test_get_item_consumable_has_effects(self):
"""Consumable items should have effects_on_use."""
loader = get_static_item_loader()
item = loader.get_item("health_potion_small")
assert len(item.effects_on_use) > 0
effect = item.effects_on_use[0]
assert effect.name == "Minor Healing"
assert effect.power > 0
def test_get_item_quest_item_type(self):
"""Quest items should have correct type."""
loader = get_static_item_loader()
item = loader.get_item("goblin_ear")
assert item is not None
assert item.item_type == ItemType.QUEST_ITEM
assert item.rarity == ItemRarity.COMMON
def test_get_item_has_value(self):
"""Items should have value set."""
loader = get_static_item_loader()
item = loader.get_item("health_potion_small")
assert item.value > 0
def test_get_item_is_tradeable(self):
"""Items should default to tradeable."""
loader = get_static_item_loader()
item = loader.get_item("goblin_ear")
assert item.is_tradeable is True
class TestStaticItemLoaderVariousItems:
"""Test loading various item types."""
def test_medium_health_potion(self):
"""Test medium health potion properties."""
loader = get_static_item_loader()
item = loader.get_item("health_potion_medium")
assert item is not None
assert item.rarity == ItemRarity.UNCOMMON
assert item.value > 25 # More expensive than small
def test_large_health_potion(self):
"""Test large health potion properties."""
loader = get_static_item_loader()
item = loader.get_item("health_potion_large")
assert item is not None
assert item.rarity == ItemRarity.RARE
def test_chieftain_token_rarity(self):
"""Test that chieftain token is rare."""
loader = get_static_item_loader()
item = loader.get_item("goblin_chieftain_token")
assert item is not None
assert item.rarity == ItemRarity.RARE
def test_elixir_has_buff_effect(self):
"""Test that elixirs have buff effects."""
loader = get_static_item_loader()
item = loader.get_item("elixir_of_strength")
if item: # Only test if item exists
assert len(item.effects_on_use) > 0
class TestStaticItemLoaderCache:
"""Test caching behavior."""
def test_clear_cache(self):
"""clear_cache should reset loaded state."""
loader = StaticItemLoader()
# Trigger loading
loader._ensure_loaded()
assert loader._loaded is True
# Clear cache
loader.clear_cache()
assert loader._loaded is False
assert len(loader._cache) == 0
def test_lazy_loading(self):
"""Items should be loaded lazily on first access."""
loader = StaticItemLoader()
assert loader._loaded is False
# Access triggers loading
_ = loader.has_item("health_potion_small")
assert loader._loaded is True

View File

@@ -196,3 +196,186 @@ def test_stats_repr():
assert "INT=10" in repr_str
assert "HP=" in repr_str
assert "MP=" in repr_str
# =============================================================================
# LUK Computed Properties (Combat System Integration)
# =============================================================================
def test_crit_bonus_calculation():
"""Test crit bonus calculation: luck * 0.5%."""
stats = Stats(luck=8)
assert stats.crit_bonus == pytest.approx(0.04, abs=0.001) # 4%
stats = Stats(luck=12)
assert stats.crit_bonus == pytest.approx(0.06, abs=0.001) # 6%
stats = Stats(luck=0)
assert stats.crit_bonus == pytest.approx(0.0, abs=0.001) # 0%
def test_hit_bonus_calculation():
"""Test hit bonus (miss reduction): luck * 0.5%."""
stats = Stats(luck=8)
assert stats.hit_bonus == pytest.approx(0.04, abs=0.001) # 4%
stats = Stats(luck=12)
assert stats.hit_bonus == pytest.approx(0.06, abs=0.001) # 6%
stats = Stats(luck=20)
assert stats.hit_bonus == pytest.approx(0.10, abs=0.001) # 10%
def test_lucky_roll_chance_calculation():
"""Test lucky roll chance: 5% + (luck * 0.25%)."""
stats = Stats(luck=8)
# 5% + (8 * 0.25%) = 5% + 2% = 7%
assert stats.lucky_roll_chance == pytest.approx(0.07, abs=0.001)
stats = Stats(luck=12)
# 5% + (12 * 0.25%) = 5% + 3% = 8%
assert stats.lucky_roll_chance == pytest.approx(0.08, abs=0.001)
stats = Stats(luck=0)
# 5% + (0 * 0.25%) = 5%
assert stats.lucky_roll_chance == pytest.approx(0.05, abs=0.001)
def test_repr_includes_combat_bonuses():
"""Test that repr includes LUK-based combat bonuses."""
stats = Stats(luck=10)
repr_str = repr(stats)
assert "CRIT_BONUS=" in repr_str
assert "HIT_BONUS=" in repr_str
# =============================================================================
# Equipment Bonus Fields (Task 2.5)
# =============================================================================
def test_bonus_fields_default_to_zero():
"""Test that equipment bonus fields default to zero."""
stats = Stats()
assert stats.damage_bonus == 0
assert stats.defense_bonus == 0
assert stats.resistance_bonus == 0
def test_damage_property_with_no_bonus():
"""Test damage calculation: int(strength * 0.75) + damage_bonus with no bonus."""
stats = Stats(strength=10)
# int(10 * 0.75) = 7, no bonus
assert stats.damage == 7
stats = Stats(strength=14)
# int(14 * 0.75) = 10, no bonus
assert stats.damage == 10
def test_damage_property_with_bonus():
"""Test damage calculation includes damage_bonus from weapons."""
stats = Stats(strength=10, damage_bonus=15)
# int(10 * 0.75) + 15 = 7 + 15 = 22
assert stats.damage == 22
stats = Stats(strength=14, damage_bonus=8)
# int(14 * 0.75) + 8 = 10 + 8 = 18
assert stats.damage == 18
def test_defense_property_with_bonus():
"""Test defense calculation includes defense_bonus from armor."""
stats = Stats(constitution=10, defense_bonus=10)
# (10 // 2) + 10 = 5 + 10 = 15
assert stats.defense == 15
stats = Stats(constitution=20, defense_bonus=5)
# (20 // 2) + 5 = 10 + 5 = 15
assert stats.defense == 15
def test_resistance_property_with_bonus():
"""Test resistance calculation includes resistance_bonus from armor."""
stats = Stats(wisdom=10, resistance_bonus=8)
# (10 // 2) + 8 = 5 + 8 = 13
assert stats.resistance == 13
stats = Stats(wisdom=14, resistance_bonus=3)
# (14 // 2) + 3 = 7 + 3 = 10
assert stats.resistance == 10
def test_bonus_fields_serialization():
"""Test that bonus fields are included in to_dict()."""
stats = Stats(
strength=15,
damage_bonus=12,
defense_bonus=8,
resistance_bonus=5,
)
data = stats.to_dict()
assert data["damage_bonus"] == 12
assert data["defense_bonus"] == 8
assert data["resistance_bonus"] == 5
def test_bonus_fields_deserialization():
"""Test that bonus fields are restored from from_dict()."""
data = {
"strength": 15,
"damage_bonus": 12,
"defense_bonus": 8,
"resistance_bonus": 5,
}
stats = Stats.from_dict(data)
assert stats.damage_bonus == 12
assert stats.defense_bonus == 8
assert stats.resistance_bonus == 5
def test_bonus_fields_deserialization_defaults():
"""Test that missing bonus fields default to zero on deserialization."""
data = {
"strength": 15,
# No bonus fields
}
stats = Stats.from_dict(data)
assert stats.damage_bonus == 0
assert stats.defense_bonus == 0
assert stats.resistance_bonus == 0
def test_copy_includes_bonus_fields():
"""Test that copy() preserves bonus fields."""
original = Stats(
strength=15,
damage_bonus=10,
defense_bonus=8,
resistance_bonus=5,
)
copy = original.copy()
assert copy.damage_bonus == 10
assert copy.defense_bonus == 8
assert copy.resistance_bonus == 5
# Verify independence
copy.damage_bonus = 20
assert original.damage_bonus == 10
assert copy.damage_bonus == 20
def test_repr_includes_damage():
"""Test that repr includes the damage computed property."""
stats = Stats(strength=10, damage_bonus=15)
repr_str = repr(stats)
assert "DMG=" in repr_str

View File

@@ -0,0 +1,864 @@
# Phase 4: Combat & Progression Systems - Implementation Plan
**Status:** In Progress - Week 2 Complete, Week 3 Next
**Timeline:** 4-5 weeks
**Last Updated:** November 27, 2025
**Document Version:** 1.3
---
## Completion Summary
### Week 1: Combat Backend - COMPLETE
| Task | Description | Status | Tests |
|------|-------------|--------|-------|
| 1.1 | Verify Combat Data Models | ✅ Complete | - |
| 1.2 | Implement Combat Service | ✅ Complete | 25 tests |
| 1.3 | Implement Damage Calculator | ✅ Complete | 39 tests |
| 1.4 | Implement Effect Processor | ✅ Complete | - |
| 1.5 | Implement Combat Actions | ✅ Complete | - |
| 1.6 | Combat API Endpoints | ✅ Complete | 19 tests |
| 1.7 | Manual API Testing | ⏭️ Skipped | - |
**Files Created:**
- `/api/app/models/enemy.py` - EnemyTemplate, LootEntry dataclasses
- `/api/app/services/enemy_loader.py` - YAML-based enemy loading
- `/api/app/services/combat_service.py` - Combat orchestration service
- `/api/app/services/damage_calculator.py` - Damage formula calculations
- `/api/app/api/combat.py` - REST API endpoints
- `/api/app/data/enemies/*.yaml` - 6 sample enemy definitions
- `/api/tests/test_damage_calculator.py` - 39 tests
- `/api/tests/test_enemy_loader.py` - 25 tests
- `/api/tests/test_combat_service.py` - 25 tests
- `/api/tests/test_combat_api.py` - 19 tests
**Total Tests:** 108 passing
### Week 2: Inventory & Equipment - COMPLETE
| Task | Description | Status | Tests |
|------|-------------|--------|-------|
| 2.1 | Item Data Models (Affixes) | ✅ Complete | 24 tests |
| 2.2 | Item Data Files (YAML) | ✅ Complete | - |
| 2.2.1 | Item Generator Service | ✅ Complete | 35 tests |
| 2.3 | Inventory Service | ✅ Complete | 24 tests |
| 2.4 | Inventory API Endpoints | ✅ Complete | 25 tests |
| 2.5 | Character Stats Calculation | ✅ Complete | 17 tests |
| 2.6 | Equipment-Combat Integration | ✅ Complete | 140 tests |
| 2.7 | Combat Loot Integration | ✅ Complete | 59 tests |
**Files Created/Modified:**
- `/api/app/models/items.py` - Item with affix support, spell_power field
- `/api/app/models/affixes.py` - Affix, BaseItemTemplate dataclasses
- `/api/app/models/stats.py` - spell_power_bonus, updated damage formula
- `/api/app/models/combat.py` - Combatant weapon properties
- `/api/app/services/item_generator.py` - Procedural item generation
- `/api/app/services/inventory_service.py` - Equipment management
- `/api/app/services/damage_calculator.py` - Refactored to use stats properties
- `/api/app/services/combat_service.py` - Equipment integration
- `/api/app/api/inventory.py` - REST API endpoints
**Total Tests (Week 2):** 324+ passing
---
## Overview
This phase implements the core combat and progression systems for Code of Conquest, enabling turn-based tactical combat, inventory management, equipment, skill trees, and the NPC shop. This is a prerequisite for the story progression and quest systems.
**Key Deliverables:**
- Turn-based combat system (API + UI)
- Inventory & equipment management
- Skill tree visualization and unlocking
- XP and leveling system
- NPC shop
---
## Phase Structure
| Sub-Phase | Duration | Focus |
|-----------|----------|-------|
| **Phase 4A** | 2-3 weeks | Combat Foundation |
| **Phase 4B** | 1-2 weeks | Skill Trees & Leveling | See [`/PHASE4b.md`](/PHASE4b.md)
| **Phase 4C** | 3-4 days | NPC Shop | [`/PHASE4c.md`](/PHASE4c.md)
**Total Estimated Time:** 4-5 weeks (~140-175 hours)
---
## Phase 4A: Combat Foundation (Weeks 1-3)
### Week 1: Combat Backend & Data Models ✅ COMPLETE
#### Task 1.1: Verify Combat Data Models ✅ COMPLETE
**Files:** `/api/app/models/combat.py`, `effects.py`, `abilities.py`, `stats.py`
Verified: Combatant, CombatEncounter dataclasses, effect types (BUFF, DEBUFF, DOT, HOT, STUN, SHIELD), stacking logic, YAML ability loading, serialization methods.
---
#### Task 1.2: Implement Combat Service ✅ COMPLETE
**File:** `/api/app/services/combat_service.py`
Implemented: `CombatService` class with `initiate_combat()`, `process_action()`, initiative rolling, turn management, death checking, combat end detection.
---
#### Task 1.3: Implement Damage Calculator ✅ COMPLETE
**File:** `/api/app/services/damage_calculator.py`
Implemented: `calculate_physical_damage()`, `calculate_magical_damage()`, `apply_damage()` with shield absorption. Physical formula: `weapon.damage + (STR/2) - defense`. 39 unit tests.
---
#### Task 1.4: Implement Effect Processor ✅ COMPLETE
**File:** `/api/app/models/effects.py`
Implemented: `tick()` method for DOT/HOT damage/healing, duration tracking, stat modifiers via `get_effective_stats()`.
---
#### Task 1.5: Implement Combat Actions ✅ COMPLETE
**File:** `/api/app/services/combat_service.py`
Implemented: `_execute_attack()`, `_execute_spell()`, `_execute_item()`, `_execute_defend()` with mana costs, cooldowns, effect application.
---
#### Task 1.6: Combat API Endpoints ✅ COMPLETE
**File:** `/api/app/api/combat.py`
**Endpoints:**
- `POST /api/v1/combat/start` - Initiate combat
- `POST /api/v1/combat/<combat_id>/action` - Take action
- `GET /api/v1/combat/<combat_id>/state` - Get state
- `POST /api/v1/combat/<combat_id>/flee` - Attempt flee
- `POST /api/v1/combat/<combat_id>/enemy-turn` - Enemy AI
- `GET /api/v1/combat/enemies` - List templates (public)
- `GET /api/v1/combat/enemies/<id>` - Enemy details (public)
19 integration tests passing.
---
#### Task 1.7: Manual API Testing ⏭️ SKIPPED
Covered by 108 comprehensive automated tests.
---
### Week 2: Inventory & Equipment System ✅ COMPLETE
#### Task 2.1: Item Data Models ✅ COMPLETE
**Files:** `/api/app/models/items.py`, `affixes.py`, `enums.py`
Implemented: `Item` dataclass with affix support (`applied_affixes`, `base_template_id`, `generated_name`, `is_generated`), `Affix` model (PREFIX/SUFFIX types, MINOR/MAJOR/LEGENDARY tiers), `BaseItemTemplate` for procedural generation. 24 tests.
---
#### Task 2.2: Item Data Files ✅ COMPLETE
**Directory:** `/api/app/data/`
Created:
- `base_items/weapons.yaml` - 13 weapon templates
- `base_items/armor.yaml` - 12 armor templates (cloth/leather/chain/plate)
- `affixes/prefixes.yaml` - 18 prefixes (elemental, material, quality, legendary)
- `affixes/suffixes.yaml` - 11 suffixes (stat bonuses, animal totems, legendary)
- `items/consumables/potions.yaml` - Health/mana potions (small/medium/large)
---
#### Task 2.2.1: Item Generator Service ✅ COMPLETE
**Files:** `/api/app/services/item_generator.py`, `affix_loader.py`, `base_item_loader.py`
Implemented Diablo-style procedural generation:
- Affix distribution: COMMON/UNCOMMON (0), RARE (1), EPIC (2), LEGENDARY (3)
- Name generation: "Flaming Dagger of Strength"
- Tier weights by rarity (RARE: 80% MINOR, EPIC: 70% MAJOR, LEGENDARY: 50% LEGENDARY)
- Luck-influenced rarity rolling
35 tests.
---
#### Task 2.3: Implement Inventory Service ✅ COMPLETE
**File:** `/api/app/services/inventory_service.py`
Implemented: `add_item()`, `remove_item()`, `equip_item()`, `unequip_item()`, `use_consumable()`, `use_consumable_in_combat()`. Full object storage for generated items. Validation for slots, levels, item types. 24 tests.
---
#### Task 2.4: Inventory API Endpoints ✅ COMPLETE
**File:** `/api/app/api/inventory.py`
**Endpoints:**
- `GET /api/v1/characters/<id>/inventory` - Get inventory + equipped
- `POST /api/v1/characters/<id>/inventory/equip` - Equip item
- `POST /api/v1/characters/<id>/inventory/unequip` - Unequip item
- `POST /api/v1/characters/<id>/inventory/use` - Use consumable
- `DELETE /api/v1/characters/<id>/inventory/<item_id>` - Drop item
25 tests.
---
#### Task 2.5: Update Character Stats Calculation ✅ COMPLETE
**Files:** `/api/app/models/stats.py`, `character.py`
Added `damage_bonus`, `defense_bonus`, `resistance_bonus` fields to Stats. Updated `get_effective_stats()` to populate from equipped weapon/armor. 17 tests.
---
#### Task 2.6: Equipment-Combat Integration ✅ COMPLETE
**Files:** `stats.py`, `items.py`, `character.py`, `combat.py`, `combat_service.py`, `damage_calculator.py`
Key changes:
- Damage scaling: `int(STR * 0.75) + damage_bonus` (was `STR // 2`)
- Added `spell_power` system for magical weapons
- Combatant weapon properties (crit_chance, crit_multiplier, elemental support)
- DamageCalculator uses `stats.damage` directly (removed `weapon_damage` param)
140 tests.
---
#### Task 2.7: Combat Loot Integration ✅ COMPLETE
**Files:** `combat_loot_service.py`, `static_item_loader.py`, `app/models/enemy.py`
Implemented hybrid loot system:
- Static drops (consumables, materials) via `StaticItemLoader`
- Procedural drops (equipment) via `ItemGenerator`
- Difficulty bonuses: EASY +0%, MEDIUM +5%, HARD +15%, BOSS +30%
- Enemy variants: goblin_scout, goblin_warrior, goblin_chieftain
59 tests.
---
### Week 3: Combat UI
#### Task 3.1: Create Combat Template ✅ COMPLETE
**Objective:** Build HTMX-powered combat interface
**File:** `/public_web/templates/game/combat.html`
**Layout:**
```
┌─────────────────────────────────────────────────────────────┐
│ COMBAT ENCOUNTER │
├───────────────┬─────────────────────────┬───────────────────┤
│ │ │ │
│ YOUR │ COMBAT LOG │ TURN ORDER │
│ CHARACTER │ │ ─────────── │
│ ───────── │ Goblin attacks you │ 1. Aragorn ✓ │
│ HP: ████ 80 │ for 12 damage! │ 2. Goblin │
│ MP: ███ 60 │ │ 3. Orc │
│ │ You attack Goblin │ │
│ ENEMY │ for 18 damage! │ ACTIVE EFFECTS │
│ ───────── │ CRITICAL HIT! │ ─────────── │
│ Goblin │ │ 🛡️ Defending │
│ HP: ██ 12 │ Goblin is stunned! │ (1 turn) │
│ │ │ │
│ │ ───────────────── │ │
│ │ ACTION BUTTONS │ │
│ │ ───────────────── │ │
│ │ [Attack] [Spell] │ │
│ │ [Item] [Defend] │ │
│ │ │ │
└───────────────┴─────────────────────────┴───────────────────┘
```
**Implementation:**
```html
{% extends "base.html" %}
{% block title %}Combat - Code of Conquest{% endblock %}
{% block extra_head %}
<link rel="stylesheet" href="{{ url_for('static', filename='css/combat.css') }}">
{% endblock %}
{% block content %}
<div class="combat-container">
<h1 class="combat-title">⚔️ COMBAT ENCOUNTER</h1>
<div class="combat-grid">
{# Left Panel - Combatants #}
<aside class="combat-panel combat-combatants">
<div class="combatant-card player-card">
<h3>{{ character.name }}</h3>
<div class="hp-bar">
<div class="hp-fill" style="width: {{ (character.current_hp / character.stats.max_hp * 100)|int }}%"></div>
<span class="hp-text">HP: {{ character.current_hp }} / {{ character.stats.max_hp }}</span>
</div>
<div class="mp-bar">
<div class="mp-fill" style="width: {{ (character.current_mp / character.stats.max_mp * 100)|int }}%"></div>
<span class="mp-text">MP: {{ character.current_mp }} / {{ character.stats.max_mp }}</span>
</div>
</div>
<div class="vs-divider">VS</div>
{% for enemy in enemies %}
<div class="combatant-card enemy-card" id="enemy-{{ loop.index0 }}">
<h3>{{ enemy.name }}</h3>
<div class="hp-bar">
<div class="hp-fill enemy" style="width: {{ (enemy.current_hp / enemy.stats.max_hp * 100)|int }}%"></div>
<span class="hp-text">HP: {{ enemy.current_hp }} / {{ enemy.stats.max_hp }}</span>
</div>
{% if enemy.current_hp > 0 %}
<button class="btn btn-target" onclick="selectTarget('{{ enemy.combatant_id }}')">
Target
</button>
{% else %}
<span class="defeated-badge">DEFEATED</span>
{% endif %}
</div>
{% endfor %}
</aside>
{# Middle Panel - Combat Log & Actions #}
<section class="combat-panel combat-main">
<div class="combat-log" id="combat-log">
<h3>Combat Log</h3>
<div class="log-entries">
{% for entry in combat_log[-10:] %}
<div class="log-entry">{{ entry }}</div>
{% endfor %}
</div>
</div>
<div class="combat-actions" id="combat-actions">
<h3>Your Turn</h3>
<div class="action-buttons">
<button class="btn btn-action btn-attack"
hx-post="/combat/{{ combat_id }}/action"
hx-vals='{"action_type": "attack", "ability_id": "basic_attack", "target_id": ""}'
hx-target="#combat-container"
hx-swap="outerHTML">
⚔️ Attack
</button>
<button class="btn btn-action btn-spell"
onclick="openSpellMenu()">
✨ Cast Spell
</button>
<button class="btn btn-action btn-item"
onclick="openItemMenu()">
🎒 Use Item
</button>
<button class="btn btn-action btn-defend"
hx-post="/combat/{{ combat_id }}/action"
hx-vals='{"action_type": "defend"}'
hx-target="#combat-container"
hx-swap="outerHTML">
🛡️ Defend
</button>
</div>
</div>
</section>
{# Right Panel - Turn Order & Effects #}
<aside class="combat-panel combat-sidebar">
<div class="turn-order">
<h3>Turn Order</h3>
<ol>
{% for combatant_id in turn_order %}
<li class="{% if loop.index0 == current_turn_index %}active-turn{% endif %}">
{{ get_combatant_name(combatant_id) }}
{% if loop.index0 == current_turn_index %}✓{% endif %}
</li>
{% endfor %}
</ol>
</div>
<div class="active-effects">
<h3>Active Effects</h3>
{% for effect in character.active_effects %}
<div class="effect-badge {{ effect.effect_type }}">
{{ effect.name }} ({{ effect.duration }})
</div>
{% endfor %}
</div>
</aside>
</div>
</div>
{# Modal Container #}
<div id="modal-container"></div>
{% endblock %}
{% block scripts %}
<script>
let selectedTargetId = null;
function selectTarget(targetId) {
selectedTargetId = targetId;
// Update UI to show selected target
document.querySelectorAll('.btn-target').forEach(btn => {
btn.classList.remove('selected');
});
event.target.classList.add('selected');
}
function openSpellMenu() {
// TODO: Open modal with spell selection
}
function openItemMenu() {
// TODO: Open modal with item selection
}
// Auto-scroll combat log to bottom
const logDiv = document.querySelector('.log-entries');
if (logDiv) {
logDiv.scrollTop = logDiv.scrollHeight;
}
</script>
{% endblock %}
```
**Also create `/public_web/static/css/combat.css`**
**Acceptance Criteria:**
- 3-column layout works
- Combat log displays messages
- HP/MP bars update dynamically
- Action buttons trigger HTMX requests
- Turn order displays correctly
- Active effects shown
---
#### Task 3.2: Combat HTMX Integration ✅ COMPLETE
**Objective:** Wire combat UI to API via HTMX
**File:** `/public_web/app/views/game_views.py`
**Implementation:**
```python
"""
Combat Views
Routes for combat UI.
"""
from flask import Blueprint, render_template, request, g, redirect, url_for
from app.services.api_client import APIClient, APIError
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
combat_bp = Blueprint('combat', __name__)
@combat_bp.route('/<combat_id>')
@require_auth
def combat_view(combat_id: str):
"""Display combat interface."""
api_client = APIClient()
try:
# Get combat state
response = api_client.get(f'/combat/{combat_id}/state')
combat_state = response['result']
return render_template(
'game/combat.html',
combat_id=combat_id,
combat_state=combat_state,
turn_order=combat_state['turn_order'],
current_turn_index=combat_state['current_turn_index'],
combat_log=combat_state['combat_log'],
character=combat_state['combatants'][0], # Player is first
enemies=combat_state['combatants'][1:] # Rest are enemies
)
except APIError as e:
logger.error(f"Failed to load combat {combat_id}: {e}")
return redirect(url_for('game.play'))
@combat_bp.route('/<combat_id>/action', methods=['POST'])
@require_auth
def combat_action(combat_id: str):
"""Process combat action (HTMX endpoint)."""
api_client = APIClient()
action_data = {
'action_type': request.form.get('action_type'),
'ability_id': request.form.get('ability_id'),
'target_id': request.form.get('target_id'),
'item_id': request.form.get('item_id')
}
try:
# Submit action to API
response = api_client.post(f'/combat/{combat_id}/action', json=action_data)
result = response['result']
# Check if combat ended
if result['combat_state']['status'] in ['victory', 'defeat']:
return redirect(url_for('combat.combat_results', combat_id=combat_id))
# Re-render combat view with updated state
return render_template(
'game/combat.html',
combat_id=combat_id,
combat_state=result['combat_state'],
turn_order=result['combat_state']['turn_order'],
current_turn_index=result['combat_state']['current_turn_index'],
combat_log=result['combat_state']['combat_log'],
character=result['combat_state']['combatants'][0],
enemies=result['combat_state']['combatants'][1:]
)
except APIError as e:
logger.error(f"Combat action failed: {e}")
return render_template('partials/error.html', error=str(e))
@combat_bp.route('/<combat_id>/results')
@require_auth
def combat_results(combat_id: str):
"""Display combat results (victory/defeat)."""
api_client = APIClient()
try:
response = api_client.get(f'/combat/{combat_id}/results')
results = response['result']
return render_template(
'game/combat_results.html',
victory=results['victory'],
xp_gained=results['xp_gained'],
gold_gained=results['gold_gained'],
loot=results['loot']
)
except APIError as e:
logger.error(f"Failed to load combat results: {e}")
return redirect(url_for('game.play'))
```
**Register blueprint in `/public_web/app/__init__.py`:**
```python
from app.views.combat import combat_bp
app.register_blueprint(combat_bp, url_prefix='/combat')
```
**Acceptance Criteria:**
- Combat view loads from API
- Action buttons submit to API
- Combat state updates dynamically
- Combat results shown at end
- Errors handled gracefully
---
#### Task 3.3: Inventory UI ✅ COMPLETE
**Objective:** Add inventory accordion to character panel
**File:** `/public_web/templates/game/partials/character_panel.html`
**Add Inventory Section:**
```html
{# Existing character panel code #}
{# Add Inventory Accordion #}
<div class="panel-accordion" data-accordion="inventory">
<button class="panel-accordion-header" onclick="togglePanelAccordion(this)">
<span>Inventory <span class="count">({{ character.inventory|length }}/{{ inventory_max }})</span></span>
<span class="accordion-icon"></span>
</button>
<div class="panel-accordion-content">
<div class="inventory-grid">
{% for item in inventory %}
<div class="inventory-item {{ item.rarity }}"
hx-get="/inventory/{{ character.character_id }}/item/{{ item.item_id }}"
hx-target="#modal-container"
hx-swap="innerHTML">
<img src="{{ item.icon_url or '/static/img/items/default.png' }}" alt="{{ item.name }}">
<span class="item-name">{{ item.name }}</span>
</div>
{% endfor %}
</div>
</div>
</div>
{# Equipment Section #}
<div class="panel-accordion" data-accordion="equipment">
<button class="panel-accordion-header" onclick="togglePanelAccordion(this)">
<span>Equipment</span>
<span class="accordion-icon"></span>
</button>
<div class="panel-accordion-content">
<div class="equipment-slots">
<div class="equipment-slot">
<label>Weapon:</label>
{% if character.equipped.weapon %}
<span class="equipped-item">{{ get_item_name(character.equipped.weapon) }}</span>
<button class="btn-small"
hx-post="/inventory/{{ character.character_id }}/unequip"
hx-vals='{"slot": "weapon"}'
hx-target="#character-panel"
hx-swap="outerHTML">
Unequip
</button>
{% else %}
<span class="empty-slot">Empty</span>
{% endif %}
</div>
<div class="equipment-slot">
<label>Helmet:</label>
{# Similar for helmet, chest, boots, etc. #}
</div>
</div>
</div>
</div>
```
**Create `/public_web/templates/game/partials/item_modal.html`:**
```html
<div class="modal-overlay" onclick="closeModal()">
<div class="modal-content" onclick="event.stopPropagation()">
<div class="modal-header">
<h2 class="item-name {{ item.rarity }}">{{ item.name }}</h2>
<button class="modal-close" onclick="closeModal()">×</button>
</div>
<div class="modal-body">
<p class="item-description">{{ item.description }}</p>
<div class="item-stats">
{% if item.item_type == 'weapon' %}
<p><strong>Damage:</strong> {{ item.damage }}</p>
<p><strong>Crit Chance:</strong> {{ (item.crit_chance * 100)|int }}%</p>
{% elif item.item_type == 'armor' %}
<p><strong>Defense:</strong> {{ item.defense }}</p>
<p><strong>Resistance:</strong> {{ item.resistance }}</p>
{% elif item.item_type == 'consumable' %}
<p><strong>HP Restore:</strong> {{ item.hp_restore }}</p>
<p><strong>MP Restore:</strong> {{ item.mp_restore }}</p>
{% endif %}
</div>
<p class="item-value">Value: {{ item.value }} gold</p>
</div>
<div class="modal-footer">
{% if item.item_type == 'weapon' %}
<button class="btn btn-primary"
hx-post="/inventory/{{ character_id }}/equip"
hx-vals='{"item_id": "{{ item.item_id }}", "slot": "weapon"}'
hx-target="#character-panel"
hx-swap="outerHTML">
Equip Weapon
</button>
{% elif item.item_type == 'consumable' %}
<button class="btn btn-primary"
hx-post="/inventory/{{ character_id }}/use"
hx-vals='{"item_id": "{{ item.item_id }}"}'
hx-target="#character-panel"
hx-swap="outerHTML">
Use Item
</button>
{% endif %}
<button class="btn btn-secondary" onclick="closeModal()">Cancel</button>
</div>
</div>
</div>
```
**Acceptance Criteria:**
- Inventory displays in character panel
- Click item shows modal with details
- Equip/unequip works via HTMX
- Use consumable works
- Equipment slots show equipped items
---
#### Task 3.4: Combat Testing & Polish ✅ COMPLETE
**Objective:** Playtest combat and fix bugs
**Testing Checklist:**
- ✅ Start combat from story session
- ✅ Turn order correct
- ✅ Attack deals damage
- ✅ Critical hits work
- [ ] Spells consume mana - unable to test
- ✅ Effects apply and tick correctly
- [ ] Items can be used in combat - unable to test
- ✅ Defend action works
- ✅ Victory awards XP/gold/loot
- ✅ Defeat handling works
- ✅ Combat log readable
- ✅ HP/MP bars update
- ✅ Multiple enemies work - would like to update to allow the player to select which enemy to attack
- ✅ Combat state persists (refresh page)
**Bug Fixes & Polish:**
- Fix any calculation errors
- Improve combat log messages
- Add visual feedback (animations, highlights)
- Improve mobile responsiveness
- Add loading states
**Acceptance Criteria:**
- Combat flows smoothly start to finish
- No critical bugs
- UX feels responsive and clear
- Ready for real gameplay
---
## Phase 4B: Skill Trees & Leveling (Week 4)
See [`/PHASE4b.md`](/PHASE4b.md)
## Phase 4C: NPC Shop (Days 15-18)
See [`/PHASE4c.md`](/PHASE4c.md)
## Success Criteria - Phase 4 Complete
### Combat System
- [ ] Turn-based combat works end-to-end
- [ ] Damage calculations correct (physical, magical, critical)
- [ ] Effects process correctly (DOT, HOT, buffs, debuffs, shields, stun)
- [ ] Combat UI functional and responsive
- [ ] Victory awards XP, gold, loot
- [ ] Combat state persists
### Inventory System
- [ ] Inventory displays in UI
- [ ] Equip/unequip items works
- [ ] Consumables can be used
- [ ] Equipment affects character stats
- [ ] Item YAML data loaded correctly
### Skill Trees
- [ ] Visual skill tree UI works
- [ ] Prerequisites enforced
- [ ] Unlock skills with skill points
- [ ] Respec functionality works
- [ ] Stat bonuses apply immediately
### Leveling
- [ ] XP awarded after combat
- [ ] Level up triggers at threshold
- [ ] Skill points granted on level up
- [ ] Level up modal shown
- [ ] Character stats increase
### NPC Shop
- [ ] Shop inventory displays
- [ ] Purchase validation works
- [ ] Items added to inventory
- [ ] Gold deducted correctly
- [ ] Transactions logged
---
## Next Steps After Phase 4
Once Phase 4 is complete, you'll have a fully playable combat game with progression. The next logical phases are:
**Phase 5: Story Progression & Quests** (Original Phase 4 from roadmap)
- AI-driven story progression
- Action prompts (button-based gameplay)
- Quest system (YAML-driven, context-aware)
- Full gameplay loop: Explore → Combat → Quests → Level Up
**Phase 6: Multiplayer Sessions**
- Invite-based co-op
- Time-limited sessions
- AI-generated campaigns
**Phase 7: Marketplace & Economy**
- Player-to-player trading
- Auction system
- Economy balancing
---
## Appendix: Testing Strategy
### Manual Testing Checklist
**Combat:**
- [ ] Start combat from story
- [ ] Turn order correct
- [ ] Attack deals damage
- [ ] Spells work
- [ ] Items usable in combat
- [ ] Defend action
- [ ] Victory conditions
- [ ] Defeat handling
**Inventory:**
- [ ] Add items
- [ ] Remove items
- [ ] Equip weapons
- [ ] Equip armor
- [ ] Use consumables
- [ ] Inventory UI updates
**Skills:**
- [ ] View skill trees
- [ ] Unlock skills
- [ ] Prerequisites enforced
- [ ] Stat bonuses apply
- [ ] Respec works
**Shop:**
- [ ] Browse inventory
- [ ] Purchase items
- [ ] Insufficient gold handling
- [ ] Transaction logging
---
## Document Maintenance
**Update this document as you complete tasks:**
- Mark tasks complete with ✅
- Add notes about implementation decisions
- Update time estimates based on actual progress
- Document any blockers or challenges
**Good luck with Phase 4 implementation!** 🚀

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## Phase 4B: Skill Trees & Leveling (Week 4)
### Task 4.1: Verify Skill Tree Data (2 hours)
**Objective:** Review skill system
**Files to Review:**
- `/api/app/models/skills.py` - SkillNode, SkillTree, PlayerClass
- `/api/app/data/skills/` - Skill YAML files for all 8 classes
**Verification Checklist:**
- [ ] Skill trees loaded from YAML
- [ ] Each class has 2 skill trees
- [ ] Each tree has 5 tiers
- [ ] Prerequisites work correctly
- [ ] Stat bonuses apply correctly
**Acceptance Criteria:**
- All 8 classes have complete skill trees
- Unlock logic works
- Respec logic implemented
---
### Task 4.2: Create Skill Tree Template (2 days / 16 hours)
**Objective:** Visual skill tree UI
**File:** `/public_web/templates/character/skills.html`
**Layout:**
```
┌─────────────────────────────────────────────────────────────┐
│ CHARACTER SKILL TREES │
├─────────────────────────────────────────────────────────────┤
│ │
│ Skill Points Available: 5 [Respec] ($$$)│
│ │
│ ┌────────────────────────┐ ┌────────────────────────┐ │
│ │ TREE 1: Combat │ │ TREE 2: Utility │ │
│ ├────────────────────────┤ ├────────────────────────┤ │
│ │ │ │ │ │
│ │ Tier 5: [⬢] [⬢] │ │ Tier 5: [⬢] [⬢] │ │
│ │ │ │ │ │ │ │ │ │
│ │ Tier 4: [⬢] [⬢] │ │ Tier 4: [⬢] [⬢] │ │
│ │ │ │ │ │ │ │ │ │
│ │ Tier 3: [⬢] [⬢] │ │ Tier 3: [⬢] [⬢] │ │
│ │ │ │ │ │ │ │ │ │
│ │ Tier 2: [✓] [⬢] │ │ Tier 2: [⬢] [✓] │ │
│ │ │ │ │ │ │ │ │ │
│ │ Tier 1: [✓] [✓] │ │ Tier 1: [✓] [✓] │ │
│ │ │ │ │ │
│ └────────────────────────┘ └────────────────────────┘ │
│ │
│ Legend: [✓] Unlocked [⬡] Available [⬢] Locked │
│ │
└─────────────────────────────────────────────────────────────┘
```
**Implementation:**
```html
{% extends "base.html" %}
{% block title %}Skill Trees - {{ character.name }}{% endblock %}
{% block content %}
<div class="skills-container">
<div class="skills-header">
<h1>{{ character.name }}'s Skill Trees</h1>
<div class="skills-info">
<span class="skill-points">Skill Points: <strong>{{ character.skill_points }}</strong></span>
<button class="btn btn-warning btn-respec"
hx-post="/characters/{{ character.character_id }}/skills/respec"
hx-confirm="Respec costs {{ respec_cost }} gold. Continue?"
hx-target=".skills-container"
hx-swap="outerHTML">
Respec ({{ respec_cost }} gold)
</button>
</div>
</div>
<div class="skill-trees-grid">
{% for tree in character.skill_trees %}
<div class="skill-tree">
<h2 class="tree-name">{{ tree.name }}</h2>
<p class="tree-description">{{ tree.description }}</p>
<div class="tree-diagram">
{% for tier in range(5, 0, -1) %}
<div class="skill-tier" data-tier="{{ tier }}">
<span class="tier-label">Tier {{ tier }}</span>
<div class="skill-nodes">
{% for node in tree.get_nodes_by_tier(tier) %}
<div class="skill-node {{ get_node_status(node, character) }}"
data-skill-id="{{ node.skill_id }}"
hx-get="/skills/{{ node.skill_id }}/tooltip"
hx-target="#skill-tooltip"
hx-swap="innerHTML"
hx-trigger="mouseenter">
<div class="node-icon">
{% if node.skill_id in character.unlocked_skills %}
{% elif character.can_unlock(node.skill_id) %}
{% else %}
{% endif %}
</div>
<span class="node-name">{{ node.name }}</span>
{% if character.can_unlock(node.skill_id) and character.skill_points > 0 %}
<button class="btn-unlock"
hx-post="/characters/{{ character.character_id }}/skills/unlock"
hx-vals='{"skill_id": "{{ node.skill_id }}"}'
hx-target=".skills-container"
hx-swap="outerHTML">
Unlock
</button>
{% endif %}
</div>
{# Draw prerequisite lines #}
{% if node.prerequisite_skill_id %}
<div class="prerequisite-line"></div>
{% endif %}
{% endfor %}
</div>
</div>
{% endfor %}
</div>
</div>
{% endfor %}
</div>
{# Skill Tooltip (populated via HTMX) #}
<div id="skill-tooltip" class="skill-tooltip"></div>
</div>
{% endblock %}
```
**Also create `/public_web/templates/character/partials/skill_tooltip.html`:**
```html
<div class="tooltip-content">
<h3 class="skill-name">{{ skill.name }}</h3>
<p class="skill-description">{{ skill.description }}</p>
<div class="skill-bonuses">
<strong>Bonuses:</strong>
<ul>
{% for stat, bonus in skill.stat_bonuses.items() %}
<li>+{{ bonus }} {{ stat|title }}</li>
{% endfor %}
</ul>
</div>
{% if skill.prerequisite_skill_id %}
<p class="prerequisite">
<strong>Requires:</strong> {{ get_skill_name(skill.prerequisite_skill_id) }}
</p>
{% endif %}
</div>
```
**Acceptance Criteria:**
- Dual skill tree layout works
- 5 tiers × 2 nodes per tree displayed
- Locked/available/unlocked states visual
- Prerequisite lines drawn
- Hover shows tooltip
- Mobile responsive
---
### Task 4.3: Skill Unlock HTMX (4 hours)
**Objective:** Click to unlock skills
**File:** `/public_web/app/views/skills.py`
```python
"""
Skill Views
Routes for skill tree UI.
"""
from flask import Blueprint, render_template, request, g
from app.services.api_client import APIClient, APIError
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
skills_bp = Blueprint('skills', __name__)
@skills_bp.route('/<skill_id>/tooltip', methods=['GET'])
@require_auth
def skill_tooltip(skill_id: str):
"""Get skill tooltip (HTMX partial)."""
# Load skill data
# Return rendered tooltip
pass
@skills_bp.route('/characters/<character_id>/skills', methods=['GET'])
@require_auth
def character_skills(character_id: str):
"""Display character skill trees."""
api_client = APIClient()
try:
# Get character
response = api_client.get(f'/characters/{character_id}')
character = response['result']
# Calculate respec cost
respec_cost = character['level'] * 100
return render_template(
'character/skills.html',
character=character,
respec_cost=respec_cost
)
except APIError as e:
logger.error(f"Failed to load skills: {e}")
return render_template('partials/error.html', error=str(e))
@skills_bp.route('/characters/<character_id>/skills/unlock', methods=['POST'])
@require_auth
def unlock_skill(character_id: str):
"""Unlock skill (HTMX endpoint)."""
api_client = APIClient()
skill_id = request.form.get('skill_id')
try:
# Unlock skill via API
response = api_client.post(
f'/characters/{character_id}/skills/unlock',
json={'skill_id': skill_id}
)
# Re-render skill trees
character = response['result']['character']
respec_cost = character['level'] * 100
return render_template(
'character/skills.html',
character=character,
respec_cost=respec_cost
)
except APIError as e:
logger.error(f"Failed to unlock skill: {e}")
return render_template('partials/error.html', error=str(e))
```
**Acceptance Criteria:**
- Click available node unlocks skill
- Skill points decrease
- Stat bonuses apply immediately
- Prerequisites enforced
- UI updates without page reload
---
### Task 4.4: Respec Functionality (4 hours)
**Objective:** Respec button with confirmation
**Implementation:** (in `skills_bp`)
```python
@skills_bp.route('/characters/<character_id>/skills/respec', methods=['POST'])
@require_auth
def respec_skills(character_id: str):
"""Respec all skills."""
api_client = APIClient()
try:
response = api_client.post(f'/characters/{character_id}/skills/respec')
character = response['result']['character']
respec_cost = character['level'] * 100
return render_template(
'character/skills.html',
character=character,
respec_cost=respec_cost,
message="Skills reset! All skill points refunded."
)
except APIError as e:
logger.error(f"Failed to respec: {e}")
return render_template('partials/error.html', error=str(e))
```
**Acceptance Criteria:**
- Respec button costs gold
- Confirmation modal shown
- All skills reset
- Skill points refunded
- Gold deducted
---
### Task 4.5: XP & Leveling System (1 day / 8 hours)
**Objective:** Award XP after combat, level up grants skill points
**File:** `/api/app/services/leveling_service.py`
```python
"""
Leveling Service
Manages XP gain and level ups.
"""
from app.models.character import Character
from app.utils.logging import get_logger
logger = get_logger(__file__)
class LevelingService:
"""Service for XP and leveling."""
@staticmethod
def xp_required_for_level(level: int) -> int:
"""
Calculate XP required for a given level.
Formula: 100 * (level ^ 2)
"""
return 100 * (level ** 2)
@staticmethod
def award_xp(character: Character, xp_amount: int) -> dict:
"""
Award XP to character and check for level up.
Args:
character: Character instance
xp_amount: XP to award
Returns:
Dict with leveled_up, new_level, skill_points_gained
"""
character.experience += xp_amount
leveled_up = False
levels_gained = 0
# Check for level ups (can level multiple times)
while character.experience >= LevelingService.xp_required_for_level(character.level + 1):
character.level += 1
character.skill_points += 1
levels_gained += 1
leveled_up = True
logger.info(f"Character {character.character_id} leveled up to {character.level}")
return {
'leveled_up': leveled_up,
'new_level': character.level if leveled_up else None,
'skill_points_gained': levels_gained,
'xp_gained': xp_amount
}
```
**Update Combat Results Endpoint:**
```python
# In /api/app/api/combat.py
@combat_bp.route('/<combat_id>/results', methods=['GET'])
@require_auth
def get_combat_results(combat_id: str):
"""Get combat results with XP/loot."""
combat_service = CombatService(get_appwrite_service())
encounter = combat_service.get_encounter(combat_id)
if encounter.status != CombatStatus.VICTORY:
return error_response("Combat not won", 400)
# Calculate XP (based on enemy difficulty)
xp_gained = sum(enemy.level * 50 for enemy in encounter.combatants if not enemy.is_player)
# Award XP to character
char_service = get_character_service()
character = char_service.get_character(encounter.character_id, g.user_id)
from app.services.leveling_service import LevelingService
level_result = LevelingService.award_xp(character, xp_gained)
# Award gold
gold_gained = sum(enemy.level * 25 for enemy in encounter.combatants if not enemy.is_player)
character.gold += gold_gained
# Generate loot (TODO: implement loot tables)
loot = []
# Save character
char_service.update_character(character)
return success_response({
'victory': True,
'xp_gained': xp_gained,
'gold_gained': gold_gained,
'loot': loot,
'level_up': level_result
})
```
**Create Level Up Modal Template:**
**File:** `/public_web/templates/game/partials/level_up_modal.html`
```html
<div class="modal-overlay">
<div class="modal-content level-up-modal">
<div class="modal-header">
<h2>🎉 LEVEL UP! 🎉</h2>
</div>
<div class="modal-body">
<p class="level-up-text">
Congratulations! You've reached <strong>Level {{ new_level }}</strong>!
</p>
<div class="level-up-rewards">
<p>You gained:</p>
<ul>
<li>+1 Skill Point</li>
<li>+{{ stat_increases.vitality }} Vitality</li>
<li>+{{ stat_increases.spirit }} Spirit</li>
</ul>
</div>
</div>
<div class="modal-footer">
<button class="btn btn-primary" onclick="closeModal()">Awesome!</button>
<a href="/characters/{{ character_id }}/skills" class="btn btn-secondary">
View Skill Trees
</a>
</div>
</div>
</div>
```
**Acceptance Criteria:**
- XP awarded after combat victory
- Level up triggers at XP threshold
- Skill points granted on level up
- Level up modal shown
- Character stats increase
---

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## Phase 4C: NPC Shop (Days 15-18)
### Task 5.1: Define Shop Inventory (4 hours)
**Objective:** Create YAML for shop items
**File:** `/api/app/data/shop/general_store.yaml`
```yaml
shop_id: "general_store"
shop_name: "General Store"
shop_description: "A well-stocked general store with essential supplies."
shopkeeper_name: "Merchant Guildmaster"
inventory:
# Weapons
- item_id: "iron_sword"
stock: -1 # Unlimited stock (-1)
price: 50
- item_id: "oak_bow"
stock: -1
price: 45
# Armor
- item_id: "leather_helmet"
stock: -1
price: 30
- item_id: "leather_chest"
stock: -1
price: 60
# Consumables
- item_id: "health_potion_small"
stock: -1
price: 10
- item_id: "health_potion_medium"
stock: -1
price: 30
- item_id: "mana_potion_small"
stock: -1
price: 15
- item_id: "antidote"
stock: -1
price: 20
```
**Acceptance Criteria:**
- Shop inventory defined in YAML
- Mix of weapons, armor, consumables
- Reasonable pricing
- Unlimited stock for basics
---
### Task 5.2: Shop API Endpoints (4 hours)
**Objective:** Create shop endpoints
**File:** `/api/app/api/shop.py`
```python
"""
Shop API Blueprint
Endpoints:
- GET /api/v1/shop/inventory - Browse shop items
- POST /api/v1/shop/purchase - Purchase item
"""
from flask import Blueprint, request, g
from app.services.shop_service import ShopService
from app.services.character_service import get_character_service
from app.services.appwrite_service import get_appwrite_service
from app.utils.response import success_response, error_response
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
shop_bp = Blueprint('shop', __name__)
@shop_bp.route('/inventory', methods=['GET'])
@require_auth
def get_shop_inventory():
"""Get shop inventory."""
shop_service = ShopService()
inventory = shop_service.get_shop_inventory("general_store")
return success_response({
'shop_name': "General Store",
'inventory': [
{
'item': item.to_dict(),
'price': price,
'in_stock': True
}
for item, price in inventory
]
})
@shop_bp.route('/purchase', methods=['POST'])
@require_auth
def purchase_item():
"""
Purchase item from shop.
Request JSON:
{
"character_id": "char_abc",
"item_id": "iron_sword",
"quantity": 1
}
"""
data = request.get_json()
character_id = data.get('character_id')
item_id = data.get('item_id')
quantity = data.get('quantity', 1)
# Get character
char_service = get_character_service()
character = char_service.get_character(character_id, g.user_id)
# Purchase item
shop_service = ShopService()
try:
result = shop_service.purchase_item(
character,
"general_store",
item_id,
quantity
)
# Save character
char_service.update_character(character)
return success_response(result)
except Exception as e:
return error_response(str(e), 400)
```
**Also create `/api/app/services/shop_service.py`:**
```python
"""
Shop Service
Manages NPC shop inventory and purchases.
"""
import yaml
from typing import List, Tuple
from app.models.items import Item
from app.models.character import Character
from app.services.item_loader import ItemLoader
from app.utils.logging import get_logger
logger = get_logger(__file__)
class ShopService:
"""Service for NPC shops."""
def __init__(self):
self.item_loader = ItemLoader()
self.shops = self._load_shops()
def _load_shops(self) -> dict:
"""Load all shop data from YAML."""
shops = {}
with open('app/data/shop/general_store.yaml', 'r') as f:
shop_data = yaml.safe_load(f)
shops[shop_data['shop_id']] = shop_data
return shops
def get_shop_inventory(self, shop_id: str) -> List[Tuple[Item, int]]:
"""
Get shop inventory.
Returns:
List of (Item, price) tuples
"""
shop = self.shops.get(shop_id)
if not shop:
return []
inventory = []
for item_data in shop['inventory']:
item = self.item_loader.get_item(item_data['item_id'])
price = item_data['price']
inventory.append((item, price))
return inventory
def purchase_item(
self,
character: Character,
shop_id: str,
item_id: str,
quantity: int = 1
) -> dict:
"""
Purchase item from shop.
Args:
character: Character instance
shop_id: Shop ID
item_id: Item to purchase
quantity: Quantity to buy
Returns:
Purchase result dict
Raises:
ValueError: If insufficient gold or item not found
"""
shop = self.shops.get(shop_id)
if not shop:
raise ValueError("Shop not found")
# Find item in shop inventory
item_data = next(
(i for i in shop['inventory'] if i['item_id'] == item_id),
None
)
if not item_data:
raise ValueError("Item not available in shop")
price = item_data['price'] * quantity
# Check if character has enough gold
if character.gold < price:
raise ValueError(f"Not enough gold. Need {price}, have {character.gold}")
# Deduct gold
character.gold -= price
# Add items to inventory
for _ in range(quantity):
if item_id not in character.inventory_item_ids:
character.inventory_item_ids.append(item_id)
else:
# Item already exists, increment stack (if stackable)
# For now, just add multiple entries
character.inventory_item_ids.append(item_id)
logger.info(f"Character {character.character_id} purchased {quantity}x {item_id} for {price} gold")
return {
'item_purchased': item_id,
'quantity': quantity,
'total_cost': price,
'gold_remaining': character.gold
}
```
**Acceptance Criteria:**
- Shop inventory endpoint works
- Purchase endpoint validates gold
- Items added to inventory
- Gold deducted
- Transactions logged
---
### Task 5.3: Shop UI (1 day / 8 hours)
**Objective:** Shop browse and purchase interface
**File:** `/public_web/templates/shop/index.html`
```html
{% extends "base.html" %}
{% block title %}Shop - Code of Conquest{% endblock %}
{% block content %}
<div class="shop-container">
<div class="shop-header">
<h1>🏪 {{ shop_name }}</h1>
<p class="shopkeeper">Shopkeeper: {{ shopkeeper_name }}</p>
<p class="player-gold">Your Gold: <strong>{{ character.gold }}</strong></p>
</div>
<div class="shop-inventory">
{% for item_entry in inventory %}
<div class="shop-item-card {{ item_entry.item.rarity }}">
<div class="item-header">
<h3>{{ item_entry.item.name }}</h3>
<span class="item-price">{{ item_entry.price }} gold</span>
</div>
<p class="item-description">{{ item_entry.item.description }}</p>
<div class="item-stats">
{% if item_entry.item.item_type == 'weapon' %}
<span>⚔️ Damage: {{ item_entry.item.damage }}</span>
{% elif item_entry.item.item_type == 'armor' %}
<span>🛡️ Defense: {{ item_entry.item.defense }}</span>
{% elif item_entry.item.item_type == 'consumable' %}
<span>❤️ Restores: {{ item_entry.item.hp_restore }} HP</span>
{% endif %}
</div>
<button class="btn btn-primary btn-purchase"
{% if character.gold < item_entry.price %}disabled{% endif %}
hx-post="/shop/purchase"
hx-vals='{"character_id": "{{ character.character_id }}", "item_id": "{{ item_entry.item.item_id }}"}'
hx-target=".shop-container"
hx-swap="outerHTML">
{% if character.gold >= item_entry.price %}
Purchase
{% else %}
Not Enough Gold
{% endif %}
</button>
</div>
{% endfor %}
</div>
</div>
{% endblock %}
```
**Create view in `/public_web/app/views/shop.py`:**
```python
"""
Shop Views
"""
from flask import Blueprint, render_template, request, g
from app.services.api_client import APIClient, APIError
from app.utils.auth import require_auth
from app.utils.logging import get_logger
logger = get_logger(__file__)
shop_bp = Blueprint('shop', __name__)
@shop_bp.route('/')
@require_auth
def shop_index():
"""Display shop."""
api_client = APIClient()
try:
# Get shop inventory
shop_response = api_client.get('/shop/inventory')
inventory = shop_response['result']['inventory']
# Get character (for gold display)
char_response = api_client.get(f'/characters/{g.character_id}')
character = char_response['result']
return render_template(
'shop/index.html',
shop_name="General Store",
shopkeeper_name="Merchant Guildmaster",
inventory=inventory,
character=character
)
except APIError as e:
logger.error(f"Failed to load shop: {e}")
return render_template('partials/error.html', error=str(e))
@shop_bp.route('/purchase', methods=['POST'])
@require_auth
def purchase():
"""Purchase item (HTMX endpoint)."""
api_client = APIClient()
purchase_data = {
'character_id': request.form.get('character_id'),
'item_id': request.form.get('item_id'),
'quantity': 1
}
try:
response = api_client.post('/shop/purchase', json=purchase_data)
# Reload shop
return shop_index()
except APIError as e:
logger.error(f"Purchase failed: {e}")
return render_template('partials/error.html', error=str(e))
```
**Acceptance Criteria:**
- Shop displays all items
- Item cards show stats and price
- Purchase button disabled if not enough gold
- Purchase adds item to inventory
- Gold updates dynamically
- UI refreshes after purchase
---
### Task 5.4: Transaction Logging (2 hours)
**Objective:** Log all shop purchases
**File:** `/api/app/models/transaction.py`
```python
"""
Transaction Model
Tracks all gold transactions (shop, trades, etc.)
"""
from dataclasses import dataclass, field
from datetime import datetime
from typing import Dict, Any
@dataclass
class Transaction:
"""Represents a gold transaction."""
transaction_id: str
transaction_type: str # "shop_purchase", "trade", "quest_reward", etc.
character_id: str
amount: int # Negative for expenses, positive for income
description: str
timestamp: datetime = field(default_factory=datetime.utcnow)
metadata: Dict[str, Any] = field(default_factory=dict)
def to_dict(self) -> Dict[str, Any]:
"""Serialize to dict."""
return {
"transaction_id": self.transaction_id,
"transaction_type": self.transaction_type,
"character_id": self.character_id,
"amount": self.amount,
"description": self.description,
"timestamp": self.timestamp.isoformat(),
"metadata": self.metadata
}
@classmethod
def from_dict(cls, data: Dict[str, Any]) -> 'Transaction':
"""Deserialize from dict."""
return cls(
transaction_id=data["transaction_id"],
transaction_type=data["transaction_type"],
character_id=data["character_id"],
amount=data["amount"],
description=data["description"],
timestamp=datetime.fromisoformat(data["timestamp"]),
metadata=data.get("metadata", {})
)
```
**Update `ShopService.purchase_item()` to log transaction:**
```python
# In shop_service.py
def purchase_item(...):
# ... existing code ...
# Log transaction
from app.models.transaction import Transaction
import uuid
transaction = Transaction(
transaction_id=str(uuid.uuid4()),
transaction_type="shop_purchase",
character_id=character.character_id,
amount=-price,
description=f"Purchased {quantity}x {item_id} from {shop_id}",
metadata={
"shop_id": shop_id,
"item_id": item_id,
"quantity": quantity,
"unit_price": item_data['price']
}
)
# Save to database
from app.services.appwrite_service import get_appwrite_service
appwrite = get_appwrite_service()
appwrite.create_document("transactions", transaction.transaction_id, transaction.to_dict())
# ... rest of code ...
```
**Acceptance Criteria:**
- All purchases logged to database
- Transaction records complete
- Can query transaction history
---

View File

@@ -0,0 +1,481 @@
# Vector Database Strategy
## Overview
This document outlines the strategy for implementing layered knowledge systems using vector databases to provide NPCs and the Dungeon Master with contextual lore, regional history, and world knowledge.
**Status:** Planning Phase
**Last Updated:** November 26, 2025
**Decision:** Use Weaviate for vector database implementation
---
## Knowledge Hierarchy
### Three-Tier Vector Database Structure
1. **World Lore DB** (Global)
- Broad historical events, mythology, major kingdoms, legendary figures
- Accessible to all NPCs and DM for player questions
- Examples: "The Great War 200 years ago", "The origin of magic", "The Five Kingdoms"
- **Scope:** Universal knowledge any educated NPC might know
2. **Regional/Town Lore DB** (Location-specific)
- Local history, notable events, landmarks, politics, rumors
- Current town leadership, recent events, local legends
- Trade routes, neighboring settlements, regional conflicts
- **Scope:** Knowledge specific to geographic area
3. **NPC Persona** (Individual, YAML-defined)
- Personal background, personality, motivations
- Specific knowledge based on profession/role
- Personal relationships and secrets
- **Scope:** Character-specific information (already implemented in `/api/app/data/npcs/*.yaml`)
---
## How Knowledge Layers Work Together
### Contextual Knowledge Layering
When an NPC engages in conversation, build their knowledge context by:
- **Always include**: NPC persona + their region's lore DB
- **Conditionally include**: World lore (if the topic seems historical/broad)
- **Use semantic search**: Query each DB for relevant chunks based on conversation topic
### Example Interaction Flow
**Player asks tavern keeper:** "Tell me about the old ruins north of town"
1. Check NPC persona: "Are ruins mentioned in their background?"
2. Query Regional DB: "old ruins + north + [town name]"
3. If no hits, query World Lore DB: "ancient ruins + [region name]"
4. Combine results with NPC personality filter
**Result:** NPC responds with appropriate lore, or authentically says "I don't know about that" if nothing is found.
---
## Knowledge Boundaries & Authenticity
### NPCs Have Knowledge Limitations Based On:
- **Profession**: Blacksmith knows metallurgy lore, scholar knows history, farmer knows agricultural traditions
- **Social Status**: Nobles know court politics, commoners know street rumors
- **Age/Experience**: Elder NPCs might reference events from decades ago
- **Travel History**: Has this NPC been outside their region?
### Implementation of "I don't know"
Add metadata to vector DB entries:
- `required_profession: ["scholar", "priest"]`
- `social_class: ["noble", "merchant"]`
- `knowledge_type: "academic" | "common" | "secret"`
- `region_id: "thornhelm"`
- `time_period: "ancient" | "recent" | "current"`
Filter results before passing to the NPC's AI context, allowing authentic "I haven't heard of that" responses.
---
## Retrieval-Augmented Generation (RAG) Pattern
### Building AI Prompts for NPC Dialogue
```
[NPC Persona from YAML]
+
[Top 3-5 relevant chunks from Regional DB based on conversation topic]
+
[Top 2-3 relevant chunks from World Lore if topic is broad/historical]
+
[Conversation history from character's npc_interactions]
→ Feed to Claude with instruction to stay in character and admit ignorance if uncertain
```
### DM Knowledge vs NPC Knowledge
**DM Mode** (Player talks directly to DM, not through NPC):
- DM has access to ALL databases without restrictions
- DM can reveal as much or as little as narratively appropriate
- DM can generate content not in databases (creative liberty)
**NPC Mode** (Player talks to specific NPC):
- NPC knowledge filtered by persona/role/location
- NPC can redirect: "You should ask the town elder about that" or "I've heard scholars at the university know more"
- Creates natural quest hooks and information-gathering gameplay
---
## Technical Implementation
### Technology Choice: Weaviate
**Reasons for Weaviate:**
- Self-hosted option for dev/beta
- Managed cloud service (Weaviate Cloud Services) for production
- **Same API** for both self-hosted and managed (easy migration)
- Rich metadata filtering capabilities
- Multi-tenancy support
- GraphQL API (fits strong typing preference)
- Hybrid search (semantic + keyword)
### Storage & Indexing Strategy
**Where Each DB Lives:**
- **World Lore**: Single global vector DB collection
- **Regional DBs**: One collection with region metadata filtering
- Could use Weaviate multi-tenancy for efficient isolation
- Lazy-load when character enters region
- Cache in Redis for active sessions
- **NPC Personas**: Remain in YAML (structured data, not semantic search needed)
**Weaviate Collections Structure:**
```
Collections:
- WorldLore
- Metadata: knowledge_type, time_period, required_profession
- RegionalLore
- Metadata: region_id, knowledge_type, social_class
- Rumors (optional: dynamic/time-sensitive content)
- Metadata: region_id, expiration_date, source_npc
```
### Semantic Chunk Strategy
Chunk lore content by logical units:
- **Events**: "The Battle of Thornhelm (Year 1204) - A decisive victory..."
- **Locations**: "The Abandoned Lighthouse - Once a beacon for traders..."
- **Figures**: "Lord Varric the Stern - Current ruler of Thornhelm..."
- **Rumors/Gossip**: "Strange lights have been seen in the forest lately..."
Each chunk gets embedded and stored with rich metadata for filtering.
---
## Development Workflow
### Index-Once Strategy
**Rationale:**
- Lore is relatively static (updates only during major version releases)
- Read-heavy workload (perfect for vector DBs)
- Cost-effective (one-time embedding generation)
- Allows thorough testing before deployment
### Workflow Phases
**Development:**
1. Write lore content (YAML/JSON/Markdown)
2. Run embedding script locally
3. Upload to local Weaviate instance (Docker)
4. Test NPC conversations
5. Iterate on lore content
**Beta/Staging:**
1. Same self-hosted Weaviate, separate instance
2. Finalize lore content
3. Generate production embeddings
4. Performance testing
**Production:**
1. Migrate to Weaviate Cloud Services
2. Upload final embedded lore
3. Players query read-only
4. No changes until next major update
### Self-Hosted Development Setup
**Docker Compose Example:**
```yaml
services:
weaviate:
image: semitechnologies/weaviate:latest
ports:
- "8080:8080"
environment:
AUTHENTICATION_ANONYMOUS_ACCESS_ENABLED: 'true' # Dev only
PERSISTENCE_DATA_PATH: '/var/lib/weaviate'
volumes:
- weaviate_data:/var/lib/weaviate
```
**Hardware Requirements (Self-Hosted):**
- RAM: 4-8GB sufficient for beta
- CPU: Low (no heavy re-indexing)
- Storage: Minimal (vectors are compact)
---
## Migration Path: Dev → Production
### Zero-Code Migration
1. Export data from self-hosted Weaviate (backup tools)
2. Create Weaviate Cloud Services cluster
3. Import data to WCS
4. Change environment variable: `WEAVIATE_URL`
5. Deploy code (no code changes required)
**Environment Configuration:**
```yaml
# /api/config/development.yaml
weaviate:
url: "http://localhost:8080"
api_key: null
# /api/config/production.yaml
weaviate:
url: "https://your-cluster.weaviate.network"
api_key: "${WEAVIATE_API_KEY}" # From .env
```
---
## Embedding Strategy
### One-Time Embedding Generation
Since embeddings are generated once per release, prioritize **quality over cost**.
**Embedding Model Options:**
| Model | Pros | Cons | Recommendation |
|-------|------|------|----------------|
| OpenAI `text-embedding-3-large` | High quality, good semantic understanding | Paid per use | **Production** |
| Cohere Embed v3 | Optimized for search, multilingual | Paid per use | **Production Alternative** |
| sentence-transformers (OSS) | Free, self-host, fast iteration | Lower quality | **Development/Testing** |
**Recommendation:**
- **Development:** Use open-source models (iterate faster, zero cost)
- **Production:** Use OpenAI or Replicate https://replicate.com/beautyyuyanli/multilingual-e5-large (quality matters for player experience)
### Embedding Generation Script
Will be implemented in `/api/scripts/generate_lore_embeddings.py`:
1. Read lore files (YAML/JSON/Markdown)
2. Chunk content appropriately
3. Generate embeddings using chosen model
4. Upload to Weaviate with metadata
5. Validate retrieval quality
---
## Content Management
### Lore Content Structure
**Storage Location:** `/api/app/data/lore/`
```
/api/app/data/lore/
world/
history.yaml
mythology.yaml
kingdoms.yaml
regions/
thornhelm/
history.yaml
locations.yaml
rumors.yaml
silverwood/
history.yaml
locations.yaml
rumors.yaml
```
**Example Lore Entry (YAML):**
```yaml
- id: "thornhelm_founding"
title: "The Founding of Thornhelm"
content: |
Thornhelm was founded in the year 847 by Lord Theron the Bold,
a retired general seeking to establish a frontier town...
metadata:
region_id: "thornhelm"
knowledge_type: "common"
time_period: "historical"
required_profession: null # Anyone can know this
social_class: null # All classes
tags:
- "founding"
- "lord-theron"
- "history"
```
### Version Control for Lore Updates
**Complete Re-Index Strategy** (Simplest, recommended):
1. Delete old collections during maintenance window
2. Upload new lore with embeddings
3. Atomic cutover
4. Works great for infrequent major updates
**Alternative: Versioned Collections** (Overkill for our use case):
- `WorldLore_v1`, `WorldLore_v2`
- More overhead, probably unnecessary
---
## Performance & Cost Optimization
### Cost Considerations
**Embedding Generation:**
- One-time cost per lore chunk
- Only re-generate during major updates
- Estimated cost: $X per 1000 chunks (TBD based on model choice)
**Vector Search:**
- No embedding cost for queries (just retrieval)
- Self-hosted: Infrastructure cost only
- Managed (WCS): Pay for storage + queries
**Optimization Strategies:**
- Pre-compute all embeddings at build time
- Cache frequently accessed regional DBs in Redis
- Only search World Lore DB if regional search returns no results (fallback pattern)
- Use cheaper embedding models for non-critical content
### Retrieval Performance
**Expected Query Times:**
- Semantic search: < 100ms
- With metadata filtering: < 150ms
- Hybrid search: < 200ms
**Caching Strategy:**
- Cache top N regional lore chunks per active region in Redis
- TTL: 1 hour (or until session ends)
- Invalidate on major lore updates
---
## Multiplayer Considerations
### Shared World State
If multiple characters are in the same town talking to NPCs:
- **Regional DB**: Shared (same lore for everyone)
- **World DB**: Shared
- **NPC Interactions**: Character-specific (stored in `character.npc_interactions`)
**Result:** NPCs can reference world events consistently across players while maintaining individual relationships.
---
## Testing Strategy
### Validation Steps
1. **Retrieval Quality Testing**
- Does semantic search return relevant lore?
- Are metadata filters working correctly?
- Do NPCs find appropriate information?
2. **NPC Knowledge Boundaries**
- Can a farmer access academic knowledge? (Should be filtered out)
- Do profession filters work as expected?
- Do NPCs authentically say "I don't know" when appropriate?
3. **Performance Testing**
- Query response times under load
- Cache hit rates
- Memory usage with multiple active regions
4. **Content Quality**
- Is lore consistent across databases?
- Are there contradictions between world/regional lore?
- Is chunk size appropriate for context?
---
## Implementation Phases
### Phase 1: Proof of Concept (Current)
- [ ] Set up local Weaviate with Docker
- [ ] Create sample lore chunks (20-30 entries for one town)
- [ ] Generate embeddings and upload to Weaviate
- [ ] Build simple API endpoint for querying Weaviate
- [ ] Test NPC conversation with lore augmentation
### Phase 2: Core Implementation
- [ ] Define lore content structure (YAML schema)
- [ ] Write lore for starter region
- [ ] Implement embedding generation script
- [ ] Create Weaviate service layer in `/api/app/services/weaviate_service.py`
- [ ] Integrate with NPC conversation system
- [ ] Add DM lore query endpoints
### Phase 3: Content Expansion
- [ ] Write world lore content
- [ ] Write lore for additional regions
- [ ] Implement knowledge filtering logic
- [ ] Add lore discovery system (optional: player codex)
### Phase 4: Production Readiness
- [ ] Migrate to Weaviate Cloud Services
- [ ] Performance optimization and caching
- [ ] Backup and disaster recovery
- [ ] Monitoring and alerting
---
## Open Questions
1. **Authoring Tools**: How will we create/maintain lore content efficiently?
- Manual YAML editing?
- AI-generated lore with human review?
- Web-based CMS?
2. **Lore Discovery**: Should players unlock lore entries (codex-style) as they learn about them?
- Could be fun for completionists
- Adds gameplay loop around exploration
3. **Dynamic Lore**: How to handle time-sensitive rumors or evolving world state?
- Separate "Rumors" collection with expiration dates?
- Regional events that trigger new lore entries?
4. **Chunk Size**: What's optimal for context vs. precision?
- Too small: NPCs miss broader context
- Too large: Less precise retrieval
- Needs testing to determine
5. **Consistency Validation**: How to ensure regional lore doesn't contradict world lore?
- Automated consistency checks?
- Manual review process?
- Lore versioning and dependency tracking?
---
## Future Enhancements
- **Player-Generated Lore**: Allow DMs to add custom lore entries during sessions
- **Lore Relationships**: Graph connections between related lore entries
- **Multilingual Support**: Embed lore in multiple languages
- **Seasonal/Event Lore**: Time-based lore that appears during special events
- **Quest Integration**: Automatic lore unlock based on quest completion
---
## References
- **Weaviate Documentation**: https://weaviate.io/developers/weaviate
- **RAG Pattern Best Practices**: (TBD)
- **Embedding Model Comparisons**: (TBD)
---
## Notes
This strategy aligns with the project's core principles:
- **Strong typing**: Lore models will use dataclasses
- **Configuration-driven**: Lore content in YAML/JSON
- **Microservices architecture**: Weaviate is independent service
- **Cost-conscious**: Index-once strategy minimizes ongoing costs
- **Future-proof**: Easy migration from self-hosted to managed

View File

@@ -56,11 +56,13 @@ def create_app():
# Register blueprints
from .views.auth_views import auth_bp
from .views.character_views import character_bp
from .views.combat_views import combat_bp
from .views.game_views import game_bp
from .views.pages import pages_bp
app.register_blueprint(auth_bp)
app.register_blueprint(character_bp)
app.register_blueprint(combat_bp)
app.register_blueprint(game_bp)
app.register_blueprint(pages_bp)
@@ -109,6 +111,6 @@ def create_app():
logger.error("internal_server_error", error=str(error))
return render_template('errors/500.html'), 500
logger.info("flask_app_created", blueprints=["auth", "character", "game", "pages"])
logger.info("flask_app_created", blueprints=["auth", "character", "combat", "game", "pages"])
return app

View File

@@ -0,0 +1,574 @@
"""
Combat Views
Routes for combat UI.
"""
from flask import Blueprint, render_template, request, redirect, url_for, make_response
import structlog
from ..utils.api_client import get_api_client, APIError, APINotFoundError
from ..utils.auth import require_auth_web as require_auth
logger = structlog.get_logger(__name__)
combat_bp = Blueprint('combat', __name__, url_prefix='/combat')
@combat_bp.route('/<session_id>')
@require_auth
def combat_view(session_id: str):
"""
Render the combat page for an active encounter.
Displays the 3-column combat interface with:
- Left: Combatants (player + enemies) with HP/MP bars
- Center: Combat log + action buttons
- Right: Turn order + active effects
"""
client = get_api_client()
try:
# Get combat state from API
response = client.get(f'/api/v1/combat/{session_id}/state')
result = response.get('result', {})
# Check if combat is still active
if not result.get('in_combat'):
# Combat ended - redirect to game play
return redirect(url_for('game.play_session', session_id=session_id))
encounter = result.get('encounter') or {}
combat_log = result.get('combat_log', [])
# Get current turn combatant ID directly from API response
current_turn_id = encounter.get('current_turn')
# Find if it's the player's turn
is_player_turn = False
player_combatant = None
for combatant in encounter.get('combatants', []):
if combatant.get('is_player'):
player_combatant = combatant
if combatant.get('combatant_id') == current_turn_id:
is_player_turn = True
break
# Format combat log entries for display
formatted_log = []
for entry in combat_log:
log_entry = {
'actor': entry.get('combatant_name', entry.get('actor', '')),
'message': entry.get('message', ''),
'damage': entry.get('damage'),
'heal': entry.get('healing'),
'is_crit': entry.get('is_critical', False),
'type': 'player' if entry.get('is_player', False) else 'enemy'
}
# Detect system messages
if entry.get('action_type') in ('round_start', 'combat_start', 'combat_end'):
log_entry['type'] = 'system'
formatted_log.append(log_entry)
return render_template(
'game/combat.html',
session_id=session_id,
encounter=encounter,
combat_log=formatted_log,
current_turn_id=current_turn_id,
is_player_turn=is_player_turn,
player_combatant=player_combatant
)
except APINotFoundError:
logger.warning("combat_not_found", session_id=session_id)
return render_template('errors/404.html', message="No active combat encounter"), 404
except APIError as e:
logger.error("failed_to_load_combat", session_id=session_id, error=str(e))
return render_template('errors/500.html', message=str(e)), 500
@combat_bp.route('/<session_id>/action', methods=['POST'])
@require_auth
def combat_action(session_id: str):
"""
Execute a combat action (attack, defend, ability, item).
Returns updated combat log entries.
"""
client = get_api_client()
action_type = request.form.get('action_type', 'attack')
ability_id = request.form.get('ability_id')
item_id = request.form.get('item_id')
target_id = request.form.get('target_id')
try:
# Build action payload
payload = {
'action_type': action_type
}
if ability_id:
payload['ability_id'] = ability_id
if item_id:
payload['item_id'] = item_id
if target_id:
payload['target_id'] = target_id
# POST action to API
response = client.post(f'/api/v1/combat/{session_id}/action', payload)
result = response.get('result', {})
# Check if combat ended
combat_ended = result.get('combat_ended', False)
combat_status = result.get('combat_status')
if combat_ended:
# API returns lowercase status values: 'victory', 'defeat', 'fled'
status_lower = (combat_status or '').lower()
if status_lower == 'victory':
return render_template(
'game/partials/combat_victory.html',
session_id=session_id,
rewards=result.get('rewards', {})
)
elif status_lower == 'defeat':
return render_template(
'game/partials/combat_defeat.html',
session_id=session_id,
gold_lost=result.get('gold_lost', 0),
can_retry=result.get('can_retry', False)
)
# Format action result for log display
# API returns data directly in result, not nested under 'action_result'
log_entries = []
# Player action entry
player_entry = {
'actor': 'You',
'message': result.get('message', f'used {action_type}'),
'type': 'player',
'is_crit': False
}
# Add damage info if present
damage_results = result.get('damage_results', [])
if damage_results:
for dmg in damage_results:
player_entry['damage'] = dmg.get('total_damage') or dmg.get('damage')
player_entry['is_crit'] = dmg.get('is_critical', False)
if player_entry['is_crit']:
player_entry['type'] = 'crit'
# Add healing info if present
if result.get('healing'):
player_entry['heal'] = result.get('healing')
player_entry['type'] = 'heal'
log_entries.append(player_entry)
# Add any effect entries
for effect in result.get('effects_applied', []):
# API may use "name" or "effect" key for the effect name
effect_name = effect.get('name') or effect.get('effect') or 'Unknown'
log_entries.append({
'actor': '',
'message': effect.get('message', f'Effect applied: {effect_name}'),
'type': 'system'
})
# Return log entries HTML
resp = make_response(render_template(
'game/partials/combat_log.html',
combat_log=log_entries
))
# Trigger enemy turn if it's no longer player's turn
next_combatant = result.get('next_combatant_id')
if next_combatant and not result.get('next_is_player', True):
resp.headers['HX-Trigger'] = 'enemyTurn'
return resp
except APIError as e:
logger.error("combat_action_failed", session_id=session_id, action_type=action_type, error=str(e))
return f'''
<div class="combat-log__entry combat-log__entry--system">
<span class="log-message">Action failed: {e}</span>
</div>
''', 500
@combat_bp.route('/<session_id>/abilities')
@require_auth
def combat_abilities(session_id: str):
"""Get abilities modal for combat."""
client = get_api_client()
try:
# Get combat state to get player's abilities
response = client.get(f'/api/v1/combat/{session_id}/state')
result = response.get('result', {})
encounter = result.get('encounter', {})
# Find player combatant
player_combatant = None
for combatant in encounter.get('combatants', []):
if combatant.get('is_player'):
player_combatant = combatant
break
# Get abilities from player combatant or character
abilities = []
if player_combatant:
ability_ids = player_combatant.get('abilities', [])
current_mp = player_combatant.get('current_mp', 0)
cooldowns = player_combatant.get('cooldowns', {})
# Fetch ability details (if API has ability endpoint)
for ability_id in ability_ids:
try:
ability_response = client.get(f'/api/v1/abilities/{ability_id}')
ability_data = ability_response.get('result', {})
# Check availability
mp_cost = ability_data.get('mp_cost', 0)
cooldown = cooldowns.get(ability_id, 0)
available = current_mp >= mp_cost and cooldown == 0
abilities.append({
'id': ability_id,
'name': ability_data.get('name', ability_id),
'description': ability_data.get('description', ''),
'mp_cost': mp_cost,
'cooldown': cooldown,
'max_cooldown': ability_data.get('cooldown', 0),
'damage_type': ability_data.get('damage_type'),
'effect_type': ability_data.get('effect_type'),
'available': available
})
except (APINotFoundError, APIError):
# Ability not found, add basic entry
abilities.append({
'id': ability_id,
'name': ability_id.replace('_', ' ').title(),
'description': '',
'mp_cost': 0,
'cooldown': cooldowns.get(ability_id, 0),
'max_cooldown': 0,
'available': True
})
return render_template(
'game/partials/ability_modal.html',
session_id=session_id,
abilities=abilities
)
except APIError as e:
logger.error("failed_to_load_abilities", session_id=session_id, error=str(e))
return f'''
<div class="modal-overlay" onclick="closeModal()">
<div class="modal-content modal-content--md">
<div class="modal-header">
<h3 class="modal-title">Select Ability</h3>
<button class="modal-close" onclick="closeModal()">&times;</button>
</div>
<div class="modal-body">
<div class="items-empty">Failed to load abilities: {e}</div>
</div>
</div>
</div>
'''
@combat_bp.route('/<session_id>/items')
@require_auth
def combat_items(session_id: str):
"""
Get combat items bottom sheet (consumables only).
Returns a bottom sheet UI with only consumable items that can be used in combat.
"""
client = get_api_client()
try:
# Get session to find character
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
# Get character inventory - filter to consumables only
consumables = []
if character_id:
try:
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
inv_data = inv_response.get('result', {})
inventory = inv_data.get('inventory', [])
# Filter to consumable items only
for item in inventory:
item_type = item.get('item_type', item.get('type', ''))
if item_type == 'consumable' or item.get('usable_in_combat', False):
consumables.append({
'item_id': item.get('item_id'),
'name': item.get('name', 'Unknown Item'),
'description': item.get('description', ''),
'effects_on_use': item.get('effects_on_use', []),
'rarity': item.get('rarity', 'common')
})
except (APINotFoundError, APIError) as e:
logger.warning("failed_to_load_combat_inventory", character_id=character_id, error=str(e))
return render_template(
'game/partials/combat_items_sheet.html',
session_id=session_id,
consumables=consumables,
has_consumables=len(consumables) > 0
)
except APIError as e:
logger.error("failed_to_load_items", session_id=session_id, error=str(e))
return f'''
<div class="combat-items-sheet open">
<div class="sheet-handle"></div>
<div class="sheet-header">
<h3>Use Item</h3>
<button class="sheet-close" onclick="closeCombatSheet()">&times;</button>
</div>
<div class="sheet-body">
<div class="no-consumables">Failed to load items: {e}</div>
</div>
</div>
<div class="sheet-backdrop" onclick="closeCombatSheet()"></div>
'''
@combat_bp.route('/<session_id>/items/<item_id>/detail')
@require_auth
def combat_item_detail(session_id: str, item_id: str):
"""Get item detail for combat bottom sheet."""
client = get_api_client()
try:
# Get session to find character
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
item = None
if character_id:
# Get inventory and find the item
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
inv_data = inv_response.get('result', {})
inventory = inv_data.get('inventory', [])
for inv_item in inventory:
if inv_item.get('item_id') == item_id:
item = inv_item
break
if not item:
return '<p>Item not found</p>', 404
# Format effect description
effect_desc = item.get('description', 'Use this item')
effects = item.get('effects_on_use', [])
if effects:
effect_parts = []
for effect in effects:
if effect.get('stat') == 'hp':
effect_parts.append(f"Restores {effect.get('value', 0)} HP")
elif effect.get('stat') == 'mp':
effect_parts.append(f"Restores {effect.get('value', 0)} MP")
elif effect.get('name'):
effect_parts.append(effect.get('name'))
if effect_parts:
effect_desc = ', '.join(effect_parts)
return f'''
<div class="detail-info">
<div class="detail-name">{item.get('name', 'Item')}</div>
<div class="detail-effect">{effect_desc}</div>
</div>
<button class="use-btn"
hx-post="{url_for('combat.combat_action', session_id=session_id)}"
hx-vals='{{"action_type": "item", "item_id": "{item_id}"}}'
hx-target="#combat-log"
hx-swap="beforeend"
onclick="closeCombatSheet()">
Use
</button>
'''
except APIError as e:
logger.error("failed_to_load_combat_item_detail", session_id=session_id, item_id=item_id, error=str(e))
return f'<p>Failed to load item: {e}</p>', 500
@combat_bp.route('/<session_id>/flee', methods=['POST'])
@require_auth
def combat_flee(session_id: str):
"""Attempt to flee from combat."""
client = get_api_client()
try:
response = client.post(f'/api/v1/combat/{session_id}/flee', {})
result = response.get('result', {})
if result.get('success'):
# Flee successful - use HX-Redirect for HTMX
resp = make_response(f'''
<div class="combat-log__entry combat-log__entry--system">
<span class="log-message">{result.get('message', 'You fled from combat!')}</span>
</div>
''')
resp.headers['HX-Redirect'] = url_for('game.play_session', session_id=session_id)
return resp
else:
# Flee failed - return log entry, trigger enemy turn
resp = make_response(f'''
<div class="combat-log__entry combat-log__entry--system">
<span class="log-message">{result.get('message', 'Failed to flee!')}</span>
</div>
''')
# Failed flee consumes turn, so trigger enemy turn if needed
if not result.get('next_is_player', True):
resp.headers['HX-Trigger'] = 'enemyTurn'
return resp
except APIError as e:
logger.error("flee_failed", session_id=session_id, error=str(e))
return f'''
<div class="combat-log__entry combat-log__entry--system">
<span class="log-message">Flee failed: {e}</span>
</div>
''', 500
@combat_bp.route('/<session_id>/enemy-turn', methods=['POST'])
@require_auth
def combat_enemy_turn(session_id: str):
"""Execute enemy turn and return result."""
client = get_api_client()
try:
response = client.post(f'/api/v1/combat/{session_id}/enemy-turn', {})
result = response.get('result', {})
# Check if combat ended
combat_ended = result.get('combat_ended', False)
combat_status = result.get('combat_status')
if combat_ended:
# API returns lowercase status values: 'victory', 'defeat', 'fled'
status_lower = (combat_status or '').lower()
if status_lower == 'victory':
return render_template(
'game/partials/combat_victory.html',
session_id=session_id,
rewards=result.get('rewards', {})
)
elif status_lower == 'defeat':
return render_template(
'game/partials/combat_defeat.html',
session_id=session_id,
gold_lost=result.get('gold_lost', 0),
can_retry=result.get('can_retry', False)
)
# Format enemy action for log
# API returns ActionResult directly in result, not nested under action_result
log_entries = [{
'actor': 'Enemy',
'message': result.get('message', 'attacks'),
'type': 'enemy',
'is_crit': False
}]
# Add damage info - API returns total_damage, not damage
damage_results = result.get('damage_results', [])
if damage_results:
log_entries[0]['damage'] = damage_results[0].get('total_damage')
log_entries[0]['is_crit'] = damage_results[0].get('is_critical', False)
# Check if it's still enemy turn (multiple enemies)
resp = make_response(render_template(
'game/partials/combat_log.html',
combat_log=log_entries
))
# If next combatant is also an enemy, trigger another enemy turn
if result.get('next_combatant_id') and not result.get('next_is_player', True):
resp.headers['HX-Trigger'] = 'enemyTurn'
return resp
except APIError as e:
logger.error("enemy_turn_failed", session_id=session_id, error=str(e))
return f'''
<div class="combat-log__entry combat-log__entry--system">
<span class="log-message">Enemy turn error: {e}</span>
</div>
''', 500
@combat_bp.route('/<session_id>/log')
@require_auth
def combat_log(session_id: str):
"""Get current combat log."""
client = get_api_client()
try:
response = client.get(f'/api/v1/combat/{session_id}/state')
result = response.get('result', {})
combat_log_data = result.get('combat_log', [])
# Format log entries
formatted_log = []
for entry in combat_log_data:
log_entry = {
'actor': entry.get('combatant_name', entry.get('actor', '')),
'message': entry.get('message', ''),
'damage': entry.get('damage'),
'heal': entry.get('healing'),
'is_crit': entry.get('is_critical', False),
'type': 'player' if entry.get('is_player', False) else 'enemy'
}
if entry.get('action_type') in ('round_start', 'combat_start', 'combat_end'):
log_entry['type'] = 'system'
formatted_log.append(log_entry)
return render_template(
'game/partials/combat_log.html',
combat_log=formatted_log
)
except APIError as e:
logger.error("failed_to_load_combat_log", session_id=session_id, error=str(e))
return '<div class="combat-log__empty">Failed to load combat log</div>', 500
@combat_bp.route('/<session_id>/results')
@require_auth
def combat_results(session_id: str):
"""Display combat results (victory/defeat)."""
client = get_api_client()
try:
response = client.get(f'/api/v1/combat/{session_id}/results')
results = response.get('result', {})
return render_template(
'game/combat_results.html',
victory=results['victory'],
xp_gained=results['xp_gained'],
gold_gained=results['gold_gained'],
loot=results['loot']
)
except APIError as e:
logger.error("failed_to_load_combat_results", session_id=session_id, error=str(e))
return redirect(url_for('game.play_session', session_id=session_id))

View File

@@ -380,3 +380,652 @@ def do_travel(session_id: str):
except APIError as e:
logger.error("failed_to_travel", session_id=session_id, location_id=location_id, error=str(e))
return f'<div class="error">Travel failed: {e}</div>', 500
# ===== Combat Test Endpoints =====
@dev_bp.route('/combat')
@require_auth
def combat_hub():
"""Combat testing hub - select character and enemies to start combat."""
client = get_api_client()
try:
# Get user's characters
characters_response = client.get('/api/v1/characters')
result = characters_response.get('result', {})
characters = result.get('characters', [])
# Get available enemy templates
enemies = []
try:
enemies_response = client.get('/api/v1/combat/enemies')
enemies = enemies_response.get('result', {}).get('enemies', [])
except (APINotFoundError, APIError):
# Enemies endpoint may not exist yet
pass
# Get all sessions to map characters to their sessions
sessions_in_combat = []
character_session_map = {} # character_id -> session_id
try:
sessions_response = client.get('/api/v1/sessions')
all_sessions = sessions_response.get('result', [])
for session in all_sessions:
# Map character to session (for dropdown)
char_id = session.get('character_id')
if char_id:
character_session_map[char_id] = session.get('session_id')
# Track sessions in combat (for resume list)
if session.get('in_combat') or session.get('game_state', {}).get('in_combat'):
sessions_in_combat.append(session)
except (APINotFoundError, APIError):
pass
# Add session_id to each character for the template
for char in characters:
char['session_id'] = character_session_map.get(char.get('character_id'))
return render_template(
'dev/combat.html',
characters=characters,
enemies=enemies,
sessions_in_combat=sessions_in_combat
)
except APIError as e:
logger.error("failed_to_load_combat_hub", error=str(e))
return render_template('dev/combat.html', characters=[], enemies=[], sessions_in_combat=[], error=str(e))
@dev_bp.route('/combat/start', methods=['POST'])
@require_auth
def start_combat():
"""Start a new combat encounter - returns redirect to combat session."""
client = get_api_client()
session_id = request.form.get('session_id')
enemy_ids = request.form.getlist('enemy_ids')
logger.info("start_combat called",
session_id=session_id,
enemy_ids=enemy_ids,
form_data=dict(request.form))
if not session_id:
return '<div class="error">No session selected</div>', 400
if not enemy_ids:
return '<div class="error">No enemies selected</div>', 400
try:
response = client.post('/api/v1/combat/start', {
'session_id': session_id,
'enemy_ids': enemy_ids
})
result = response.get('result', {})
# Return redirect script to combat session page
return f'''
<script>window.location.href = '/dev/combat/session/{session_id}';</script>
<div class="success">Combat started! Redirecting...</div>
'''
except APIError as e:
logger.error("failed_to_start_combat", session_id=session_id, error=str(e))
return f'<div class="error">Failed to start combat: {e}</div>', 500
@dev_bp.route('/combat/session/<session_id>')
@require_auth
def combat_session(session_id: str):
"""Combat session debug interface - full 3-column layout."""
client = get_api_client()
try:
# Get combat state from API
response = client.get(f'/api/v1/combat/{session_id}/state')
result = response.get('result', {})
# Check if combat is still active
if not result.get('in_combat'):
# Combat ended - redirect to combat index
return render_template('dev/combat.html',
message="Combat has ended. Start a new combat to continue.")
encounter = result.get('encounter') or {}
combat_log = result.get('combat_log', [])
# Get current turn combatant ID directly from API response
current_turn_id = encounter.get('current_turn')
turn_order = encounter.get('turn_order', [])
# Find player and determine if it's player's turn
is_player_turn = False
player_combatant = None
enemy_combatants = []
for combatant in encounter.get('combatants', []):
if combatant.get('is_player'):
player_combatant = combatant
if combatant.get('combatant_id') == current_turn_id:
is_player_turn = True
else:
enemy_combatants.append(combatant)
# Format combat log entries for display
formatted_log = []
for entry in combat_log:
log_entry = {
'actor': entry.get('combatant_name', entry.get('actor', '')),
'message': entry.get('message', ''),
'damage': entry.get('damage'),
'heal': entry.get('healing'),
'is_crit': entry.get('is_critical', False),
'type': 'player' if entry.get('is_player', False) else 'enemy'
}
# Detect system messages
if entry.get('action_type') in ('round_start', 'combat_start', 'combat_end'):
log_entry['type'] = 'system'
formatted_log.append(log_entry)
return render_template(
'dev/combat_session.html',
session_id=session_id,
encounter=encounter,
combat_log=formatted_log,
current_turn_id=current_turn_id,
is_player_turn=is_player_turn,
player_combatant=player_combatant,
enemy_combatants=enemy_combatants,
turn_order=turn_order,
raw_state=result
)
except APINotFoundError:
logger.warning("combat_not_found", session_id=session_id)
return render_template('dev/combat.html', error=f"No active combat for session {session_id}"), 404
except APIError as e:
logger.error("failed_to_load_combat_session", session_id=session_id, error=str(e))
return render_template('dev/combat.html', error=str(e)), 500
@dev_bp.route('/combat/<session_id>/state')
@require_auth
def combat_state(session_id: str):
"""Get combat state partial - returns refreshable state panel."""
client = get_api_client()
try:
response = client.get(f'/api/v1/combat/{session_id}/state')
result = response.get('result', {})
# Check if combat is still active
if not result.get('in_combat'):
return '<div class="state-section"><h4>Combat Ended</h4><p>No active combat.</p></div>'
encounter = result.get('encounter') or {}
# Get current turn combatant ID directly from API response
current_turn_id = encounter.get('current_turn')
# Separate player and enemies
player_combatant = None
enemy_combatants = []
is_player_turn = False
for combatant in encounter.get('combatants', []):
if combatant.get('is_player'):
player_combatant = combatant
if combatant.get('combatant_id') == current_turn_id:
is_player_turn = True
else:
enemy_combatants.append(combatant)
return render_template(
'dev/partials/combat_state.html',
session_id=session_id,
encounter=encounter,
player_combatant=player_combatant,
enemy_combatants=enemy_combatants,
current_turn_id=current_turn_id,
is_player_turn=is_player_turn
)
except APIError as e:
logger.error("failed_to_get_combat_state", session_id=session_id, error=str(e))
return f'<div class="error">Failed to load state: {e}</div>', 500
@dev_bp.route('/combat/<session_id>/action', methods=['POST'])
@require_auth
def combat_action(session_id: str):
"""Execute a combat action - returns log entry HTML."""
client = get_api_client()
action_type = request.form.get('action_type', 'attack')
ability_id = request.form.get('ability_id')
item_id = request.form.get('item_id')
target_id = request.form.get('target_id')
try:
payload = {'action_type': action_type}
if ability_id:
payload['ability_id'] = ability_id
if item_id:
payload['item_id'] = item_id
if target_id:
payload['target_id'] = target_id
response = client.post(f'/api/v1/combat/{session_id}/action', payload)
result = response.get('result', {})
# Check if combat ended
combat_ended = result.get('combat_ended', False)
combat_status = result.get('combat_status')
if combat_ended:
# API returns lowercase status values: 'victory', 'defeat', 'fled'
status_lower = (combat_status or '').lower()
if status_lower == 'victory':
return render_template(
'dev/partials/combat_victory.html',
session_id=session_id,
rewards=result.get('rewards', {})
)
elif status_lower == 'defeat':
return render_template(
'dev/partials/combat_defeat.html',
session_id=session_id,
gold_lost=result.get('gold_lost', 0)
)
# Format action result for log
# API returns data directly in result, not nested under 'action_result'
log_entries = []
player_entry = {
'actor': 'You',
'message': result.get('message', f'used {action_type}'),
'type': 'player',
'is_crit': False
}
damage_results = result.get('damage_results', [])
if damage_results:
for dmg in damage_results:
player_entry['damage'] = dmg.get('total_damage') or dmg.get('damage')
player_entry['is_crit'] = dmg.get('is_critical', False)
if player_entry['is_crit']:
player_entry['type'] = 'crit'
if result.get('healing'):
player_entry['heal'] = result.get('healing')
player_entry['type'] = 'heal'
log_entries.append(player_entry)
for effect in result.get('effects_applied', []):
log_entries.append({
'actor': '',
'message': effect.get('message', f'Effect applied: {effect.get("name")}'),
'type': 'system'
})
# Return log entries with optional enemy turn trigger
from flask import make_response
resp = make_response(render_template(
'dev/partials/combat_debug_log.html',
combat_log=log_entries
))
# Trigger enemy turn if needed
if result.get('next_combatant_id') and not result.get('next_is_player', True):
resp.headers['HX-Trigger'] = 'enemyTurn'
return resp
except APIError as e:
logger.error("combat_action_failed", session_id=session_id, action_type=action_type, error=str(e))
return f'''
<div class="log-entry log-entry--system">
<span class="log-message">Action failed: {e}</span>
</div>
''', 500
@dev_bp.route('/combat/<session_id>/enemy-turn', methods=['POST'])
@require_auth
def combat_enemy_turn(session_id: str):
"""Execute enemy turn - returns log entry HTML."""
client = get_api_client()
try:
response = client.post(f'/api/v1/combat/{session_id}/enemy-turn', {})
result = response.get('result', {})
# Check if combat ended
combat_ended = result.get('combat_ended', False)
combat_status = result.get('combat_status')
if combat_ended:
# API returns lowercase status values: 'victory', 'defeat', 'fled'
status_lower = (combat_status or '').lower()
if status_lower == 'victory':
return render_template(
'dev/partials/combat_victory.html',
session_id=session_id,
rewards=result.get('rewards', {})
)
elif status_lower == 'defeat':
return render_template(
'dev/partials/combat_defeat.html',
session_id=session_id,
gold_lost=result.get('gold_lost', 0)
)
# Format enemy action for log
# The API returns the action result directly with a complete message
damage_results = result.get('damage_results', [])
is_crit = damage_results[0].get('is_critical', False) if damage_results else False
log_entries = [{
'actor': '', # Message already contains the actor name
'message': result.get('message', 'Enemy attacks!'),
'type': 'crit' if is_crit else 'enemy',
'is_crit': is_crit,
'damage': damage_results[0].get('total_damage') if damage_results else None
}]
from flask import make_response
resp = make_response(render_template(
'dev/partials/combat_debug_log.html',
combat_log=log_entries
))
# Trigger another enemy turn if needed
if result.get('next_combatant_id') and not result.get('next_is_player', True):
resp.headers['HX-Trigger'] = 'enemyTurn'
return resp
except APIError as e:
logger.error("enemy_turn_failed", session_id=session_id, error=str(e))
return f'''
<div class="log-entry log-entry--system">
<span class="log-message">Enemy turn error: {e}</span>
</div>
''', 500
@dev_bp.route('/combat/<session_id>/abilities')
@require_auth
def combat_abilities(session_id: str):
"""Get abilities modal for combat."""
client = get_api_client()
try:
response = client.get(f'/api/v1/combat/{session_id}/state')
result = response.get('result', {})
encounter = result.get('encounter', {})
player_combatant = None
for combatant in encounter.get('combatants', []):
if combatant.get('is_player'):
player_combatant = combatant
break
abilities = []
if player_combatant:
ability_ids = player_combatant.get('abilities', [])
current_mp = player_combatant.get('current_mp', 0)
cooldowns = player_combatant.get('cooldowns', {})
for ability_id in ability_ids:
try:
ability_response = client.get(f'/api/v1/abilities/{ability_id}')
ability_data = ability_response.get('result', {})
mp_cost = ability_data.get('mp_cost', 0)
cooldown = cooldowns.get(ability_id, 0)
available = current_mp >= mp_cost and cooldown == 0
abilities.append({
'id': ability_id,
'name': ability_data.get('name', ability_id),
'description': ability_data.get('description', ''),
'mp_cost': mp_cost,
'cooldown': cooldown,
'max_cooldown': ability_data.get('cooldown', 0),
'damage_type': ability_data.get('damage_type'),
'effect_type': ability_data.get('effect_type'),
'available': available
})
except (APINotFoundError, APIError):
abilities.append({
'id': ability_id,
'name': ability_id.replace('_', ' ').title(),
'description': '',
'mp_cost': 0,
'cooldown': cooldowns.get(ability_id, 0),
'max_cooldown': 0,
'available': True
})
return render_template(
'dev/partials/ability_modal.html',
session_id=session_id,
abilities=abilities
)
except APIError as e:
logger.error("failed_to_load_abilities", session_id=session_id, error=str(e))
return f'''
<div class="modal-overlay" onclick="closeModal()">
<div class="modal-content">
<h3>Select Ability</h3>
<div class="error">Failed to load abilities: {e}</div>
<button class="modal-close" onclick="closeModal()">Close</button>
</div>
</div>
'''
@dev_bp.route('/combat/<session_id>/items')
@require_auth
def combat_items(session_id: str):
"""Get combat items bottom sheet (consumables only)."""
client = get_api_client()
try:
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
consumables = []
if character_id:
try:
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
inv_data = inv_response.get('result', {})
inventory = inv_data.get('inventory', [])
for item in inventory:
item_type = item.get('item_type', item.get('type', ''))
if item_type == 'consumable' or item.get('usable_in_combat', False):
consumables.append({
'item_id': item.get('item_id'),
'name': item.get('name', 'Unknown Item'),
'description': item.get('description', ''),
'effects_on_use': item.get('effects_on_use', []),
'rarity': item.get('rarity', 'common')
})
except (APINotFoundError, APIError) as e:
logger.warning("failed_to_load_combat_inventory", character_id=character_id, error=str(e))
return render_template(
'dev/partials/combat_items_sheet.html',
session_id=session_id,
consumables=consumables,
has_consumables=len(consumables) > 0
)
except APIError as e:
logger.error("failed_to_load_items", session_id=session_id, error=str(e))
return f'''
<div class="combat-items-sheet open">
<div class="sheet-header">
<h3>Use Item</h3>
<button class="sheet-close" onclick="closeCombatSheet()">&times;</button>
</div>
<div class="sheet-body">
<div class="error">Failed to load items: {e}</div>
</div>
</div>
<div class="sheet-backdrop" onclick="closeCombatSheet()"></div>
'''
@dev_bp.route('/combat/<session_id>/items/<item_id>/detail')
@require_auth
def combat_item_detail(session_id: str, item_id: str):
"""Get item detail for combat bottom sheet."""
client = get_api_client()
try:
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
item = None
if character_id:
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
inv_data = inv_response.get('result', {})
inventory = inv_data.get('inventory', [])
for inv_item in inventory:
if inv_item.get('item_id') == item_id:
item = inv_item
break
if not item:
return '<p>Item not found</p>', 404
effect_desc = item.get('description', 'Use this item')
effects = item.get('effects_on_use', [])
if effects:
effect_parts = []
for effect in effects:
if effect.get('stat') == 'hp':
effect_parts.append(f"Restores {effect.get('value', 0)} HP")
elif effect.get('stat') == 'mp':
effect_parts.append(f"Restores {effect.get('value', 0)} MP")
elif effect.get('name'):
effect_parts.append(effect.get('name'))
if effect_parts:
effect_desc = ', '.join(effect_parts)
return f'''
<div class="detail-info">
<div class="detail-name">{item.get('name', 'Item')}</div>
<div class="detail-effect">{effect_desc}</div>
</div>
<button class="use-btn"
hx-post="/dev/combat/{session_id}/action"
hx-vals='{{"action_type": "item", "item_id": "{item_id}"}}'
hx-target="#combat-log"
hx-swap="beforeend"
onclick="closeCombatSheet()">
Use
</button>
'''
except APIError as e:
logger.error("failed_to_load_combat_item_detail", session_id=session_id, item_id=item_id, error=str(e))
return f'<p>Failed to load item: {e}</p>', 500
@dev_bp.route('/combat/<session_id>/end', methods=['POST'])
@require_auth
def force_end_combat(session_id: str):
"""Force end combat (debug action)."""
client = get_api_client()
victory = request.form.get('victory', 'true').lower() == 'true'
try:
response = client.post(f'/api/v1/combat/{session_id}/end', {'victory': victory})
result = response.get('result', {})
if victory:
return render_template(
'dev/partials/combat_victory.html',
session_id=session_id,
rewards=result.get('rewards', {})
)
else:
return render_template(
'dev/partials/combat_defeat.html',
session_id=session_id,
gold_lost=result.get('gold_lost', 0)
)
except APIError as e:
logger.error("failed_to_end_combat", session_id=session_id, error=str(e))
return f'<div class="error">Failed to end combat: {e}</div>', 500
@dev_bp.route('/combat/<session_id>/reset-hp-mp', methods=['POST'])
@require_auth
def reset_hp_mp(session_id: str):
"""Reset player HP and MP to full (debug action)."""
client = get_api_client()
try:
response = client.post(f'/api/v1/combat/{session_id}/debug/reset-hp-mp', {})
result = response.get('result', {})
return f'''
<div class="log-entry log-entry--heal">
<span class="log-message">HP and MP restored to full! (HP: {result.get('current_hp', '?')}/{result.get('max_hp', '?')}, MP: {result.get('current_mp', '?')}/{result.get('max_mp', '?')})</span>
</div>
'''
except APIError as e:
logger.error("failed_to_reset_hp_mp", session_id=session_id, error=str(e))
return f'''
<div class="log-entry log-entry--system">
<span class="log-message">Failed to reset HP/MP: {e}</span>
</div>
''', 500
@dev_bp.route('/combat/<session_id>/log')
@require_auth
def combat_log(session_id: str):
"""Get full combat log."""
client = get_api_client()
try:
response = client.get(f'/api/v1/combat/{session_id}/state')
result = response.get('result', {})
combat_log_data = result.get('combat_log', [])
formatted_log = []
for entry in combat_log_data:
log_entry = {
'actor': entry.get('combatant_name', entry.get('actor', '')),
'message': entry.get('message', ''),
'damage': entry.get('damage'),
'heal': entry.get('healing'),
'is_crit': entry.get('is_critical', False),
'type': 'player' if entry.get('is_player', False) else 'enemy'
}
if entry.get('action_type') in ('round_start', 'combat_start', 'combat_end'):
log_entry['type'] = 'system'
formatted_log.append(log_entry)
return render_template(
'dev/partials/combat_debug_log.html',
combat_log=formatted_log
)
except APIError as e:
logger.error("failed_to_load_combat_log", session_id=session_id, error=str(e))
return '<div class="error">Failed to load combat log</div>', 500

View File

@@ -7,7 +7,7 @@ Provides the main gameplay interface with 3-column layout:
- Right: Accordions for history, quests, NPCs, map
"""
from flask import Blueprint, render_template, request
from flask import Blueprint, render_template, request, redirect, url_for
import structlog
from ..utils.api_client import get_api_client, APIError, APINotFoundError
@@ -25,7 +25,6 @@ game_bp = Blueprint('game', __name__, url_prefix='/play')
DEFAULT_ACTIONS = {
'free': [
{'prompt_id': 'ask_locals', 'display_text': 'Ask Locals for Information', 'icon': 'chat', 'context': ['town', 'tavern']},
{'prompt_id': 'explore_area', 'display_text': 'Explore the Area', 'icon': 'compass', 'context': ['wilderness', 'dungeon']},
{'prompt_id': 'search_supplies', 'display_text': 'Search for Supplies', 'icon': 'search', 'context': ['any'], 'cooldown': 2},
{'prompt_id': 'rest_recover', 'display_text': 'Rest and Recover', 'icon': 'bed', 'context': ['town', 'tavern', 'safe_area'], 'cooldown': 3}
],
@@ -718,6 +717,243 @@ def do_travel(session_id: str):
return f'<div class="error">Travel failed: {e}</div>', 500
@game_bp.route('/session/<session_id>/monster-modal')
@require_auth
def monster_modal(session_id: str):
"""
Get monster selection modal with encounter options.
Fetches random encounter groups appropriate for the current location
and character level from the API.
"""
client = get_api_client()
try:
# Get encounter options from API
response = client.get(f'/api/v1/combat/encounters?session_id={session_id}')
result = response.get('result', {})
location_name = result.get('location_name', 'Unknown Area')
encounters = result.get('encounters', [])
return render_template(
'game/partials/monster_modal.html',
session_id=session_id,
location_name=location_name,
encounters=encounters
)
except APINotFoundError as e:
# No enemies found for this location
return render_template(
'game/partials/monster_modal.html',
session_id=session_id,
location_name='this area',
encounters=[]
)
except APIError as e:
logger.error("failed_to_load_monster_modal", session_id=session_id, error=str(e))
return f'''
<div class="modal-overlay" onclick="if(event.target === this) closeModal()">
<div class="modal-content">
<div class="modal-header">
<h3 class="modal-title">⚔️ Search for Monsters</h3>
<button class="modal-close" onclick="closeModal()">&times;</button>
</div>
<div class="modal-body">
<div class="error">Failed to search for monsters: {e}</div>
</div>
<div class="modal-footer">
<button class="btn btn-secondary" onclick="closeModal()">Close</button>
</div>
</div>
</div>
'''
@game_bp.route('/session/<session_id>/combat/start', methods=['POST'])
@require_auth
def start_combat(session_id: str):
"""
Start combat with selected enemies.
Called when player selects an encounter from the monster modal.
Initiates combat via API and redirects to combat UI.
If there's already an active combat session, shows a conflict modal
allowing the user to resume or abandon the existing combat.
"""
from flask import make_response
client = get_api_client()
# Get enemy_ids from request
# HTMX hx-vals sends as form data (not JSON), where arrays become multiple values
if request.is_json:
enemy_ids = request.json.get('enemy_ids', [])
else:
# Form data: array values come as multiple entries with the same key
enemy_ids = request.form.getlist('enemy_ids')
if not enemy_ids:
return '<div class="error">No enemies selected.</div>', 400
try:
# Start combat via API
response = client.post('/api/v1/combat/start', {
'session_id': session_id,
'enemy_ids': enemy_ids
})
result = response.get('result', {})
encounter_id = result.get('encounter_id')
if not encounter_id:
logger.error("combat_start_no_encounter_id", session_id=session_id)
return '<div class="error">Failed to start combat - no encounter ID returned.</div>', 500
logger.info("combat_started_from_modal",
session_id=session_id,
encounter_id=encounter_id,
enemy_count=len(enemy_ids))
# Close modal and redirect to combat page
resp = make_response('')
resp.headers['HX-Redirect'] = url_for('combat.combat_view', session_id=session_id)
return resp
except APIError as e:
# Check if this is an "already in combat" error
error_str = str(e)
if 'already in combat' in error_str.lower() or 'ALREADY_IN_COMBAT' in error_str:
# Fetch existing combat info and show conflict modal
try:
check_response = client.get(f'/api/v1/combat/{session_id}/check')
combat_info = check_response.get('result', {})
if combat_info.get('has_active_combat'):
return render_template(
'game/partials/combat_conflict_modal.html',
session_id=session_id,
combat_info=combat_info,
pending_enemy_ids=enemy_ids
)
except APIError:
pass # Fall through to generic error
logger.error("failed_to_start_combat", session_id=session_id, error=str(e))
return f'<div class="error">Failed to start combat: {e}</div>', 500
@game_bp.route('/session/<session_id>/combat/check', methods=['GET'])
@require_auth
def check_combat_status(session_id: str):
"""
Check if the session has an active combat.
Returns JSON with combat status that can be used by HTMX
to decide whether to show the monster modal or conflict modal.
"""
client = get_api_client()
try:
response = client.get(f'/api/v1/combat/{session_id}/check')
result = response.get('result', {})
return result
except APIError as e:
logger.error("failed_to_check_combat", session_id=session_id, error=str(e))
return {'has_active_combat': False, 'error': str(e)}
@game_bp.route('/session/<session_id>/combat/abandon', methods=['POST'])
@require_auth
def abandon_combat(session_id: str):
"""
Abandon an existing combat session.
Called when player chooses to abandon their current combat
in order to start a fresh one.
"""
client = get_api_client()
try:
response = client.post(f'/api/v1/combat/{session_id}/abandon', {})
result = response.get('result', {})
if result.get('success'):
logger.info("combat_abandoned", session_id=session_id)
# Return success - the frontend will then try to start new combat
return render_template(
'game/partials/combat_abandoned_success.html',
session_id=session_id,
message="Combat abandoned. You can now start a new encounter."
)
else:
return '<div class="error">No active combat to abandon.</div>', 400
except APIError as e:
logger.error("failed_to_abandon_combat", session_id=session_id, error=str(e))
return f'<div class="error">Failed to abandon combat: {e}</div>', 500
@game_bp.route('/session/<session_id>/combat/abandon-and-start', methods=['POST'])
@require_auth
def abandon_and_start_combat(session_id: str):
"""
Abandon existing combat and start a new one in a single action.
This is a convenience endpoint that combines abandon + start
for a smoother user experience in the conflict modal.
"""
from flask import make_response
client = get_api_client()
# Get enemy_ids from request
if request.is_json:
enemy_ids = request.json.get('enemy_ids', [])
else:
enemy_ids = request.form.getlist('enemy_ids')
if not enemy_ids:
return '<div class="error">No enemies selected.</div>', 400
try:
# First abandon the existing combat
abandon_response = client.post(f'/api/v1/combat/{session_id}/abandon', {})
abandon_result = abandon_response.get('result', {})
if not abandon_result.get('success'):
# No combat to abandon, but that's fine - proceed with start
logger.info("no_combat_to_abandon", session_id=session_id)
# Now start the new combat
start_response = client.post('/api/v1/combat/start', {
'session_id': session_id,
'enemy_ids': enemy_ids
})
result = start_response.get('result', {})
encounter_id = result.get('encounter_id')
if not encounter_id:
logger.error("combat_start_no_encounter_id_after_abandon", session_id=session_id)
return '<div class="error">Failed to start combat - no encounter ID returned.</div>', 500
logger.info("combat_started_after_abandon",
session_id=session_id,
encounter_id=encounter_id,
enemy_count=len(enemy_ids))
# Close modal and redirect to combat page
resp = make_response('')
resp.headers['HX-Redirect'] = url_for('combat.combat_view', session_id=session_id)
return resp
except APIError as e:
logger.error("failed_to_abandon_and_start_combat", session_id=session_id, error=str(e))
return f'<div class="error">Failed to start combat: {e}</div>', 500
@game_bp.route('/session/<session_id>/npc/<npc_id>')
@require_auth
def npc_chat_page(session_id: str, npc_id: str):
@@ -866,6 +1102,220 @@ def npc_chat_history(session_id: str, npc_id: str):
return '<div class="history-empty">Failed to load history</div>', 500
# ===== Inventory Routes =====
@game_bp.route('/session/<session_id>/inventory-modal')
@require_auth
def inventory_modal(session_id: str):
"""
Get inventory modal with all items.
Supports filtering by item type via ?filter= parameter.
"""
client = get_api_client()
filter_type = request.args.get('filter', 'all')
try:
# Get session to find character
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
inventory = []
equipped = {}
gold = 0
inventory_count = 0
inventory_max = 100
if character_id:
try:
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
inv_data = inv_response.get('result', {})
inventory = inv_data.get('inventory', [])
equipped = inv_data.get('equipped', {})
inventory_count = inv_data.get('inventory_count', len(inventory))
inventory_max = inv_data.get('max_inventory', 100)
# Get gold from character
char_response = client.get(f'/api/v1/characters/{character_id}')
char_data = char_response.get('result', {})
gold = char_data.get('gold', 0)
except (APINotFoundError, APIError) as e:
logger.warning("failed_to_load_inventory", character_id=character_id, error=str(e))
# Filter inventory by type if specified
if filter_type != 'all':
inventory = [item for item in inventory if item.get('item_type') == filter_type]
return render_template(
'game/partials/inventory_modal.html',
session_id=session_id,
inventory=inventory,
equipped=equipped,
gold=gold,
inventory_count=inventory_count,
inventory_max=inventory_max,
filter=filter_type
)
except APIError as e:
logger.error("failed_to_load_inventory_modal", session_id=session_id, error=str(e))
return f'''
<div class="modal-overlay" onclick="closeModal()">
<div class="modal-content inventory-modal">
<div class="modal-header">
<h2>Inventory</h2>
<button class="modal-close" onclick="closeModal()">&times;</button>
</div>
<div class="modal-body">
<div class="inventory-empty">Failed to load inventory: {e}</div>
</div>
</div>
</div>
'''
@game_bp.route('/session/<session_id>/inventory/item/<item_id>')
@require_auth
def inventory_item_detail(session_id: str, item_id: str):
"""Get item detail partial for HTMX swap."""
client = get_api_client()
try:
# Get session to find character
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
item = None
if character_id:
# Get inventory and find the item
inv_response = client.get(f'/api/v1/characters/{character_id}/inventory')
inv_data = inv_response.get('result', {})
inventory = inv_data.get('inventory', [])
for inv_item in inventory:
if inv_item.get('item_id') == item_id:
item = inv_item
break
if not item:
return '<div class="item-detail-empty">Item not found</div>', 404
# Determine suggested slot for equipment
suggested_slot = None
item_type = item.get('item_type', '')
if item_type == 'weapon':
suggested_slot = 'weapon'
elif item_type == 'armor':
# Could be any armor slot - default to chest
suggested_slot = 'chest'
return render_template(
'game/partials/inventory_item_detail.html',
session_id=session_id,
item=item,
suggested_slot=suggested_slot
)
except APIError as e:
logger.error("failed_to_load_item_detail", session_id=session_id, item_id=item_id, error=str(e))
return f'<div class="item-detail-empty">Failed to load item: {e}</div>', 500
@game_bp.route('/session/<session_id>/inventory/use', methods=['POST'])
@require_auth
def inventory_use(session_id: str):
"""Use a consumable item."""
client = get_api_client()
item_id = request.form.get('item_id')
if not item_id:
return '<div class="error">No item selected</div>', 400
try:
# Get session to find character
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
if not character_id:
return '<div class="error">No character found</div>', 400
# Use the item via API
client.post(f'/api/v1/characters/{character_id}/inventory/use', {
'item_id': item_id
})
# Return updated character panel
return redirect(url_for('game.character_panel', session_id=session_id))
except APIError as e:
logger.error("failed_to_use_item", session_id=session_id, item_id=item_id, error=str(e))
return f'<div class="error">Failed to use item: {e}</div>', 500
@game_bp.route('/session/<session_id>/inventory/equip', methods=['POST'])
@require_auth
def inventory_equip(session_id: str):
"""Equip an item to a slot."""
client = get_api_client()
item_id = request.form.get('item_id')
slot = request.form.get('slot')
if not item_id:
return '<div class="error">No item selected</div>', 400
try:
# Get session to find character
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
if not character_id:
return '<div class="error">No character found</div>', 400
# Equip the item via API
payload = {'item_id': item_id}
if slot:
payload['slot'] = slot
client.post(f'/api/v1/characters/{character_id}/inventory/equip', payload)
# Return updated character panel
return redirect(url_for('game.character_panel', session_id=session_id))
except APIError as e:
logger.error("failed_to_equip_item", session_id=session_id, item_id=item_id, error=str(e))
return f'<div class="error">Failed to equip item: {e}</div>', 500
@game_bp.route('/session/<session_id>/inventory/<item_id>', methods=['DELETE'])
@require_auth
def inventory_drop(session_id: str, item_id: str):
"""Drop (delete) an item from inventory."""
client = get_api_client()
try:
# Get session to find character
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
if not character_id:
return '<div class="error">No character found</div>', 400
# Delete the item via API
client.delete(f'/api/v1/characters/{character_id}/inventory/{item_id}')
# Return updated inventory modal
return redirect(url_for('game.inventory_modal', session_id=session_id))
except APIError as e:
logger.error("failed_to_drop_item", session_id=session_id, item_id=item_id, error=str(e))
return f'<div class="error">Failed to drop item: {e}</div>', 500
@game_bp.route('/session/<session_id>/npc/<npc_id>/talk', methods=['POST'])
@require_auth
def talk_to_npc(session_id: str, npc_id: str):

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@@ -0,0 +1,722 @@
/**
* Code of Conquest - Inventory UI Stylesheet
* Inventory modal, item grid, and combat items sheet
*/
/* ===== INVENTORY VARIABLES ===== */
:root {
/* Rarity colors */
--rarity-common: #9ca3af;
--rarity-uncommon: #22c55e;
--rarity-rare: #3b82f6;
--rarity-epic: #a855f7;
--rarity-legendary: #f59e0b;
/* Item card */
--item-bg: var(--bg-input, #1e1e24);
--item-border: var(--border-primary, #3a3a45);
--item-hover-bg: rgba(255, 255, 255, 0.05);
/* Touch targets - WCAG compliant */
--touch-target-min: 48px;
--touch-target-primary: 56px;
--touch-spacing: 8px;
}
/* ===== INVENTORY MODAL ===== */
.inventory-modal {
max-width: 800px;
width: 95%;
max-height: 85vh;
}
.inventory-modal .modal-body {
display: flex;
flex-direction: row;
gap: 1rem;
padding: 1rem;
overflow: hidden;
}
/* ===== TAB FILTER BAR ===== */
.inventory-tabs {
display: flex;
gap: 0.25rem;
padding: 0 1rem;
background: var(--bg-tertiary, #16161a);
border-bottom: 1px solid var(--play-border, #3a3a45);
overflow-x: auto;
-webkit-overflow-scrolling: touch;
}
.inventory-tabs .tab {
min-height: var(--touch-target-min);
padding: 0.75rem 1rem;
background: transparent;
border: none;
border-bottom: 2px solid transparent;
color: var(--text-secondary, #a0a0a8);
font-size: var(--text-sm, 0.875rem);
cursor: pointer;
white-space: nowrap;
transition: all 0.2s ease;
}
.inventory-tabs .tab:hover {
color: var(--text-primary, #e5e5e5);
background: var(--item-hover-bg);
}
.inventory-tabs .tab.active {
color: var(--accent-gold, #f3a61a);
border-bottom-color: var(--accent-gold, #f3a61a);
}
/* ===== INVENTORY CONTENT LAYOUT ===== */
.inventory-body {
flex: 1;
display: flex;
gap: 1rem;
overflow: hidden;
}
.inventory-grid-container {
flex: 1;
overflow-y: auto;
padding-right: 0.5rem;
}
/* ===== ITEM GRID ===== */
.inventory-grid {
display: grid;
grid-template-columns: repeat(4, 1fr);
gap: var(--touch-spacing);
}
/* Responsive grid columns */
@media (max-width: 900px) {
.inventory-grid {
grid-template-columns: repeat(3, 1fr);
}
}
@media (max-width: 600px) {
.inventory-grid {
grid-template-columns: repeat(2, 1fr);
}
}
/* ===== INVENTORY ITEM CARD ===== */
.inventory-item {
display: flex;
flex-direction: column;
align-items: center;
padding: 0.75rem 0.5rem;
min-height: 96px;
min-width: 80px;
background: var(--item-bg);
border: 2px solid var(--item-border);
border-radius: 8px;
cursor: pointer;
transition: all 0.2s ease;
position: relative;
}
.inventory-item:hover,
.inventory-item:focus {
background: var(--item-hover-bg);
transform: translateY(-2px);
}
.inventory-item:focus {
outline: 2px solid var(--accent-gold, #f3a61a);
outline-offset: 2px;
}
.inventory-item.selected {
border-color: var(--accent-gold, #f3a61a);
box-shadow: 0 0 12px rgba(243, 166, 26, 0.3);
}
/* Rarity border colors */
.inventory-item.rarity-common { border-color: var(--rarity-common); }
.inventory-item.rarity-uncommon { border-color: var(--rarity-uncommon); }
.inventory-item.rarity-rare { border-color: var(--rarity-rare); }
.inventory-item.rarity-epic { border-color: var(--rarity-epic); }
.inventory-item.rarity-legendary {
border-color: var(--rarity-legendary);
box-shadow: 0 0 8px rgba(245, 158, 11, 0.3);
}
/* Item icon */
.inventory-item img {
width: 40px;
height: 40px;
object-fit: contain;
margin-bottom: 0.5rem;
opacity: 0.9;
}
/* Item name */
.inventory-item .item-name {
font-size: var(--text-xs, 0.75rem);
color: var(--text-primary, #e5e5e5);
text-align: center;
line-height: 1.2;
max-width: 100%;
overflow: hidden;
text-overflow: ellipsis;
display: -webkit-box;
-webkit-line-clamp: 2;
-webkit-box-orient: vertical;
}
/* Item quantity badge */
.inventory-item .item-quantity {
position: absolute;
top: 4px;
right: 4px;
min-width: 20px;
height: 20px;
padding: 0 6px;
background: var(--bg-tertiary, #16161a);
border: 1px solid var(--item-border);
border-radius: 10px;
font-size: 0.7rem;
font-weight: 600;
color: var(--text-primary, #e5e5e5);
display: flex;
align-items: center;
justify-content: center;
}
/* Empty state */
.inventory-empty {
grid-column: 1 / -1;
text-align: center;
padding: 2rem;
color: var(--text-muted, #707078);
font-style: italic;
}
/* ===== ITEM DETAIL PANEL ===== */
.item-detail {
width: 280px;
min-width: 280px;
background: var(--bg-tertiary, #16161a);
border: 1px solid var(--play-border, #3a3a45);
border-radius: 8px;
padding: 1rem;
display: flex;
flex-direction: column;
}
.item-detail-empty {
color: var(--text-muted, #707078);
text-align: center;
padding: 2rem 1rem;
font-style: italic;
}
.item-detail-content {
display: flex;
flex-direction: column;
height: 100%;
}
.item-detail-header {
display: flex;
align-items: flex-start;
gap: 0.75rem;
margin-bottom: 1rem;
padding-bottom: 1rem;
border-bottom: 1px solid var(--play-border, #3a3a45);
}
.item-detail-icon {
width: 48px;
height: 48px;
object-fit: contain;
}
.item-detail-title h3 {
font-family: var(--font-heading);
font-size: var(--text-lg, 1.125rem);
margin: 0 0 0.25rem 0;
}
.item-detail-title .item-type {
font-size: var(--text-xs, 0.75rem);
color: var(--text-muted, #707078);
text-transform: uppercase;
letter-spacing: 0.5px;
}
/* Rarity text colors */
.rarity-text-common { color: var(--rarity-common); }
.rarity-text-uncommon { color: var(--rarity-uncommon); }
.rarity-text-rare { color: var(--rarity-rare); }
.rarity-text-epic { color: var(--rarity-epic); }
.rarity-text-legendary { color: var(--rarity-legendary); }
.item-description {
font-size: var(--text-sm, 0.875rem);
color: var(--text-secondary, #a0a0a8);
line-height: 1.5;
margin-bottom: 1rem;
}
/* Item stats */
.item-stats {
background: var(--item-bg);
border-radius: 6px;
padding: 0.75rem;
margin-bottom: 1rem;
}
.item-stats div {
display: flex;
justify-content: space-between;
padding: 0.25rem 0;
font-size: var(--text-sm, 0.875rem);
}
.item-stats div:not(:last-child) {
border-bottom: 1px solid var(--item-border);
}
/* Item action buttons */
.item-actions {
margin-top: auto;
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.item-actions .action-btn {
min-height: var(--touch-target-primary);
padding: 0.75rem 1rem;
border: none;
border-radius: 6px;
font-size: var(--text-sm, 0.875rem);
font-weight: 600;
cursor: pointer;
transition: all 0.2s ease;
}
.item-actions .action-btn--primary {
background: var(--accent-gold, #f3a61a);
color: var(--bg-primary, #0a0a0c);
}
.item-actions .action-btn--primary:hover {
background: var(--accent-gold-hover, #e69500);
}
.item-actions .action-btn--secondary {
background: var(--bg-input, #1e1e24);
border: 1px solid var(--play-border, #3a3a45);
color: var(--text-primary, #e5e5e5);
}
.item-actions .action-btn--secondary:hover {
background: var(--item-hover-bg);
border-color: var(--text-muted, #707078);
}
.item-actions .action-btn--danger {
background: transparent;
border: 1px solid #ef4444;
color: #ef4444;
}
.item-actions .action-btn--danger:hover {
background: rgba(239, 68, 68, 0.1);
}
/* ===== MODAL FOOTER ===== */
.inventory-modal .modal-footer {
display: flex;
justify-content: space-between;
align-items: center;
}
.gold-display {
font-size: var(--text-sm, 0.875rem);
color: var(--accent-gold, #f3a61a);
font-weight: 600;
}
.gold-display::before {
content: "coins ";
font-size: 1.1em;
}
/* ===== COMBAT ITEMS BOTTOM SHEET ===== */
.combat-items-sheet {
position: fixed;
bottom: 0;
left: 0;
right: 0;
max-height: 70vh;
background: var(--bg-secondary, #12121a);
border: 2px solid var(--border-ornate, #f3a61a);
border-bottom: none;
border-radius: 16px 16px 0 0;
z-index: 1001;
display: flex;
flex-direction: column;
transform: translateY(100%);
transition: transform 0.3s ease-out;
}
.combat-items-sheet.open {
transform: translateY(0);
}
/* Sheet backdrop */
.sheet-backdrop {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0, 0, 0, 0.6);
z-index: 1000;
animation: fadeIn 0.2s ease;
}
/* Drag handle */
.sheet-handle {
width: 40px;
height: 4px;
background: var(--text-muted, #707078);
border-radius: 2px;
margin: 8px auto;
}
/* Sheet header */
.sheet-header {
display: flex;
align-items: center;
justify-content: space-between;
padding: 0.75rem 1rem;
border-bottom: 1px solid var(--play-border, #3a3a45);
}
.sheet-header h3 {
font-family: var(--font-heading);
font-size: var(--text-lg, 1.125rem);
color: var(--accent-gold, #f3a61a);
margin: 0;
}
.sheet-close {
width: var(--touch-target-min);
height: var(--touch-target-min);
background: none;
border: none;
color: var(--text-muted, #707078);
font-size: 1.5rem;
cursor: pointer;
display: flex;
align-items: center;
justify-content: center;
}
.sheet-close:hover {
color: var(--text-primary, #e5e5e5);
}
/* Sheet body */
.sheet-body {
flex: 1;
padding: 1rem;
overflow-y: auto;
display: flex;
flex-direction: column;
gap: 1rem;
}
/* Combat items grid - larger items for combat */
.combat-items-grid {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(140px, 1fr));
gap: var(--touch-spacing);
}
.combat-item {
display: flex;
flex-direction: column;
align-items: center;
padding: 1rem;
min-height: 120px;
background: var(--item-bg);
border: 2px solid var(--rarity-common);
border-radius: 8px;
cursor: pointer;
transition: all 0.2s ease;
}
.combat-item:hover,
.combat-item:focus {
background: var(--item-hover-bg);
border-color: var(--accent-gold, #f3a61a);
}
.combat-item:focus {
outline: 2px solid var(--accent-gold, #f3a61a);
outline-offset: 2px;
}
.combat-item.selected {
border-color: var(--accent-gold, #f3a61a);
box-shadow: 0 0 12px rgba(243, 166, 26, 0.3);
}
.combat-item img {
width: 48px;
height: 48px;
margin-bottom: 0.5rem;
}
.combat-item .item-name {
font-size: var(--text-sm, 0.875rem);
color: var(--text-primary, #e5e5e5);
font-weight: 500;
text-align: center;
margin-bottom: 0.25rem;
}
.combat-item .item-effect {
font-size: var(--text-xs, 0.75rem);
color: var(--text-muted, #707078);
text-align: center;
}
/* Combat item detail section */
.combat-item-detail {
background: var(--bg-tertiary, #16161a);
border: 1px solid var(--play-border, #3a3a45);
border-radius: 8px;
padding: 1rem;
display: flex;
align-items: center;
justify-content: space-between;
gap: 1rem;
}
.combat-item-detail .detail-info {
flex: 1;
}
.combat-item-detail .detail-name {
font-weight: 600;
color: var(--text-primary, #e5e5e5);
margin-bottom: 0.25rem;
}
.combat-item-detail .detail-effect {
font-size: var(--text-sm, 0.875rem);
color: var(--text-secondary, #a0a0a8);
}
.combat-item-detail .use-btn {
min-width: 100px;
min-height: var(--touch-target-primary);
padding: 0.75rem 1.5rem;
background: var(--hp-bar-fill, #ef4444);
border: none;
border-radius: 6px;
color: white;
font-weight: 600;
cursor: pointer;
transition: all 0.2s ease;
}
.combat-item-detail .use-btn:hover {
background: #dc2626;
}
/* No consumables message */
.no-consumables {
text-align: center;
padding: 2rem;
color: var(--text-muted, #707078);
font-style: italic;
}
/* ===== MOBILE RESPONSIVENESS ===== */
/* Full-screen modal on mobile */
@media (max-width: 768px) {
.inventory-modal {
width: 100vw;
height: 100vh;
max-width: 100vw;
max-height: 100vh;
border-radius: 0;
border: none;
}
.inventory-modal .modal-body {
flex-direction: column;
padding: 0.75rem;
}
/* Item detail slides in from right on mobile */
.item-detail {
position: fixed;
top: 0;
right: 0;
bottom: 0;
width: 100%;
max-width: 320px;
min-width: unset;
z-index: 1002;
border-radius: 0;
border-left: 2px solid var(--border-ornate, #f3a61a);
transform: translateX(100%);
transition: transform 0.3s ease;
}
.item-detail.visible {
transform: translateX(0);
}
.item-detail-backdrop {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0, 0, 0, 0.5);
z-index: 1001;
}
/* Back button for mobile detail view */
.item-detail-back {
display: flex;
align-items: center;
gap: 0.5rem;
padding: 0.75rem;
margin: -1rem -1rem 1rem -1rem;
background: var(--bg-secondary, #12121a);
border: none;
border-bottom: 1px solid var(--play-border, #3a3a45);
color: var(--accent-gold, #f3a61a);
font-size: var(--text-sm, 0.875rem);
cursor: pointer;
width: calc(100% + 2rem);
}
.item-detail-back:hover {
background: var(--item-hover-bg);
}
/* Action buttons fixed at bottom on mobile */
.item-actions {
position: sticky;
bottom: 0;
background: var(--bg-tertiary, #16161a);
padding: 1rem;
margin: auto -1rem -1rem -1rem;
border-top: 1px solid var(--play-border, #3a3a45);
}
/* Larger touch targets on mobile */
.inventory-item {
min-height: 88px;
padding: 0.5rem;
}
/* Tabs scroll horizontally on mobile */
.inventory-tabs {
padding: 0 0.5rem;
}
.inventory-tabs .tab {
min-height: 44px;
padding: 0.5rem 0.75rem;
font-size: 0.8rem;
}
/* Combat sheet takes more space on mobile */
.combat-items-sheet {
max-height: 80vh;
}
.combat-items-grid {
grid-template-columns: repeat(2, 1fr);
}
.combat-item {
min-height: 100px;
padding: 0.75rem;
}
}
/* Extra small screens */
@media (max-width: 400px) {
.inventory-grid {
grid-template-columns: repeat(2, 1fr);
}
.inventory-item {
min-height: 80px;
}
.inventory-item img {
width: 32px;
height: 32px;
}
}
/* ===== LOADING STATE ===== */
.inventory-loading {
display: flex;
align-items: center;
justify-content: center;
padding: 2rem;
color: var(--text-muted, #707078);
}
.inventory-loading::after {
content: "";
width: 24px;
height: 24px;
margin-left: 0.75rem;
border: 2px solid var(--text-muted, #707078);
border-top-color: var(--accent-gold, #f3a61a);
border-radius: 50%;
animation: spin 1s linear infinite;
}
@keyframes spin {
to { transform: rotate(360deg); }
}
/* ===== ACCESSIBILITY ===== */
/* Focus visible for keyboard navigation */
.inventory-item:focus-visible,
.combat-item:focus-visible,
.inventory-tabs .tab:focus-visible,
.action-btn:focus-visible {
outline: 2px solid var(--accent-gold, #f3a61a);
outline-offset: 2px;
}
/* Reduced motion */
@media (prefers-reduced-motion: reduce) {
.inventory-item,
.combat-item,
.combat-items-sheet,
.item-detail {
transition: none;
}
.inventory-loading::after {
animation: none;
}
}

View File

@@ -1119,6 +1119,161 @@
margin-top: 0.25rem;
}
/* Monster Selection Modal */
.monster-modal {
max-width: 500px;
}
.monster-modal-location {
color: var(--text-secondary);
margin-bottom: 1rem;
font-size: var(--text-sm);
}
.monster-modal-hint {
color: var(--text-muted);
margin-top: 1rem;
text-align: center;
}
.encounter-options {
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.encounter-option {
display: flex;
justify-content: space-between;
align-items: center;
padding: 0.75rem 1rem;
background: var(--bg-input);
border: 1px solid var(--play-border);
border-radius: 6px;
cursor: pointer;
transition: all 0.2s ease;
text-align: left;
width: 100%;
border-left: 4px solid var(--text-muted);
}
.encounter-option:hover {
transform: translateX(4px);
box-shadow: 0 2px 8px rgba(0, 0, 0, 0.2);
}
/* Challenge level border colors */
.encounter-option--easy {
border-left-color: #2ecc71; /* Green for easy */
}
.encounter-option--easy:hover {
border-color: #2ecc71;
background: rgba(46, 204, 113, 0.1);
}
.encounter-option--medium {
border-left-color: #f39c12; /* Gold/orange for medium */
}
.encounter-option--medium:hover {
border-color: #f39c12;
background: rgba(243, 156, 18, 0.1);
}
.encounter-option--hard {
border-left-color: #e74c3c; /* Red for hard */
}
.encounter-option--hard:hover {
border-color: #e74c3c;
background: rgba(231, 76, 60, 0.1);
}
.encounter-option--boss {
border-left-color: #9b59b6; /* Purple for boss */
}
.encounter-option--boss:hover {
border-color: #9b59b6;
background: rgba(155, 89, 182, 0.1);
}
.encounter-info {
flex: 1;
}
.encounter-name {
font-size: var(--text-sm);
font-weight: 600;
color: var(--text-primary);
margin-bottom: 0.25rem;
}
.encounter-enemies {
display: flex;
flex-wrap: wrap;
gap: 0.25rem;
}
.enemy-badge {
font-size: var(--text-xs);
color: var(--text-muted);
background: var(--bg-card);
padding: 0.125rem 0.375rem;
border-radius: 4px;
}
.encounter-challenge {
font-size: var(--text-sm);
font-weight: 600;
padding: 0.25rem 0.5rem;
border-radius: 4px;
text-transform: uppercase;
letter-spacing: 0.5px;
}
.challenge--easy {
color: #2ecc71;
background: rgba(46, 204, 113, 0.15);
}
.challenge--medium {
color: #f39c12;
background: rgba(243, 156, 18, 0.15);
}
.challenge--hard {
color: #e74c3c;
background: rgba(231, 76, 60, 0.15);
}
.challenge--boss {
color: #9b59b6;
background: rgba(155, 89, 182, 0.15);
}
.encounter-empty {
text-align: center;
padding: 2rem;
color: var(--text-muted);
}
.encounter-empty p {
margin: 0.5rem 0;
}
/* Combat action button highlight */
.action-btn--combat {
background: linear-gradient(135deg, rgba(231, 76, 60, 0.2), rgba(155, 89, 182, 0.2));
border-color: rgba(231, 76, 60, 0.4);
}
.action-btn--combat:hover {
background: linear-gradient(135deg, rgba(231, 76, 60, 0.3), rgba(155, 89, 182, 0.3));
border-color: rgba(231, 76, 60, 0.6);
}
/* NPC Chat Modal */
.npc-chat-header {
display: flex;

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
<!-- Shield shape -->
<path d="M12 22s8-4 8-10V5l-8-3-8 3v7c0 6 8 10 8 10z"/>
<!-- Shield decoration -->
<path d="M12 8v6"/>
<path d="M9 11h6"/>
</svg>

After

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
<!-- Potion bottle body -->
<path d="M10 2v4"/>
<path d="M14 2v4"/>
<!-- Bottle neck -->
<path d="M8 6h8"/>
<!-- Bottle shape -->
<path d="M8 6l-2 4v10a2 2 0 002 2h8a2 2 0 002-2V10l-2-4"/>
<!-- Liquid level -->
<path d="M6 14h12"/>
<!-- Bubbles -->
<circle cx="10" cy="17" r="1"/>
<circle cx="14" cy="16" r="0.5"/>
</svg>

After

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
<!-- Box/crate shape -->
<path d="M21 8a2 2 0 00-1-1.73l-7-4a2 2 0 00-2 0l-7 4A2 2 0 003 8v8a2 2 0 001 1.73l7 4a2 2 0 002 0l7-4A2 2 0 0021 16V8z"/>
<!-- Box edges -->
<path d="M3.27 6.96L12 12.01l8.73-5.05"/>
<path d="M12 22.08V12"/>
</svg>

After

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
<!-- Scroll body -->
<path d="M4 4a2 2 0 012-2h12a2 2 0 012 2v16a2 2 0 01-2 2H6a2 2 0 01-2-2V4z"/>
<!-- Scroll roll top -->
<path d="M4 4h16"/>
<ellipse cx="4" cy="4" rx="1" ry="2"/>
<ellipse cx="20" cy="4" rx="1" ry="2"/>
<!-- Text lines -->
<path d="M8 9h8"/>
<path d="M8 13h6"/>
<path d="M8 17h4"/>
</svg>

After

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
<!-- Sword blade -->
<path d="M14.5 17.5L3 6V3h3l11.5 11.5"/>
<!-- Sword guard -->
<path d="M13 19l6-6"/>
<!-- Sword handle -->
<path d="M16 16l4 4"/>
<!-- Blade tip detail -->
<path d="M19 21l2-2"/>
</svg>

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@@ -81,6 +81,10 @@
<span class="stat-name">CHA</span>
<span class="stat-value">{{ character.base_stats.charisma }}</span>
</div>
<div class="stat-item">
<span class="stat-name">LUK</span>
<span class="stat-value">{{ character.base_stats.luck }}</span>
</div>
</div>
<!-- Derived Stats -->

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{% extends "base.html" %}
{% block title %}Combat Tester - Dev Tools{% endblock %}
{% block extra_head %}
<style>
.dev-banner {
background: #dc2626;
color: white;
padding: 0.5rem 1rem;
text-align: center;
font-weight: bold;
position: sticky;
top: 0;
z-index: 100;
}
.combat-hub {
max-width: 900px;
margin: 2rem auto;
padding: 0 1rem;
}
.dev-section {
background: rgba(30, 30, 40, 0.9);
border: 1px solid #4a4a5a;
border-radius: 8px;
padding: 1.5rem;
margin-bottom: 1.5rem;
}
.dev-section h2 {
color: #f59e0b;
margin-top: 0;
margin-bottom: 1rem;
font-size: 1.25rem;
border-bottom: 1px solid #4a4a5a;
padding-bottom: 0.5rem;
}
.form-group {
margin-bottom: 1rem;
}
.form-label {
display: block;
color: #9ca3af;
font-size: 0.85rem;
margin-bottom: 0.5rem;
text-transform: uppercase;
}
.form-select {
width: 100%;
padding: 0.75rem;
background: #1a1a2a;
border: 1px solid #4a4a5a;
border-radius: 6px;
color: #e5e7eb;
font-size: 1rem;
}
.form-select:focus {
outline: none;
border-color: #f59e0b;
}
.enemy-grid {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(200px, 1fr));
gap: 0.75rem;
margin-bottom: 1rem;
}
.enemy-option {
display: flex;
align-items: center;
padding: 0.75rem;
background: #2a2a3a;
border: 1px solid #4a4a5a;
border-radius: 6px;
cursor: pointer;
transition: all 0.2s;
}
.enemy-option:hover {
background: #3a3a4a;
border-color: #5a5a6a;
}
.enemy-option.selected {
background: #3b3b5b;
border-color: #f59e0b;
}
.enemy-option input[type="checkbox"] {
margin-right: 0.75rem;
width: 18px;
height: 18px;
accent-color: #f59e0b;
}
.enemy-info {
flex: 1;
}
.enemy-name {
color: #e5e7eb;
font-weight: 500;
}
.enemy-level {
color: #9ca3af;
font-size: 0.8rem;
}
.btn-start {
width: 100%;
padding: 1rem;
background: #10b981;
color: white;
border: none;
border-radius: 6px;
font-size: 1.1rem;
font-weight: 600;
cursor: pointer;
transition: background 0.2s;
}
.btn-start:hover {
background: #059669;
}
.btn-start:disabled {
background: #4a4a5a;
cursor: not-allowed;
}
#create-result {
margin-top: 1rem;
}
.session-list {
display: flex;
flex-direction: column;
gap: 0.75rem;
}
.session-card {
display: flex;
justify-content: space-between;
align-items: center;
padding: 1rem;
background: #2a2a3a;
border: 1px solid #4a4a5a;
border-radius: 6px;
}
.session-info {
flex: 1;
}
.session-id {
color: #f59e0b;
font-family: monospace;
font-size: 0.85rem;
}
.session-character {
color: #e5e7eb;
font-weight: 500;
}
.session-status {
color: #10b981;
font-size: 0.85rem;
}
.btn-resume {
padding: 0.5rem 1rem;
background: #3b82f6;
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
text-decoration: none;
font-size: 0.9rem;
}
.btn-resume:hover {
background: #2563eb;
}
.empty-state {
text-align: center;
color: #6b7280;
padding: 2rem;
font-style: italic;
}
.error {
background: #7f1d1d;
color: #fecaca;
padding: 0.75rem;
border-radius: 6px;
margin-bottom: 1rem;
}
.success {
background: #064e3b;
color: #a7f3d0;
padding: 0.75rem;
border-radius: 6px;
}
.back-link {
display: inline-block;
margin-bottom: 1rem;
color: #60a5fa;
text-decoration: none;
font-size: 0.9rem;
}
.back-link:hover {
text-decoration: underline;
}
.helper-text {
color: #9ca3af;
font-size: 0.85rem;
margin-top: 0.5rem;
}
</style>
{% endblock %}
{% block content %}
<div class="dev-banner">
DEV MODE - Combat System Tester
</div>
<div class="combat-hub">
<a href="{{ url_for('dev.index') }}" class="back-link">&larr; Back to Dev Tools</a>
{% if error %}
<div class="error">{{ error }}</div>
{% endif %}
<!-- Start New Combat -->
<div class="dev-section">
<h2>Start New Combat</h2>
<form hx-post="{{ url_for('dev.start_combat') }}"
hx-target="#create-result"
hx-swap="innerHTML">
<!-- Session Selection -->
<div class="form-group">
<label class="form-label">Select Session (must have a character)</label>
<select name="session_id" class="form-select" required>
<option value="">-- Select a session --</option>
{% for char in characters %}
<option value="{{ char.session_id if char.session_id else '' }}"
{% if not char.session_id %}disabled{% endif %}>
{{ char.name }} ({{ char.class_name }} Lv.{{ char.level }})
{% if not char.session_id %} - No active session{% endif %}
</option>
{% endfor %}
</select>
<p class="helper-text">You need an active story session to start combat. Create one in the Story Tester first.</p>
</div>
<!-- Enemy Selection -->
<div class="form-group">
<label class="form-label">Select Enemies (check multiple for group encounter)</label>
{% if enemies %}
<div class="enemy-grid">
{% for enemy in enemies %}
<label class="enemy-option" onclick="this.classList.toggle('selected')">
<input type="checkbox" name="enemy_ids" value="{{ enemy.enemy_id }}">
<div class="enemy-info">
<div class="enemy-name">{{ enemy.name }}</div>
<div class="enemy-level">{{ enemy.difficulty | capitalize }} · {{ enemy.experience_reward }} XP</div>
</div>
</label>
{% endfor %}
</div>
{% else %}
<div class="empty-state">
No enemy templates available. Check that the API has enemy data loaded.
</div>
{% endif %}
</div>
<button type="submit" class="btn-start" {% if not enemies %}disabled{% endif %}>
Start Combat
</button>
</form>
<div id="create-result"></div>
</div>
<!-- Active Combat Sessions -->
<div class="dev-section">
<h2>Active Combat Sessions</h2>
{% if sessions_in_combat %}
<div class="session-list">
{% for session in sessions_in_combat %}
<div class="session-card">
<div class="session-info">
<div class="session-id">{{ session.session_id[:12] }}...</div>
<div class="session-character">{{ session.character_name or 'Unknown Character' }}</div>
<div class="session-status">In Combat - Round {{ session.game_state.combat_round or 1 }}</div>
</div>
<a href="{{ url_for('dev.combat_session', session_id=session.session_id) }}" class="btn-resume">
Resume Combat
</a>
</div>
{% endfor %}
</div>
{% else %}
<div class="empty-state">
No active combat sessions. Start a new combat above.
</div>
{% endif %}
</div>
</div>
<script>
// Toggle selected state on checkbox change
document.querySelectorAll('.enemy-option input[type="checkbox"]').forEach(checkbox => {
checkbox.addEventListener('change', function() {
this.closest('.enemy-option').classList.toggle('selected', this.checked);
});
});
</script>
{% endblock %}

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{% extends "base.html" %}
{% block title %}Combat Debug - Dev Tools{% endblock %}
{% block extra_head %}
<style>
.dev-banner {
background: #dc2626;
color: white;
padding: 0.5rem 1rem;
text-align: center;
font-weight: bold;
position: sticky;
top: 0;
z-index: 100;
}
.combat-container {
max-width: 1400px;
margin: 1rem auto;
padding: 0 1rem;
display: grid;
grid-template-columns: 280px 1fr 300px;
gap: 1rem;
}
@media (max-width: 1200px) {
.combat-container {
grid-template-columns: 250px 1fr;
}
.right-panel {
display: none;
}
}
@media (max-width: 768px) {
.combat-container {
grid-template-columns: 1fr;
}
.left-panel {
display: none;
}
}
.panel {
background: rgba(30, 30, 40, 0.9);
border: 1px solid #4a4a5a;
border-radius: 8px;
padding: 1rem;
}
.panel h3 {
color: #f59e0b;
margin-top: 0;
margin-bottom: 1rem;
font-size: 1rem;
border-bottom: 1px solid #4a4a5a;
padding-bottom: 0.5rem;
display: flex;
justify-content: space-between;
align-items: center;
}
.btn-refresh {
background: #6366f1;
color: white;
padding: 0.25rem 0.5rem;
border: none;
border-radius: 4px;
cursor: pointer;
font-size: 0.75rem;
}
.btn-refresh:hover {
background: #4f46e5;
}
/* Left Panel - State */
.state-section {
margin-bottom: 1.5rem;
}
.state-section h4 {
color: #9ca3af;
font-size: 0.75rem;
text-transform: uppercase;
margin: 0 0 0.5rem 0;
}
.state-item {
margin-bottom: 0.5rem;
}
.state-label {
color: #6b7280;
font-size: 0.75rem;
}
.state-value {
color: #e5e7eb;
font-weight: 500;
}
.combatant-card {
background: #2a2a3a;
border-radius: 6px;
padding: 0.75rem;
margin-bottom: 0.5rem;
border-left: 3px solid #4a4a5a;
}
.combatant-card.player {
border-left-color: #3b82f6;
}
.combatant-card.enemy {
border-left-color: #ef4444;
}
.combatant-card.active {
box-shadow: 0 0 0 2px #f59e0b;
}
.combatant-card.defeated {
opacity: 0.5;
}
.combatant-name {
color: #e5e7eb;
font-weight: 600;
margin-bottom: 0.5rem;
}
.resource-bar {
height: 8px;
background: #1a1a2a;
border-radius: 4px;
overflow: hidden;
margin-bottom: 0.25rem;
}
.resource-bar-fill {
height: 100%;
border-radius: 4px;
transition: width 0.3s ease;
}
.resource-bar-fill.hp {
background: linear-gradient(90deg, #ef4444, #f87171);
}
.resource-bar-fill.mp {
background: linear-gradient(90deg, #3b82f6, #60a5fa);
}
.resource-bar-fill.low {
background: linear-gradient(90deg, #dc2626, #ef4444);
animation: pulse 1s infinite;
}
@keyframes pulse {
0%, 100% { opacity: 1; }
50% { opacity: 0.6; }
}
.resource-text {
font-size: 0.7rem;
color: #9ca3af;
display: flex;
justify-content: space-between;
}
/* Debug Actions */
.debug-actions {
margin-top: 1rem;
padding-top: 1rem;
border-top: 1px solid #4a4a5a;
}
.debug-btn {
width: 100%;
padding: 0.5rem;
margin-bottom: 0.5rem;
border: 1px solid #4a4a5a;
border-radius: 4px;
cursor: pointer;
font-size: 0.85rem;
transition: all 0.2s;
}
.debug-btn.victory {
background: #064e3b;
color: #a7f3d0;
}
.debug-btn.victory:hover {
background: #065f46;
}
.debug-btn.defeat {
background: #7f1d1d;
color: #fecaca;
}
.debug-btn.defeat:hover {
background: #991b1b;
}
.debug-btn.reset {
background: #1e40af;
color: #bfdbfe;
}
.debug-btn.reset:hover {
background: #1d4ed8;
}
/* Center Panel - Main */
.main-panel {
min-height: 600px;
display: flex;
flex-direction: column;
}
#combat-log {
flex: 1;
background: #1a1a2a;
border-radius: 6px;
padding: 1rem;
min-height: 300px;
max-height: 400px;
overflow-y: auto;
margin-bottom: 1rem;
}
.log-entry {
padding: 0.5rem 0.75rem;
margin-bottom: 0.5rem;
border-radius: 4px;
font-size: 0.9rem;
}
.log-entry--player {
background: rgba(59, 130, 246, 0.15);
border-left: 3px solid #3b82f6;
}
.log-entry--enemy {
background: rgba(239, 68, 68, 0.15);
border-left: 3px solid #ef4444;
}
.log-entry--crit {
background: rgba(245, 158, 11, 0.2);
border-left: 3px solid #f59e0b;
}
.log-entry--system {
background: rgba(107, 114, 128, 0.15);
border-left: 3px solid #6b7280;
font-style: italic;
color: #9ca3af;
}
.log-entry--heal {
background: rgba(16, 185, 129, 0.15);
border-left: 3px solid #10b981;
}
.log-actor {
font-weight: 600;
color: #e5e7eb;
}
.log-message {
color: #d1d5db;
}
.log-damage {
color: #ef4444;
font-weight: 600;
}
.log-heal {
color: #10b981;
font-weight: 600;
}
.log-crit {
color: #f59e0b;
font-size: 0.75rem;
margin-left: 0.5rem;
}
/* Action Buttons */
.actions-grid {
display: grid;
grid-template-columns: repeat(5, 1fr);
gap: 0.5rem;
margin-bottom: 1rem;
}
@media (max-width: 900px) {
.actions-grid {
grid-template-columns: repeat(3, 1fr);
}
}
.action-btn {
padding: 0.75rem 1rem;
border: none;
border-radius: 6px;
cursor: pointer;
font-size: 0.9rem;
font-weight: 500;
transition: all 0.2s;
text-align: center;
}
.action-btn:disabled {
opacity: 0.5;
cursor: not-allowed;
}
.action-btn.attack {
background: #ef4444;
color: white;
}
.action-btn.attack:hover:not(:disabled) {
background: #dc2626;
}
.action-btn.ability {
background: #8b5cf6;
color: white;
}
.action-btn.ability:hover:not(:disabled) {
background: #7c3aed;
}
.action-btn.item {
background: #10b981;
color: white;
}
.action-btn.item:hover:not(:disabled) {
background: #059669;
}
.action-btn.defend {
background: #3b82f6;
color: white;
}
.action-btn.defend:hover:not(:disabled) {
background: #2563eb;
}
.action-btn.flee {
background: #6b7280;
color: white;
}
.action-btn.flee:hover:not(:disabled) {
background: #4b5563;
}
/* Right Panel */
.turn-order {
margin-bottom: 1rem;
}
.turn-item {
display: flex;
align-items: center;
padding: 0.5rem;
margin-bottom: 0.25rem;
background: #2a2a3a;
border-radius: 4px;
font-size: 0.85rem;
}
.turn-item.active {
background: #3b3b5b;
border: 1px solid #f59e0b;
}
.turn-number {
width: 24px;
height: 24px;
background: #4a4a5a;
border-radius: 50%;
display: flex;
align-items: center;
justify-content: center;
margin-right: 0.5rem;
font-size: 0.75rem;
color: #9ca3af;
}
.turn-item.active .turn-number {
background: #f59e0b;
color: #1a1a2a;
}
.turn-name {
color: #e5e7eb;
}
.turn-name.player {
color: #60a5fa;
}
.turn-name.enemy {
color: #f87171;
}
/* Effects Panel */
.effects-panel {
margin-top: 1rem;
}
.effect-item {
display: flex;
justify-content: space-between;
align-items: center;
padding: 0.5rem;
margin-bottom: 0.25rem;
background: #2a2a3a;
border-radius: 4px;
font-size: 0.8rem;
}
.effect-name {
color: #e5e7eb;
}
.effect-duration {
color: #f59e0b;
font-size: 0.75rem;
}
/* Debug Panel */
.debug-panel {
margin-top: 1rem;
padding: 1rem;
background: #1a1a2a;
border-radius: 6px;
font-family: monospace;
font-size: 0.75rem;
}
.debug-toggle {
color: #9ca3af;
cursor: pointer;
user-select: none;
}
.debug-content {
margin-top: 0.5rem;
max-height: 300px;
overflow: auto;
white-space: pre;
color: #a3e635;
}
/* Modal Styles */
.modal-overlay {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0, 0, 0, 0.8);
display: flex;
align-items: center;
justify-content: center;
z-index: 1000;
}
.modal-content {
background: #1a1a2a;
border: 1px solid #4a4a5a;
border-radius: 8px;
padding: 1.5rem;
max-width: 500px;
width: 90%;
max-height: 80vh;
overflow-y: auto;
}
.modal-content h3 {
color: #f59e0b;
margin-top: 0;
margin-bottom: 1rem;
}
.modal-close {
margin-top: 1rem;
padding: 0.5rem 1rem;
background: #6b7280;
border: none;
border-radius: 4px;
color: white;
cursor: pointer;
}
/* Sheet Styles */
.combat-items-sheet {
position: fixed;
bottom: 0;
left: 0;
right: 0;
background: #1a1a2a;
border-top: 1px solid #4a4a5a;
border-radius: 16px 16px 0 0;
padding: 1rem;
max-height: 50vh;
overflow-y: auto;
z-index: 1000;
transform: translateY(100%);
transition: transform 0.3s ease;
}
.combat-items-sheet.open {
transform: translateY(0);
}
.sheet-backdrop {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0, 0, 0, 0.5);
z-index: 999;
}
.sheet-header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 1rem;
}
.sheet-header h3 {
color: #f59e0b;
margin: 0;
}
.sheet-close {
background: none;
border: none;
color: #9ca3af;
font-size: 1.5rem;
cursor: pointer;
}
.error {
background: #7f1d1d;
color: #fecaca;
padding: 0.75rem;
border-radius: 6px;
}
.success {
background: #064e3b;
color: #a7f3d0;
padding: 0.75rem;
border-radius: 6px;
}
.back-link {
color: #60a5fa;
text-decoration: none;
font-size: 0.85rem;
}
.back-link:hover {
text-decoration: underline;
}
</style>
{% endblock %}
{% block content %}
<div class="dev-banner">
DEV MODE - Combat Session {{ session_id[:8] }}...
</div>
<div class="combat-container">
<!-- Left Panel: Combat State -->
<div class="panel left-panel">
<h3>
Combat State
<button class="btn-refresh"
hx-get="{{ url_for('dev.combat_state', session_id=session_id) }}"
hx-target="#state-content"
hx-swap="innerHTML">
Refresh
</button>
</h3>
<div id="state-content">
{% include 'dev/partials/combat_state.html' %}
</div>
<!-- Debug Actions -->
<div class="debug-actions">
<h4 style="color: #f59e0b; font-size: 0.85rem; margin: 0 0 0.5rem 0;">Debug Actions</h4>
<button class="debug-btn reset"
hx-post="{{ url_for('dev.reset_hp_mp', session_id=session_id) }}"
hx-target="#combat-log"
hx-swap="beforeend">
Reset HP/MP
</button>
<button class="debug-btn victory"
hx-post="{{ url_for('dev.force_end_combat', session_id=session_id) }}"
hx-vals='{"victory": "true"}'
hx-target="#combat-log"
hx-swap="innerHTML">
Force Victory
</button>
<button class="debug-btn defeat"
hx-post="{{ url_for('dev.force_end_combat', session_id=session_id) }}"
hx-vals='{"victory": "false"}'
hx-target="#combat-log"
hx-swap="innerHTML">
Force Defeat
</button>
</div>
<div style="margin-top: 1rem; padding-top: 1rem; border-top: 1px solid #4a4a5a;">
<a href="{{ url_for('dev.combat_hub') }}" class="back-link">&larr; Back to Combat Hub</a>
</div>
</div>
<!-- Center Panel: Combat Log & Actions -->
<div class="panel main-panel">
<h3>Combat Log</h3>
<!-- Combat Log -->
<div id="combat-log" role="log" aria-live="polite">
{% for entry in combat_log %}
<div class="log-entry log-entry--{{ entry.type }}">
{% if entry.actor %}
<span class="log-actor">{{ entry.actor }}</span>
{% endif %}
<span class="log-message">{{ entry.message }}</span>
{% if entry.damage %}
<span class="log-damage">-{{ entry.damage }} HP</span>
{% endif %}
{% if entry.heal %}
<span class="log-heal">+{{ entry.heal }} HP</span>
{% endif %}
{% if entry.is_crit %}
<span class="log-crit">CRITICAL!</span>
{% endif %}
</div>
{% else %}
<div class="log-entry log-entry--system">
Combat begins!
{% if is_player_turn %}
Take your action.
{% else %}
Waiting for enemy turn...
{% endif %}
</div>
{% endfor %}
</div>
<!-- Action Buttons -->
<div class="actions-grid" id="action-buttons">
<button class="action-btn attack"
hx-post="{{ url_for('dev.combat_action', session_id=session_id) }}"
hx-vals='{"action_type": "attack"}'
hx-target="#combat-log"
hx-swap="beforeend"
hx-disabled-elt="this"
{% if not is_player_turn %}disabled{% endif %}>
Attack
</button>
<button class="action-btn ability"
hx-get="{{ url_for('dev.combat_abilities', session_id=session_id) }}"
hx-target="#modal-container"
hx-swap="innerHTML"
{% if not is_player_turn %}disabled{% endif %}>
Ability
</button>
<button class="action-btn item"
hx-get="{{ url_for('dev.combat_items', session_id=session_id) }}"
hx-target="#sheet-container"
hx-swap="innerHTML"
{% if not is_player_turn %}disabled{% endif %}>
Item
</button>
<button class="action-btn defend"
hx-post="{{ url_for('dev.combat_action', session_id=session_id) }}"
hx-vals='{"action_type": "defend"}'
hx-target="#combat-log"
hx-swap="beforeend"
hx-disabled-elt="this"
{% if not is_player_turn %}disabled{% endif %}>
Defend
</button>
<button class="action-btn flee"
hx-post="{{ url_for('dev.combat_action', session_id=session_id) }}"
hx-vals='{"action_type": "flee"}'
hx-target="#combat-log"
hx-swap="beforeend"
hx-disabled-elt="this"
{% if not is_player_turn %}disabled{% endif %}>
Flee
</button>
</div>
<!-- Debug Panel -->
<div class="debug-panel">
<div class="debug-toggle" onclick="this.nextElementSibling.style.display = this.nextElementSibling.style.display === 'none' ? 'block' : 'none'">
[+] Raw State JSON (click to toggle)
</div>
<div class="debug-content" style="display: none;">{{ raw_state | tojson(indent=2) }}</div>
</div>
</div>
<!-- Right Panel: Turn Order & Effects -->
<div class="panel right-panel">
<h3>Turn Order</h3>
<div class="turn-order">
{% for combatant_id in turn_order %}
{% set ns = namespace(combatant=None) %}
{% for c in encounter.combatants %}
{% if c.combatant_id == combatant_id %}
{% set ns.combatant = c %}
{% endif %}
{% endfor %}
<div class="turn-item {% if combatant_id == current_turn_id %}active{% endif %}">
<span class="turn-number">{{ loop.index }}</span>
<span class="turn-name {% if ns.combatant and ns.combatant.is_player %}player{% else %}enemy{% endif %}">
{% if ns.combatant %}{{ ns.combatant.name }}{% else %}{{ combatant_id[:8] }}{% endif %}
</span>
</div>
{% endfor %}
</div>
<h3 style="margin-top: 1rem;">Active Effects</h3>
<div class="effects-panel">
{% if player_combatant and player_combatant.active_effects %}
{% for effect in player_combatant.active_effects %}
<div class="effect-item">
<span class="effect-name">{{ effect.name }}</span>
<span class="effect-duration">{{ effect.remaining_duration }} turns</span>
</div>
{% endfor %}
{% else %}
<p style="color: #6b7280; font-size: 0.85rem; text-align: center;">No active effects</p>
{% endif %}
</div>
</div>
</div>
<!-- Modal Container -->
<div id="modal-container"></div>
<!-- Sheet Container -->
<div id="sheet-container"></div>
<script>
// Close modal function
function closeModal() {
document.getElementById('modal-container').innerHTML = '';
}
// Close combat sheet function
function closeCombatSheet() {
document.getElementById('sheet-container').innerHTML = '';
}
// Refresh combat state panel
function refreshCombatState() {
htmx.ajax('GET', '{{ url_for("dev.combat_state", session_id=session_id) }}', {
target: '#state-content',
swap: 'innerHTML'
});
}
// Auto-scroll combat log
const combatLog = document.getElementById('combat-log');
if (combatLog) {
combatLog.scrollTop = combatLog.scrollHeight;
}
// Observe combat log for new entries and auto-scroll
const observer = new MutationObserver(function() {
combatLog.scrollTop = combatLog.scrollHeight;
});
observer.observe(combatLog, { childList: true });
// Guard against duplicate enemy turn requests
let enemyTurnPending = false;
let enemyTurnTimeout = null;
function triggerEnemyTurn(delay = 1000) {
// Prevent duplicate requests
if (enemyTurnPending) {
return;
}
// Clear any pending timeout
if (enemyTurnTimeout) {
clearTimeout(enemyTurnTimeout);
}
enemyTurnPending = true;
enemyTurnTimeout = setTimeout(function() {
htmx.ajax('POST', '{{ url_for("dev.combat_enemy_turn", session_id=session_id) }}', {
target: '#combat-log',
swap: 'beforeend'
}).then(function() {
enemyTurnPending = false;
// Refresh state after enemy turn completes
setTimeout(refreshCombatState, 500);
}).catch(function() {
enemyTurnPending = false;
});
}, delay);
}
// Auto-trigger enemy turn on page load if it's not the player's turn
{% if not is_player_turn %}
document.addEventListener('DOMContentLoaded', function() {
// Small delay to let the page render first
triggerEnemyTurn(500);
});
{% endif %}
// Handle enemy turn trigger
document.body.addEventListener('htmx:afterRequest', function(event) {
// Check for enemyTurn trigger
const trigger = event.detail.xhr.getResponseHeader('HX-Trigger');
if (trigger && trigger.includes('enemyTurn')) {
triggerEnemyTurn(1000);
}
// Refresh state after any combat action (player action, debug action, but NOT enemy turn - handled above)
const requestUrl = event.detail.pathInfo?.requestPath || '';
const isActionBtn = event.detail.elt && event.detail.elt.classList && event.detail.elt.classList.contains('action-btn');
const isDebugBtn = event.detail.elt && event.detail.elt.classList && event.detail.elt.classList.contains('debug-btn');
if (isActionBtn || isDebugBtn) {
setTimeout(refreshCombatState, 500);
}
});
// Re-enable buttons when player turn returns
document.body.addEventListener('htmx:afterSwap', function(event) {
// If state was updated, check if it's player turn
if (event.detail.target.id === 'state-content') {
const stateContent = document.getElementById('state-content');
const isPlayerTurn = stateContent && stateContent.textContent.includes('Your Turn');
const buttons = document.querySelectorAll('.action-btn');
buttons.forEach(function(btn) {
btn.disabled = !isPlayerTurn;
});
}
});
</script>
{% endblock %}

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@@ -83,6 +83,14 @@
</a>
</div>
<div class="dev-section">
<h2>Combat System</h2>
<a href="{{ url_for('dev.combat_hub') }}" class="dev-link">
Combat System Tester
<small>Start encounters, test actions, abilities, items, and enemy AI</small>
</a>
</div>
<div class="dev-section">
<h2>Quest System</h2>
<span class="dev-link dev-link-disabled">

View File

@@ -0,0 +1,62 @@
<!-- Ability Selection Modal -->
<div class="modal-overlay" onclick="closeModal()">
<div class="modal-content" onclick="event.stopPropagation()">
<div style="display: flex; justify-content: space-between; align-items: center; margin-bottom: 1rem;">
<h3 style="margin: 0; color: #f59e0b;">Select Ability</h3>
<button onclick="closeModal()" style="background: none; border: none; color: #9ca3af; font-size: 1.5rem; cursor: pointer;">&times;</button>
</div>
{% if abilities %}
<div style="display: flex; flex-direction: column; gap: 0.5rem;">
{% for ability in abilities %}
<button style="
display: flex;
align-items: center;
justify-content: space-between;
padding: 1rem;
background: {{ '#2a2a3a' if ability.available else '#1a1a2a' }};
border: 1px solid {{ '#4a4a5a' if ability.available else '#3a3a4a' }};
border-radius: 6px;
cursor: {{ 'pointer' if ability.available else 'not-allowed' }};
opacity: {{ '1' if ability.available else '0.5' }};
text-align: left;
transition: all 0.2s;
"
{% if ability.available %}
hx-post="{{ url_for('dev.combat_action', session_id=session_id) }}"
hx-vals='{"action_type": "ability", "ability_id": "{{ ability.id }}"}'
hx-target="#combat-log"
hx-swap="beforeend"
onclick="closeModal()"
{% else %}
disabled
{% endif %}>
<div>
<div style="color: #e5e7eb; font-weight: 500;">{{ ability.name }}</div>
{% if ability.description %}
<div style="color: #9ca3af; font-size: 0.8rem; margin-top: 0.25rem;">{{ ability.description[:100] }}{% if ability.description|length > 100 %}...{% endif %}</div>
{% endif %}
</div>
<div style="text-align: right;">
{% if ability.mp_cost > 0 %}
<div style="color: #60a5fa; font-size: 0.85rem;">{{ ability.mp_cost }} MP</div>
{% endif %}
{% if ability.cooldown > 0 %}
<div style="color: #f59e0b; font-size: 0.75rem;">CD: {{ ability.cooldown }}</div>
{% endif %}
</div>
</button>
{% endfor %}
</div>
{% else %}
<div style="text-align: center; color: #6b7280; padding: 2rem;">
No abilities available.
</div>
{% endif %}
<button class="modal-close" onclick="closeModal()" style="width: 100%; margin-top: 1rem;">
Cancel
</button>
</div>
</div>

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<!-- Combat Debug Log Entry Partial - appended to combat log -->
{% for entry in combat_log %}
<div class="log-entry log-entry--{{ entry.type }}">
{% if entry.actor %}
<span class="log-actor">{{ entry.actor }}</span>
{% endif %}
<span class="log-message">{{ entry.message }}</span>
{% if entry.damage %}
<span class="log-damage">-{{ entry.damage }} HP</span>
{% endif %}
{% if entry.heal %}
<span class="log-heal">+{{ entry.heal }} HP</span>
{% endif %}
{% if entry.is_crit %}
<span class="log-crit">CRITICAL!</span>
{% endif %}
</div>
{% endfor %}

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<!-- Combat Defeat Screen -->
<div style="text-align: center; padding: 2rem;">
<div style="font-size: 3rem; margin-bottom: 1rem;">&#128128;</div>
<h2 style="color: #ef4444; margin-bottom: 1rem;">Defeat</h2>
<p style="color: #d1d5db; margin-bottom: 2rem;">You have been defeated in battle...</p>
<!-- Penalties -->
{% if gold_lost and gold_lost > 0 %}
<div style="background: rgba(127, 29, 29, 0.3); border-radius: 8px; padding: 1rem; margin-bottom: 1.5rem;">
<div style="color: #fecaca;">
<span style="color: #ef4444; font-weight: 600;">-{{ gold_lost }} gold</span> lost
</div>
</div>
{% endif %}
<p style="color: #9ca3af; font-size: 0.9rem; margin-bottom: 2rem;">
Your progress has been saved. You can try again or return to town.
</p>
<!-- Actions -->
<div style="display: flex; gap: 1rem; justify-content: center;">
<a href="{{ url_for('dev.combat_hub') }}"
style="padding: 0.75rem 1.5rem; background: #ef4444; color: white; border-radius: 6px; text-decoration: none;">
Try Again
</a>
<a href="{{ url_for('dev.story_hub') }}"
style="padding: 0.75rem 1.5rem; background: #6b7280; color: white; border-radius: 6px; text-decoration: none;">
Return to Town
</a>
</div>
</div>

View File

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<!-- Combat Items Bottom Sheet -->
<div class="sheet-backdrop" onclick="closeCombatSheet()"></div>
<div class="combat-items-sheet open">
<div class="sheet-header">
<h3>Use Item</h3>
<button class="sheet-close" onclick="closeCombatSheet()">&times;</button>
</div>
<div class="sheet-body">
{% if has_consumables %}
<div style="display: grid; grid-template-columns: repeat(auto-fill, minmax(150px, 1fr)); gap: 0.75rem;">
{% for item in consumables %}
<button style="
padding: 1rem;
background: #2a2a3a;
border: 1px solid #4a4a5a;
border-radius: 6px;
cursor: pointer;
text-align: left;
transition: all 0.2s;
"
hx-get="{{ url_for('dev.combat_item_detail', session_id=session_id, item_id=item.item_id) }}"
hx-target="#item-detail"
hx-swap="innerHTML">
<div style="color: #e5e7eb; font-weight: 500; margin-bottom: 0.25rem;">{{ item.name }}</div>
<div style="color:
{% if item.rarity == 'uncommon' %}#10b981
{% elif item.rarity == 'rare' %}#3b82f6
{% elif item.rarity == 'epic' %}#a78bfa
{% elif item.rarity == 'legendary' %}#f59e0b
{% else %}#9ca3af{% endif %};
font-size: 0.75rem; text-transform: capitalize;">
{{ item.rarity }}
</div>
</button>
{% endfor %}
</div>
<!-- Item Detail Panel -->
<div id="item-detail" style="margin-top: 1rem; padding-top: 1rem; border-top: 1px solid #4a4a5a;">
<div style="text-align: center; color: #6b7280; font-size: 0.9rem;">
Select an item to see details
</div>
</div>
{% else %}
<div style="text-align: center; color: #6b7280; padding: 2rem;">
No consumable items in inventory.
</div>
{% endif %}
</div>
</div>
<style>
.detail-info {
background: #1a1a2a;
border-radius: 6px;
padding: 1rem;
margin-bottom: 1rem;
}
.detail-name {
color: #e5e7eb;
font-weight: 600;
margin-bottom: 0.5rem;
}
.detail-effect {
color: #10b981;
font-size: 0.9rem;
}
.use-btn {
width: 100%;
padding: 0.75rem;
background: #10b981;
color: white;
border: none;
border-radius: 6px;
font-weight: 600;
cursor: pointer;
transition: background 0.2s;
}
.use-btn:hover {
background: #059669;
}
</style>

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@@ -0,0 +1,84 @@
<!-- Combat State Partial - refreshable via HTMX -->
<div class="state-section">
<h4>Encounter Info</h4>
<div class="state-item">
<div class="state-label">Round</div>
<div class="state-value">{{ encounter.round_number or 1 }}</div>
</div>
<div class="state-item">
<div class="state-label">Status</div>
<div class="state-value">{{ encounter.status or 'active' }}</div>
</div>
<div class="state-item">
<div class="state-label">Current Turn</div>
<div class="state-value">
{% if is_player_turn %}
<span style="color: #60a5fa;">Your Turn</span>
{% else %}
<span style="color: #f87171;">Enemy Turn</span>
{% endif %}
</div>
</div>
</div>
<!-- Player Card -->
{% if player_combatant %}
<div class="state-section">
<h4>Player</h4>
<div class="combatant-card player {% if player_combatant.combatant_id == current_turn_id %}active{% endif %} {% if player_combatant.current_hp <= 0 %}defeated{% endif %}">
<div class="combatant-name">{{ player_combatant.name }}</div>
<!-- HP Bar -->
{% set hp_percent = (player_combatant.current_hp / player_combatant.max_hp * 100) if player_combatant.max_hp > 0 else 0 %}
<div class="resource-bar">
<div class="resource-bar-fill hp {% if hp_percent < 25 %}low{% endif %}"
style="width: {{ hp_percent }}%"></div>
</div>
<div class="resource-text">
<span>HP</span>
<span>{{ player_combatant.current_hp }}/{{ player_combatant.max_hp }}</span>
</div>
<!-- MP Bar -->
{% if player_combatant.max_mp and player_combatant.max_mp > 0 %}
{% set mp_percent = (player_combatant.current_mp / player_combatant.max_mp * 100) if player_combatant.max_mp > 0 else 0 %}
<div class="resource-bar" style="margin-top: 0.5rem;">
<div class="resource-bar-fill mp" style="width: {{ mp_percent }}%"></div>
</div>
<div class="resource-text">
<span>MP</span>
<span>{{ player_combatant.current_mp }}/{{ player_combatant.max_mp }}</span>
</div>
{% endif %}
</div>
</div>
{% endif %}
<!-- Enemy Cards -->
{% if enemy_combatants %}
<div class="state-section">
<h4>Enemies ({{ enemy_combatants | length }})</h4>
{% for enemy in enemy_combatants %}
<div class="combatant-card enemy {% if enemy.combatant_id == current_turn_id %}active{% endif %} {% if enemy.current_hp <= 0 %}defeated{% endif %}">
<div class="combatant-name">
{{ enemy.name }}
{% if enemy.current_hp <= 0 %}
<span style="color: #6b7280; font-size: 0.75rem;">(Defeated)</span>
{% endif %}
</div>
<!-- HP Bar -->
{% set enemy_hp_percent = (enemy.current_hp / enemy.max_hp * 100) if enemy.max_hp > 0 else 0 %}
<div class="resource-bar">
<div class="resource-bar-fill hp {% if enemy_hp_percent < 25 %}low{% endif %}"
style="width: {{ enemy_hp_percent }}%"></div>
</div>
<div class="resource-text">
<span>HP</span>
<span>{{ enemy.current_hp }}/{{ enemy.max_hp }}</span>
</div>
</div>
{% endfor %}
</div>
{% endif %}

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@@ -0,0 +1,68 @@
<!-- Combat Victory Screen -->
<div style="text-align: center; padding: 2rem;">
<div style="font-size: 3rem; margin-bottom: 1rem;">&#127942;</div>
<h2 style="color: #10b981; margin-bottom: 1rem;">Victory!</h2>
<p style="color: #d1d5db; margin-bottom: 2rem;">You have defeated your enemies!</p>
<!-- Rewards Section -->
{% if rewards %}
<div style="background: #2a2a3a; border-radius: 8px; padding: 1.5rem; margin-bottom: 1.5rem; text-align: left;">
<h3 style="color: #f59e0b; margin-top: 0; margin-bottom: 1rem;">Rewards</h3>
{% if rewards.experience %}
<div style="display: flex; justify-content: space-between; margin-bottom: 0.5rem;">
<span style="color: #9ca3af;">Experience</span>
<span style="color: #a78bfa; font-weight: 600;">+{{ rewards.experience }} XP</span>
</div>
{% endif %}
{% if rewards.gold %}
<div style="display: flex; justify-content: space-between; margin-bottom: 0.5rem;">
<span style="color: #9ca3af;">Gold</span>
<span style="color: #fbbf24; font-weight: 600;">+{{ rewards.gold }} gold</span>
</div>
{% endif %}
{% if rewards.level_ups %}
<div style="background: rgba(168, 85, 247, 0.2); border-radius: 6px; padding: 1rem; margin-top: 1rem;">
<div style="color: #a78bfa; font-weight: 600;">Level Up!</div>
<div style="color: #d1d5db; font-size: 0.9rem;">You have reached a new level!</div>
</div>
{% endif %}
{% if rewards.items %}
<div style="margin-top: 1rem; padding-top: 1rem; border-top: 1px solid #4a4a5a;">
<div style="color: #9ca3af; font-size: 0.85rem; margin-bottom: 0.5rem;">Loot Obtained:</div>
{% for item in rewards.items %}
<div style="display: flex; align-items: center; padding: 0.5rem; background: #1a1a2a; border-radius: 4px; margin-bottom: 0.25rem;">
<span style="color: #e5e7eb;">{{ item.name }}</span>
{% if item.rarity and item.rarity != 'common' %}
<span style="margin-left: 0.5rem; font-size: 0.75rem; color:
{% if item.rarity == 'uncommon' %}#10b981
{% elif item.rarity == 'rare' %}#3b82f6
{% elif item.rarity == 'epic' %}#a78bfa
{% elif item.rarity == 'legendary' %}#f59e0b
{% else %}#9ca3af{% endif %};">
({{ item.rarity }})
</span>
{% endif %}
</div>
{% endfor %}
</div>
{% endif %}
</div>
{% endif %}
<!-- Actions -->
<div style="display: flex; gap: 1rem; justify-content: center;">
<a href="{{ url_for('dev.combat_hub') }}"
style="padding: 0.75rem 1.5rem; background: #3b82f6; color: white; border-radius: 6px; text-decoration: none;">
Back to Combat Hub
</a>
<a href="{{ url_for('dev.story_hub') }}"
style="padding: 0.75rem 1.5rem; background: #6b7280; color: white; border-radius: 6px; text-decoration: none;">
Continue Adventure
</a>
</div>
</div>

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{% extends "base.html" %}
{% block title %}Combat - Code of Conquest{% endblock %}
{% block extra_head %}
<link rel="stylesheet" href="{{ url_for('static', filename='css/combat.css') }}">
<link rel="stylesheet" href="{{ url_for('static', filename='css/inventory.css') }}">
{% endblock %}
{% block content %}
<div class="combat-page">
<div class="combat-container">
{# ===== COMBAT HEADER ===== #}
<header class="combat-header">
<h1 class="combat-title">
<span class="combat-title-icon">&#9876;</span>
Combat Encounter
</h1>
<div class="combat-round">
<span class="round-counter">Round <strong>{{ encounter.round_number }}</strong></span>
{% if is_player_turn %}
<span class="turn-indicator turn-indicator--player">Your Turn</span>
{% else %}
<span class="turn-indicator turn-indicator--enemy">Enemy Turn</span>
{% endif %}
</div>
</header>
{# ===== LEFT COLUMN: COMBATANTS ===== #}
<aside class="combatant-panel">
{# Player Section #}
<div class="combatant-section">
<h2 class="combatant-section-title">Your Party</h2>
{% for combatant in encounter.combatants if combatant.is_player %}
<div class="combatant-card combatant-card--player {% if combatant.combatant_id == current_turn_id %}combatant-card--active{% endif %} {% if combatant.current_hp <= 0 %}combatant-card--defeated{% endif %}">
<div class="combatant-header">
<span class="combatant-name">{{ combatant.name }}</span>
<span class="combatant-level">Lv.{{ combatant.level|default(1) }}</span>
</div>
<div class="combatant-resources">
{% set hp_percent = ((combatant.current_hp / combatant.max_hp) * 100)|round|int %}
<div class="resource-bar resource-bar--hp {% if hp_percent < 25 %}low{% endif %}">
<div class="resource-bar-label">
<span class="resource-bar-name">HP</span>
<span class="resource-bar-value">{{ combatant.current_hp }} / {{ combatant.max_hp }}</span>
</div>
<div class="resource-bar-track">
<div class="resource-bar-fill" style="width: {{ hp_percent }}%"></div>
</div>
</div>
{% set mp_percent = ((combatant.current_mp / combatant.max_mp) * 100)|round|int if combatant.max_mp > 0 else 0 %}
<div class="resource-bar resource-bar--mp">
<div class="resource-bar-label">
<span class="resource-bar-name">MP</span>
<span class="resource-bar-value">{{ combatant.current_mp }} / {{ combatant.max_mp }}</span>
</div>
<div class="resource-bar-track">
<div class="resource-bar-fill" style="width: {{ mp_percent }}%"></div>
</div>
</div>
</div>
</div>
{% endfor %}
</div>
{# Enemies Section #}
<div class="combatant-section">
<h2 class="combatant-section-title">Enemies</h2>
{% for combatant in encounter.combatants if not combatant.is_player %}
<div class="combatant-card combatant-card--enemy {% if combatant.combatant_id == current_turn_id %}combatant-card--active{% endif %} {% if combatant.current_hp <= 0 %}combatant-card--defeated{% endif %}">
<div class="combatant-header">
<span class="combatant-name">{{ combatant.name }}</span>
<span class="combatant-level">{% if combatant.current_hp <= 0 %}Defeated{% endif %}</span>
</div>
<div class="combatant-resources">
{% set hp_percent = ((combatant.current_hp / combatant.max_hp) * 100)|round|int %}
<div class="resource-bar resource-bar--hp {% if hp_percent < 25 %}low{% endif %}">
<div class="resource-bar-label">
<span class="resource-bar-name">HP</span>
<span class="resource-bar-value">{{ combatant.current_hp }} / {{ combatant.max_hp }}</span>
</div>
<div class="resource-bar-track">
<div class="resource-bar-fill" style="width: {{ hp_percent }}%"></div>
</div>
</div>
</div>
</div>
{% endfor %}
</div>
</aside>
{# ===== CENTER COLUMN: COMBAT LOG + ACTIONS ===== #}
<main class="combat-main">
{# Combat Log #}
<div id="combat-log" class="combat-log" role="log" aria-live="polite" aria-label="Combat log">
{% include "game/partials/combat_log.html" %}
</div>
{# Combat Actions #}
<div id="combat-actions" class="combat-actions">
{% include "game/partials/combat_actions.html" %}
</div>
</main>
{# ===== RIGHT COLUMN: TURN ORDER + EFFECTS ===== #}
<aside class="combat-sidebar">
{# Turn Order #}
<div class="turn-order">
<h2 class="turn-order__title">Turn Order</h2>
<div class="turn-order__list">
{% for combatant_id in encounter.turn_order %}
{% set combatant = encounter.combatants|selectattr('combatant_id', 'equalto', combatant_id)|first %}
{% if combatant %}
<div class="turn-order__item {% if combatant.is_player %}turn-order__item--player{% else %}turn-order__item--enemy{% endif %} {% if combatant_id == current_turn_id %}turn-order__item--active{% endif %} {% if combatant.current_hp <= 0 %}turn-order__item--defeated{% endif %}">
<span class="turn-order__position">{{ loop.index }}</span>
<span class="turn-order__name">{{ combatant.name }}</span>
{% if combatant_id == current_turn_id %}
<span class="turn-order__check" title="Current turn">&#10148;</span>
{% elif combatant.current_hp <= 0 %}
<span class="turn-order__check" title="Defeated">&#10007;</span>
{% endif %}
</div>
{% endif %}
{% endfor %}
</div>
</div>
{# Active Effects #}
<div class="effects-panel">
<h2 class="effects-panel__title">Active Effects</h2>
{% if player_combatant and player_combatant.active_effects %}
<div class="effects-list">
{% for effect in player_combatant.active_effects %}
<div class="effect-item effect-item--{{ effect.effect_type|default('buff') }}">
<span class="effect-icon">
{% if effect.effect_type == 'shield' %}&#128737;
{% elif effect.effect_type == 'buff' %}&#11014;
{% elif effect.effect_type == 'debuff' %}&#11015;
{% elif effect.effect_type == 'dot' %}&#128293;
{% elif effect.effect_type == 'hot' %}&#10084;
{% else %}&#9733;
{% endif %}
</span>
<span class="effect-name">{{ effect.name }}</span>
<span class="effect-duration">{{ effect.duration }} {% if effect.duration == 1 %}turn{% else %}turns{% endif %}</span>
</div>
{% endfor %}
</div>
{% else %}
<p class="effects-empty">No active effects</p>
{% endif %}
</div>
</aside>
</div>
{# Modal Container for Ability selection #}
<div id="modal-container"></div>
{# Combat Items Sheet Container #}
<div id="combat-sheet-container"></div>
</div>
{% endblock %}
{% block scripts %}
<script>
// Auto-scroll combat log to bottom on new entries
function scrollCombatLog() {
const log = document.getElementById('combat-log');
if (log) {
log.scrollTop = log.scrollHeight;
}
}
// Scroll on page load
document.addEventListener('DOMContentLoaded', scrollCombatLog);
// Scroll after HTMX swaps
document.body.addEventListener('htmx:afterSwap', function(event) {
if (event.detail.target.id === 'combat-log' ||
event.detail.target.closest('#combat-log')) {
scrollCombatLog();
}
});
// Close modal function
function closeModal() {
const container = document.getElementById('modal-container');
if (container) {
container.innerHTML = '';
}
}
// Close combat items sheet
function closeCombatSheet() {
const container = document.getElementById('combat-sheet-container');
if (container) {
container.innerHTML = '';
}
}
// Close modal/sheet on Escape key
document.addEventListener('keydown', function(event) {
if (event.key === 'Escape') {
closeModal();
closeCombatSheet();
}
});
// Enemy turn handling with proper chaining for multiple enemies
let enemyTurnPending = false;
function triggerEnemyTurn() {
// Prevent duplicate requests
if (enemyTurnPending) {
return;
}
enemyTurnPending = true;
setTimeout(function() {
// Use fetch instead of htmx.ajax for better control over response handling
fetch('{{ url_for("combat.combat_enemy_turn", session_id=session_id) }}', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'HX-Request': 'true'
},
credentials: 'same-origin'
})
.then(function(response) {
const hasMoreEnemies = response.headers.get('HX-Trigger')?.includes('enemyTurn');
return response.text().then(function(html) {
return { html: html, hasMoreEnemies: hasMoreEnemies };
});
})
.then(function(data) {
// Append the log entry
const combatLog = document.getElementById('combat-log');
if (combatLog) {
combatLog.insertAdjacentHTML('beforeend', data.html);
combatLog.scrollTop = combatLog.scrollHeight;
}
enemyTurnPending = false;
if (data.hasMoreEnemies) {
// More enemies to go - trigger next enemy turn
triggerEnemyTurn();
} else {
// All enemies done - refresh page to update UI
setTimeout(function() {
window.location.reload();
}, 800);
}
})
.catch(function(error) {
console.error('Enemy turn failed:', error);
enemyTurnPending = false;
// Refresh anyway to recover from error state
setTimeout(function() {
window.location.reload();
}, 1000);
});
}, 1000);
}
// Handle player action triggering enemy turn
document.body.addEventListener('htmx:afterRequest', function(event) {
const response = event.detail.xhr;
if (!response) return;
const triggers = response.getResponseHeader('HX-Trigger') || '';
// Only trigger enemy turn from player actions (not from our fetch calls)
if (triggers.includes('enemyTurn') && !enemyTurnPending) {
triggerEnemyTurn();
}
});
// Handle combat end redirect
document.body.addEventListener('htmx:beforeSwap', function(event) {
// If the response indicates combat ended, handle accordingly
const response = event.detail.xhr;
if (response && response.getResponseHeader('X-Combat-Ended')) {
// Let the full page swap happen for victory/defeat screen
}
});
// Auto-trigger enemy turn on page load if it's not the player's turn
{% if not is_player_turn %}
document.addEventListener('DOMContentLoaded', function() {
// Small delay to let the page render first
triggerEnemyTurn();
});
{% endif %}
</script>
{% endblock %}

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