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Code_of_Conquest/docs/PHASE4_COMBAT_IMPLEMENTATION.md
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# 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 |
| **Phase 4C** | 3-4 days | NPC Shop |
**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 (2 hours) ✅ COMPLETE
**Objective:** Ensure all combat-related dataclasses are complete and correct
**Files to Review:**
- `/api/app/models/combat.py` - Combatant, CombatEncounter
- `/api/app/models/effects.py` - Effect, all effect types
- `/api/app/models/abilities.py` - Ability, AbilityLoader
- `/api/app/models/stats.py` - Stats with computed properties
**Verification Checklist:**
- [x] `Combatant` dataclass has all required fields
- `combatant_id`, `name`, `stats`, `current_hp`, `current_mp`
- `active_effects`, `cooldowns`, `is_player`
- [x] `CombatEncounter` dataclass complete
- `encounter_id`, `combatants`, `turn_order`, `current_turn_index`
- `combat_log`, `round_number`, `status`
- [x] Effect types implemented: BUFF, DEBUFF, DOT, HOT, STUN, SHIELD
- [x] Effect stacking logic correct (max_stacks, duration refresh)
- [x] Ability loading from YAML works
- [x] All dataclasses have `to_dict()` and `from_dict()` methods
**Acceptance Criteria:** ✅ MET
- All combat models serialize/deserialize correctly
- Unit tests pass for combat models
- No missing fields or methods
---
#### Task 1.2: Implement Combat Service (1 day / 8 hours) ✅ COMPLETE
**Objective:** Create service layer for combat management
**File:** `/api/app/services/combat_service.py`
**Implementation:**
```python
"""
Combat Service
Manages combat encounters, turn order, and combat state.
"""
from typing import Optional, List, Dict, Any
from dataclasses import asdict
import uuid
from app.models.combat import Combatant, CombatEncounter, CombatStatus
from app.models.character import Character
from app.models.effects import Effect
from app.models.abilities import Ability, AbilityLoader
from app.services.appwrite_service import AppwriteService
from app.utils.logging import get_logger
logger = get_logger(__file__)
class CombatNotFound(Exception):
"""Raised when combat encounter is not found."""
pass
class InvalidCombatAction(Exception):
"""Raised when combat action is invalid."""
pass
class CombatService:
"""Service for managing combat encounters."""
def __init__(self, appwrite_service: AppwriteService):
self.appwrite = appwrite_service
self.ability_loader = AbilityLoader()
self.collection_id = "combat_encounters"
def initiate_combat(
self,
session_id: str,
character: Character,
enemies: List[Dict[str, Any]]
) -> CombatEncounter:
"""
Initiate a new combat encounter.
Args:
session_id: Game session ID
character: Player character
enemies: List of enemy data dicts
Returns:
CombatEncounter instance
"""
combat_id = str(uuid.uuid4())
# Create player combatant
player_combatant = Combatant.from_character(character)
# Create enemy combatants
enemy_combatants = []
for i, enemy_data in enumerate(enemies):
enemy_combatant = Combatant.from_enemy_data(
enemy_id=f"{combat_id}_enemy_{i}",
enemy_data=enemy_data
)
enemy_combatants.append(enemy_combatant)
# Combine all combatants
all_combatants = [player_combatant] + enemy_combatants
# Roll initiative and create turn order
turn_order = self._roll_initiative(all_combatants)
# Create combat encounter
encounter = CombatEncounter(
combat_id=combat_id,
session_id=session_id,
combatants=all_combatants,
turn_order=turn_order,
current_turn_index=0,
combat_log=[],
round_number=1,
status=CombatStatus.IN_PROGRESS
)
# Save to database
self._save_encounter(encounter)
logger.info(f"Combat initiated: {combat_id}", extra={
"combat_id": combat_id,
"session_id": session_id,
"num_enemies": len(enemies)
})
return encounter
def _roll_initiative(self, combatants: List[Combatant]) -> List[str]:
"""
Roll initiative for all combatants and return turn order.
Args:
combatants: List of combatants
Returns:
List of combatant IDs in turn order (highest initiative first)
"""
import random
initiative_rolls = []
for combatant in combatants:
roll = random.randint(1, 20) + combatant.stats.speed
initiative_rolls.append((combatant.combatant_id, roll))
# Sort by initiative (highest first)
initiative_rolls.sort(key=lambda x: x[1], reverse=True)
return [combatant_id for combatant_id, _ in initiative_rolls]
def get_encounter(self, combat_id: str) -> CombatEncounter:
"""
Load combat encounter from database.
Args:
combat_id: Combat encounter ID
Returns:
CombatEncounter instance
Raises:
CombatNotFound: If combat not found
"""
try:
doc = self.appwrite.get_document(self.collection_id, combat_id)
return CombatEncounter.from_dict(doc)
except Exception as e:
raise CombatNotFound(f"Combat {combat_id} not found") from e
def process_action(
self,
combat_id: str,
action_type: str,
ability_id: Optional[str] = None,
target_id: Optional[str] = None,
item_id: Optional[str] = None
) -> Dict[str, Any]:
"""
Process a combat action.
Args:
combat_id: Combat encounter ID
action_type: "attack", "spell", "item", "defend"
ability_id: Ability ID (for attack/spell)
target_id: Target combatant ID
item_id: Item ID (for item use)
Returns:
Action result dict with damage, effects, etc.
Raises:
InvalidCombatAction: If action is invalid
"""
encounter = self.get_encounter(combat_id)
# Get current combatant
current_combatant_id = encounter.turn_order[encounter.current_turn_index]
current_combatant = encounter.get_combatant(current_combatant_id)
# Process effect ticks at start of turn
self._process_turn_start(encounter, current_combatant)
# Check if stunned
if current_combatant.is_stunned():
result = {
"action": "stunned",
"message": f"{current_combatant.name} is stunned and cannot act!"
}
encounter.combat_log.append(result["message"])
self._advance_turn(encounter)
self._save_encounter(encounter)
return result
# Execute action based on type
if action_type == "attack":
result = self._execute_attack(encounter, current_combatant, ability_id, target_id)
elif action_type == "spell":
result = self._execute_spell(encounter, current_combatant, ability_id, target_id)
elif action_type == "item":
result = self._execute_item(encounter, current_combatant, item_id, target_id)
elif action_type == "defend":
result = self._execute_defend(encounter, current_combatant)
else:
raise InvalidCombatAction(f"Invalid action type: {action_type}")
# Log action
encounter.combat_log.append(result["message"])
# Check for deaths
self._check_deaths(encounter)
# Check for combat end
if self._check_combat_end(encounter):
encounter.status = CombatStatus.VICTORY if self._player_won(encounter) else CombatStatus.DEFEAT
# Advance turn
self._advance_turn(encounter)
# Save encounter
self._save_encounter(encounter)
return result
def _process_turn_start(self, encounter: CombatEncounter, combatant: Combatant) -> None:
"""Process effects at start of combatant's turn."""
for effect in combatant.active_effects:
effect.tick(combatant)
# Remove expired effects
combatant.active_effects = [e for e in combatant.active_effects if not e.is_expired()]
# Reduce cooldowns
combatant.reduce_cooldowns()
def _advance_turn(self, encounter: CombatEncounter) -> None:
"""Advance to next turn."""
encounter.current_turn_index += 1
# If back to first combatant, increment round
if encounter.current_turn_index >= len(encounter.turn_order):
encounter.current_turn_index = 0
encounter.round_number += 1
def _check_deaths(self, encounter: CombatEncounter) -> None:
"""Check for dead combatants and remove from turn order."""
for combatant in encounter.combatants:
if combatant.current_hp <= 0 and combatant.combatant_id in encounter.turn_order:
encounter.turn_order.remove(combatant.combatant_id)
encounter.combat_log.append(f"{combatant.name} has been defeated!")
def _check_combat_end(self, encounter: CombatEncounter) -> bool:
"""Check if combat has ended."""
players_alive = any(c.is_player and c.current_hp > 0 for c in encounter.combatants)
enemies_alive = any(not c.is_player and c.current_hp > 0 for c in encounter.combatants)
return not (players_alive and enemies_alive)
def _player_won(self, encounter: CombatEncounter) -> bool:
"""Check if player won the combat."""
return any(c.is_player and c.current_hp > 0 for c in encounter.combatants)
def _save_encounter(self, encounter: CombatEncounter) -> None:
"""Save encounter to database."""
doc_data = encounter.to_dict()
try:
self.appwrite.update_document(self.collection_id, encounter.combat_id, doc_data)
except:
self.appwrite.create_document(self.collection_id, encounter.combat_id, doc_data)
# TODO: Implement _execute_attack, _execute_spell, _execute_item, _execute_defend
# These will be implemented in Task 1.3 (Damage Calculator)
```
**Acceptance Criteria:** ✅ MET
- Combat can be initiated with player + enemies
- Initiative rolls correctly
- Turn order maintained
- Combat state persists to GameSession
- Combat can be loaded from session
---
#### Task 1.3: Implement Damage Calculator (4 hours) ✅ COMPLETE
**Objective:** Calculate damage for physical/magical attacks with critical hits
**File:** `/api/app/services/damage_calculator.py`
**Implementation:**
```python
"""
Damage Calculator
Calculates damage for attacks and spells, including critical hits.
"""
import random
from typing import Dict, Any
from app.models.stats import Stats
from app.models.abilities import Ability
from app.models.items import Item
from app.utils.logging import get_logger
logger = get_logger(__file__)
class DamageCalculator:
"""Calculate damage for combat actions."""
@staticmethod
def calculate_physical_damage(
attacker_stats: Stats,
defender_stats: Stats,
weapon: Item,
ability: Ability = None
) -> Dict[str, Any]:
"""
Calculate physical damage.
Formula: weapon.damage + (strength / 2) - target.defense
Min damage: 1
Args:
attacker_stats: Attacker's effective stats
defender_stats: Defender's effective stats
weapon: Equipped weapon
ability: Optional ability (for skills like Power Strike)
Returns:
Dict with damage, is_crit, message
"""
# Base damage from weapon
base_damage = weapon.damage if weapon else 1
# Add ability power if using skill
if ability:
base_damage += ability.calculate_power(attacker_stats)
# Add strength scaling
base_damage += attacker_stats.strength // 2
# Subtract defense
damage = base_damage - defender_stats.defense
# Min damage is 1
damage = max(1, damage)
# Check for critical hit
crit_chance = weapon.crit_chance if weapon else 0.05
is_crit = random.random() < crit_chance
if is_crit:
crit_mult = weapon.crit_multiplier if weapon else 2.0
damage = int(damage * crit_mult)
return {
"damage": damage,
"is_crit": is_crit,
"damage_type": "physical"
}
@staticmethod
def calculate_magical_damage(
attacker_stats: Stats,
defender_stats: Stats,
ability: Ability
) -> Dict[str, Any]:
"""
Calculate magical damage.
Formula: spell.damage + (magic_power / 2) - target.resistance
Min damage: 1
Args:
attacker_stats: Attacker's effective stats
defender_stats: Defender's effective stats
ability: Spell ability
Returns:
Dict with damage, is_crit, message
"""
# Base damage from spell
base_damage = ability.calculate_power(attacker_stats)
# Subtract magic resistance
damage = base_damage - defender_stats.resistance
# Min damage is 1
damage = max(1, damage)
# Spells don't crit by default (can be added per-spell)
is_crit = False
return {
"damage": damage,
"is_crit": is_crit,
"damage_type": "magical"
}
@staticmethod
def apply_damage(combatant, damage: int) -> int:
"""
Apply damage to combatant, considering shields.
Args:
combatant: Target combatant
damage: Damage amount
Returns:
Actual damage dealt to HP
"""
# Check for shield effects
shield_power = combatant.get_shield_power()
if shield_power > 0:
if damage <= shield_power:
# Shield absorbs all damage
combatant.reduce_shield(damage)
return 0
else:
# Shield absorbs partial damage
remaining_damage = damage - shield_power
combatant.reduce_shield(shield_power)
combatant.current_hp -= remaining_damage
return remaining_damage
else:
# No shield, apply damage directly
combatant.current_hp -= damage
return damage
```
**Acceptance Criteria:** ✅ MET
- Physical damage formula correct (39 unit tests)
- Magical damage formula correct
- Critical hits work (LUK-based chance, configurable multiplier)
- Shield absorption works (partial and full)
- Minimum damage is always 1
---
#### Task 1.4: Implement Effect Processor (4 hours) ✅ COMPLETE
**Objective:** Process effects (DOT, HOT, buffs, debuffs, stun, shield) at turn start
**Implementation:** Extend `Effect` class in `/api/app/models/effects.py`
**Add Methods:**
```python
# In Effect class
def tick(self, combatant) -> None:
"""
Process this effect for one turn.
Args:
combatant: Combatant affected by this effect
"""
if self.effect_type == EffectType.DOT:
damage = self.power * self.stacks
combatant.current_hp -= damage
logger.info(f"{combatant.name} takes {damage} damage from {self.name}")
elif self.effect_type == EffectType.HOT:
healing = self.power * self.stacks
combatant.current_hp = min(combatant.current_hp + healing, combatant.stats.max_hp)
logger.info(f"{combatant.name} heals {healing} HP from {self.name}")
elif self.effect_type == EffectType.STUN:
# Stun doesn't tick damage, just prevents action
pass
elif self.effect_type == EffectType.SHIELD:
# Shield doesn't tick, it absorbs damage
pass
elif self.effect_type in [EffectType.BUFF, EffectType.DEBUFF]:
# Stat modifiers are applied via get_effective_stats()
pass
# Reduce duration
self.duration -= 1
```
**Acceptance Criteria:** ✅ MET
- DOT deals damage each turn
- HOT heals each turn (capped at max HP)
- Buffs/debuffs modify stats via `get_effective_stats()`
- Shields absorb damage before HP
- Stun prevents actions
- Effects expire when duration reaches 0
---
#### Task 1.5: Implement Combat Actions (1 day / 8 hours) ✅ COMPLETE
**Objective:** Implement `_execute_attack`, `_execute_spell`, `_execute_item`, `_execute_defend` in CombatService
**Add to `/api/app/services/combat_service.py`:**
```python
def _execute_attack(
self,
encounter: CombatEncounter,
attacker: Combatant,
ability_id: str,
target_id: str
) -> Dict[str, Any]:
"""Execute physical attack."""
target = encounter.get_combatant(target_id)
ability = self.ability_loader.get_ability(ability_id) if ability_id else None
# Check mana cost
if ability and ability.mana_cost > attacker.current_mp:
raise InvalidCombatAction("Not enough mana")
# Check cooldown
if ability and not attacker.can_use_ability(ability.ability_id):
raise InvalidCombatAction("Ability is on cooldown")
# Calculate damage
from app.services.damage_calculator import DamageCalculator
weapon = attacker.equipped_weapon # Assume Combatant has this field
dmg_result = DamageCalculator.calculate_physical_damage(
attacker.stats,
target.stats,
weapon,
ability
)
# Apply damage
actual_damage = DamageCalculator.apply_damage(target, dmg_result["damage"])
# Apply effects from ability
if ability and ability.effects_applied:
for effect_data in ability.effects_applied:
effect = Effect.from_dict(effect_data)
target.apply_effect(effect)
# Consume mana
if ability:
attacker.current_mp -= ability.mana_cost
attacker.set_cooldown(ability.ability_id, ability.cooldown)
# Build message
crit_msg = " (CRITICAL HIT!)" if dmg_result["is_crit"] else ""
message = f"{attacker.name} attacks {target.name} for {actual_damage} damage{crit_msg}"
return {
"action": "attack",
"damage": actual_damage,
"is_crit": dmg_result["is_crit"],
"target": target.name,
"message": message
}
def _execute_spell(
self,
encounter: CombatEncounter,
caster: Combatant,
ability_id: str,
target_id: str
) -> Dict[str, Any]:
"""Execute spell."""
# Similar to _execute_attack but uses calculate_magical_damage
# Implementation left as exercise
pass
def _execute_item(
self,
encounter: CombatEncounter,
user: Combatant,
item_id: str,
target_id: str
) -> Dict[str, Any]:
"""Use item in combat."""
# Load item, apply effects (healing, buffs, etc.)
# Remove item from inventory
pass
def _execute_defend(
self,
encounter: CombatEncounter,
defender: Combatant
) -> Dict[str, Any]:
"""Enter defensive stance."""
# Apply temporary defense buff
from app.models.effects import Effect, EffectType
defense_buff = Effect(
effect_id="defend_buff",
name="Defending",
effect_type=EffectType.BUFF,
duration=1,
power=5,
stat_type="defense",
stacks=1,
max_stacks=1
)
defender.apply_effect(defense_buff)
return {
"action": "defend",
"message": f"{defender.name} takes a defensive stance (+5 defense)"
}
```
**Acceptance Criteria:** ✅ MET
- Attack action works (physical damage via DamageCalculator)
- Ability action works (magical damage, mana cost)
- Defend action applies temporary defense buff
- Flee action with DEX-based success chance
- All actions log messages to combat log
---
#### Task 1.6: Combat API Endpoints (1 day / 8 hours) ✅ COMPLETE
**Objective:** Create REST API for combat
**File:** `/api/app/api/combat.py`
**Endpoints:**
```python
"""
Combat API Blueprint
Endpoints:
- POST /api/v1/combat/start - Initiate combat
- POST /api/v1/combat/<combat_id>/action - Take combat action
- GET /api/v1/combat/<combat_id>/state - Get combat state
- GET /api/v1/combat/<combat_id>/results - Get results after victory
"""
from flask import Blueprint, request, g
from app.services.combat_service import CombatService, CombatNotFound, InvalidCombatAction
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, created_response, error_response, not_found_response
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('/start', methods=['POST'])
@require_auth
def start_combat():
"""
Initiate a new combat encounter.
Request JSON:
{
"session_id": "session_123",
"character_id": "char_abc",
"enemies": [
{
"name": "Goblin",
"level": 2,
"stats": {...}
}
]
}
Returns:
201 Created with combat encounter data
"""
data = request.get_json()
# Validate request
session_id = data.get('session_id')
character_id = data.get('character_id')
enemies = data.get('enemies', [])
if not session_id or not character_id:
return error_response("session_id and character_id required", 400)
# Load character
char_service = get_character_service()
character = char_service.get_character(character_id, g.user_id)
# Initiate combat
combat_service = CombatService(get_appwrite_service())
encounter = combat_service.initiate_combat(session_id, character, enemies)
return created_response({
"combat_id": encounter.combat_id,
"turn_order": encounter.turn_order,
"current_turn": encounter.turn_order[0],
"round": encounter.round_number
})
@combat_bp.route('/<combat_id>/action', methods=['POST'])
@require_auth
def combat_action(combat_id: str):
"""
Take a combat action.
Request JSON:
{
"action_type": "attack", // "attack", "spell", "item", "defend"
"ability_id": "basic_attack",
"target_id": "enemy_1",
"item_id": null // for item use
}
Returns:
200 OK with action result
"""
data = request.get_json()
action_type = data.get('action_type')
ability_id = data.get('ability_id')
target_id = data.get('target_id')
item_id = data.get('item_id')
try:
combat_service = CombatService(get_appwrite_service())
result = combat_service.process_action(
combat_id,
action_type,
ability_id,
target_id,
item_id
)
# Get updated encounter state
encounter = combat_service.get_encounter(combat_id)
return success_response({
"action_result": result,
"combat_state": {
"current_turn": encounter.turn_order[encounter.current_turn_index] if encounter.turn_order else None,
"round": encounter.round_number,
"status": encounter.status.value,
"combatants": [c.to_dict() for c in encounter.combatants]
}
})
except CombatNotFound:
return not_found_response("Combat not found")
except InvalidCombatAction as e:
return error_response(str(e), 400)
@combat_bp.route('/<combat_id>/state', methods=['GET'])
@require_auth
def get_combat_state(combat_id: str):
"""Get current combat state."""
try:
combat_service = CombatService(get_appwrite_service())
encounter = combat_service.get_encounter(combat_id)
return success_response({
"combat_id": encounter.combat_id,
"status": encounter.status.value,
"round": encounter.round_number,
"turn_order": encounter.turn_order,
"current_turn_index": encounter.current_turn_index,
"combatants": [c.to_dict() for c in encounter.combatants],
"combat_log": encounter.combat_log[-10:] # Last 10 messages
})
except CombatNotFound:
return not_found_response("Combat not found")
@combat_bp.route('/<combat_id>/results', methods=['GET'])
@require_auth
def get_combat_results(combat_id: str):
"""Get combat results (loot, XP, etc.)."""
try:
combat_service = CombatService(get_appwrite_service())
encounter = combat_service.get_encounter(combat_id)
if encounter.status not in [CombatStatus.VICTORY, CombatStatus.DEFEAT]:
return error_response("Combat is still in progress", 400)
# Calculate rewards (TODO: implement loot/XP system)
results = {
"victory": encounter.status == CombatStatus.VICTORY,
"xp_gained": 100, # Placeholder
"gold_gained": 50, # Placeholder
"loot": [] # Placeholder
}
return success_response(results)
except CombatNotFound:
return not_found_response("Combat not found")
```
**Don't forget to register blueprint in `/api/app/__init__.py`:**
```python
from app.api.combat import combat_bp
app.register_blueprint(combat_bp, url_prefix='/api/v1/combat')
```
**Acceptance Criteria:** ✅ MET
- `POST /api/v1/combat/start` creates combat encounter
- `POST /api/v1/combat/<session_id>/action` processes actions
- `GET /api/v1/combat/<session_id>/state` returns current state
- `POST /api/v1/combat/<session_id>/flee` attempts to flee
- `POST /api/v1/combat/<session_id>/enemy-turn` executes enemy AI
- `GET /api/v1/combat/enemies` lists enemy templates (public)
- `GET /api/v1/combat/enemies/<id>` gets enemy details (public)
- All combat endpoints require authentication (except enemy listing)
- 19 integration tests passing
---
#### Task 1.7: Manual API Testing (4 hours) ⏭️ SKIPPED
**Objective:** Test combat flow end-to-end via API
**Test Cases:**
1. **Start Combat**
```bash
curl -X POST http://localhost:5000/api/v1/combat/start \
-H "Authorization: Bearer <token>" \
-H "Content-Type: application/json" \
-d '{
"session_id": "session_123",
"character_id": "char_abc",
"enemies": [
{
"name": "Goblin",
"level": 2,
"stats": {
"strength": 8,
"defense": 5,
"max_hp": 30
}
}
]
}'
```
2. **Take Attack Action**
```bash
curl -X POST http://localhost:5000/api/v1/combat/<combat_id>/action \
-H "Authorization: Bearer <token>" \
-H "Content-Type: application/json" \
-d '{
"action_type": "attack",
"ability_id": "basic_attack",
"target_id": "enemy_0"
}'
```
3. **Get Combat State**
```bash
curl -X GET http://localhost:5000/api/v1/combat/<combat_id>/state \
-H "Authorization: Bearer <token>"
```
**Document in `/api/docs/API_TESTING.md`**
**Acceptance Criteria:** ⏭️ SKIPPED (covered by automated tests)
- All endpoints return correct responses - ✅ via test_combat_api.py
- Combat flows from start to victory/defeat - ✅ via test_combat_service.py
- Damage calculations verified - ✅ via test_damage_calculator.py
- Effects process correctly - ✅ via test_combat_service.py
- Turn order maintained - ✅ via test_combat_service.py
> **Note:** Manual testing skipped in favor of 108 comprehensive automated tests.
---
### Week 2: Inventory & Equipment System ✅ COMPLETE
#### Task 2.1: Item Data Models ✅ COMPLETE
**Objective:** Implement Diablo-style item generation with affixes
**Files Implemented:**
- `/api/app/models/items.py` - Item dataclass with affix support
- `/api/app/models/affixes.py` - Affix, BaseItemTemplate dataclasses
- `/api/app/models/enums.py` - ItemRarity, AffixType, AffixTier enums
**Item Model - New Fields for Generated Items:**
```python
@dataclass
class Item:
# ... existing fields ...
# Affix tracking (for generated items)
applied_affixes: List[str] = field(default_factory=list)
base_template_id: Optional[str] = None
generated_name: Optional[str] = None
is_generated: bool = False
def get_display_name(self) -> str:
"""Return generated name if available, otherwise base name."""
return self.generated_name if self.generated_name else self.name
```
**Affix Model:**
```python
@dataclass
class Affix:
affix_id: str
name: str # Display name ("Flaming", "of Strength")
affix_type: AffixType # PREFIX or SUFFIX
tier: AffixTier # MINOR, MAJOR, LEGENDARY
stat_bonuses: Dict[str, int] # {"strength": 3, "dexterity": 2}
damage_bonus: int = 0
defense_bonus: int = 0
damage_type: Optional[DamageType] = None # For elemental prefixes
elemental_ratio: float = 0.0
allowed_item_types: List[str] = field(default_factory=list)
```
**BaseItemTemplate Model:**
```python
@dataclass
class BaseItemTemplate:
template_id: str
name: str # "Dagger", "Longsword"
item_type: str # "weapon" or "armor"
base_damage: int = 0
base_defense: int = 0
base_value: int = 0
required_level: int = 1
min_rarity: str = "common" # Minimum rarity this can generate as
drop_weight: int = 100 # Relative drop chance
```
**Acceptance Criteria:** ✅ MET
- Item model supports both static and generated items
- Affix system with PREFIX/SUFFIX types
- Three affix tiers (MINOR, MAJOR, LEGENDARY)
- BaseItemTemplate for procedural generation foundation
- All models have to_dict()/from_dict() serialization
---
#### Task 2.2: Item Data Files ✅ COMPLETE
**Objective:** Create YAML data files for item generation system
**Directory Structure:**
```
/api/app/data/
├── items/ # Static items (consumables, quest items)
│ └── consumables/
│ └── potions.yaml
├── base_items/ # Base templates for generation
│ ├── weapons.yaml # 13 weapon templates
│ └── armor.yaml # 12 armor templates
└── affixes/ # Prefix/suffix definitions
├── prefixes.yaml # 18 prefixes
└── suffixes.yaml # 11 suffixes
```
**Example Base Weapon Template (`/api/app/data/base_items/weapons.yaml`):**
```yaml
dagger:
template_id: "dagger"
name: "Dagger"
item_type: "weapon"
base_damage: 6
damage_type: "physical"
crit_chance: 0.08
crit_multiplier: 2.0
base_value: 15
required_level: 1
drop_weight: 100
```
**Example Prefix Affix (`/api/app/data/affixes/prefixes.yaml`):**
```yaml
flaming:
affix_id: "flaming"
name: "Flaming"
affix_type: "prefix"
tier: "minor"
damage_type: "fire"
elemental_ratio: 0.25
damage_bonus: 3
allowed_item_types: ["weapon"]
```
**Example Suffix Affix (`/api/app/data/affixes/suffixes.yaml`):**
```yaml
of_strength:
affix_id: "of_strength"
name: "of Strength"
affix_type: "suffix"
tier: "minor"
stat_bonuses:
strength: 3
```
**Items Created:**
- **Base Templates:** 25 total (13 weapons, 12 armor across cloth/leather/chain/plate)
- **Prefixes:** 18 total (elemental, material, quality, defensive, legendary)
- **Suffixes:** 11 total (stat bonuses, animal totems, defensive, legendary)
- **Static Consumables:** Health/mana potions (small/medium/large)
**Acceptance Criteria:** ✅ MET
- Base templates cover all weapon/armor categories
- Affixes balanced across tiers
- YAML files valid and loadable
---
#### Task 2.2.1: Item Generator Service ✅ COMPLETE
**Objective:** Implement procedural item generation with Diablo-style naming
**Files Implemented:**
- `/api/app/services/item_generator.py` - Main generation service (535 lines)
- `/api/app/services/affix_loader.py` - Loads affixes from YAML (316 lines)
- `/api/app/services/base_item_loader.py` - Loads base templates from YAML (274 lines)
**ItemGenerator 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
)
# Result: "Flaming Longsword of Strength" (1 prefix + 1 suffix)
# Generate random loot drop with luck influence
item = generator.generate_loot_drop(
character_level=10,
luck_stat=12 # Higher luck = better rarity chance
)
```
**Affix Distribution by Rarity:**
| Rarity | Affix Count | Distribution |
|--------|-------------|--------------|
| COMMON | 0 | Plain item |
| UNCOMMON | 0 | Plain item |
| RARE | 1 | 50% prefix OR 50% suffix |
| EPIC | 2 | 1 prefix AND 1 suffix |
| LEGENDARY | 3 | Mix (2+1 or 1+2) |
**Name Generation Examples:**
- COMMON: "Dagger"
- RARE: "Flaming Dagger" or "Dagger of Strength"
- EPIC: "Flaming Dagger of Strength"
- LEGENDARY: "Blazing Glacial Dagger of the Titan"
**Tier Weights by Rarity:**
| Rarity | MINOR | MAJOR | LEGENDARY |
|--------|-------|-------|-----------|
| RARE | 80% | 20% | 0% |
| EPIC | 30% | 70% | 0% |
| LEGENDARY | 10% | 40% | 50% |
**Rarity Rolling (with Luck):**
Base chances at luck 8:
- COMMON: 50%
- UNCOMMON: 30%
- RARE: 15%
- EPIC: 4%
- LEGENDARY: 1%
Luck bonus: `(luck - 8) * 0.005` per threshold
**Tests:** `/api/tests/test_item_generator.py` (528 lines, comprehensive coverage)
**Acceptance Criteria:** ✅ MET
- Procedural generation works for all rarities
- Affix selection respects tier weights
- Generated names follow Diablo naming convention
- Luck stat influences rarity rolls
- Stats properly combined from template + affixes
---
#### Task 2.3: Implement Inventory Service (1 day / 8 hours) ✅ COMPLETE
**Objective:** Service layer for inventory management
**File:** `/api/app/services/inventory_service.py`
**Actual Implementation:**
The InventoryService was implemented as an orchestration layer on top of the existing Character model inventory methods. Key design decisions:
1. **Full Object Storage (Not IDs)**: The Character model already stores `List[Item]` for inventory and `Dict[str, Item]` for equipped items. This approach works better for generated items which have unique IDs.
2. **Validation Layer**: Added comprehensive validation for:
- Equipment slot validation (weapon, off_hand, helmet, chest, gloves, boots, accessory_1, accessory_2)
- Level and class requirements
- Item type to slot mapping
3. **Consumable Effects**: Supports instant healing (HOT effects) and duration-based buffs for combat integration.
4. **Tests**: 51 unit tests covering all functionality.
**Implementation:**
```python
"""
Inventory Service
Manages character inventory, equipment, and item usage.
"""
from typing import List, Optional
from app.models.items import Item, ItemType
from app.models.character import Character
from app.services.item_loader import ItemLoader
from app.services.appwrite_service import AppwriteService
from app.utils.logging import get_logger
logger = get_logger(__file__)
class InventoryError(Exception):
"""Base exception for inventory errors."""
pass
class ItemNotFound(InventoryError):
"""Raised when item is not found in inventory."""
pass
class CannotEquipItem(InventoryError):
"""Raised when item cannot be equipped."""
pass
class InventoryService:
"""Service for managing character inventory."""
def __init__(self, appwrite_service: AppwriteService):
self.appwrite = appwrite_service
self.item_loader = ItemLoader()
def get_inventory(self, character: Character) -> List[Item]:
"""
Get character's inventory.
Args:
character: Character instance
Returns:
List of Item instances
"""
return [self.item_loader.get_item(item_id) for item_id in character.inventory_item_ids]
def add_item(self, character: Character, item_id: str) -> None:
"""
Add item to character inventory.
Args:
character: Character instance
item_id: Item ID to add
"""
if item_id not in character.inventory_item_ids:
character.inventory_item_ids.append(item_id)
logger.info(f"Added item {item_id} to character {character.character_id}")
def remove_item(self, character: Character, item_id: str) -> None:
"""
Remove item from inventory.
Args:
character: Character instance
item_id: Item ID to remove
Raises:
ItemNotFound: If item not in inventory
"""
if item_id not in character.inventory_item_ids:
raise ItemNotFound(f"Item {item_id} not in inventory")
character.inventory_item_ids.remove(item_id)
logger.info(f"Removed item {item_id} from character {character.character_id}")
def equip_item(self, character: Character, item_id: str, slot: str) -> None:
"""
Equip item to character.
Args:
character: Character instance
item_id: Item ID to equip
slot: Equipment slot (weapon, helmet, chest, boots, etc.)
Raises:
ItemNotFound: If item not in inventory
CannotEquipItem: If item cannot be equipped
"""
if item_id not in character.inventory_item_ids:
raise ItemNotFound(f"Item {item_id} not in inventory")
item = self.item_loader.get_item(item_id)
# Validate item type matches slot
if item.item_type == ItemType.WEAPON and slot != "weapon":
raise CannotEquipItem("Weapon can only be equipped in weapon slot")
if item.item_type == ItemType.ARMOR:
# Armor has sub-types (helmet, chest, boots)
# Add validation based on item.armor_slot field
pass
if item.item_type == ItemType.CONSUMABLE:
raise CannotEquipItem("Consumables cannot be equipped")
# Check level requirement
if character.level < item.required_level:
raise CannotEquipItem(f"Requires level {item.required_level}")
# Unequip current item in slot (if any)
current_item_id = character.equipped.get(slot)
if current_item_id:
# Current item returns to inventory (already there)
pass
# Equip new item
character.equipped[slot] = item_id
logger.info(f"Equipped {item_id} to {slot} for character {character.character_id}")
def unequip_item(self, character: Character, slot: str) -> None:
"""
Unequip item from slot.
Args:
character: Character instance
slot: Equipment slot
"""
if slot not in character.equipped:
return
item_id = character.equipped[slot]
del character.equipped[slot]
logger.info(f"Unequipped {item_id} from {slot} for character {character.character_id}")
def use_consumable(self, character: Character, item_id: str) -> dict:
"""
Use consumable item.
Args:
character: Character instance
item_id: Consumable item ID
Returns:
Dict with effects applied
Raises:
ItemNotFound: If item not in inventory
CannotEquipItem: If item is not consumable
"""
if item_id not in character.inventory_item_ids:
raise ItemNotFound(f"Item {item_id} not in inventory")
item = self.item_loader.get_item(item_id)
if item.item_type != ItemType.CONSUMABLE:
raise CannotEquipItem("Only consumables can be used")
# Apply effects (healing, mana, buffs)
effects_applied = []
if hasattr(item, 'hp_restore') and item.hp_restore > 0:
old_hp = character.current_hp
character.current_hp = min(character.current_hp + item.hp_restore, character.stats.max_hp)
actual_healing = character.current_hp - old_hp
effects_applied.append(f"Restored {actual_healing} HP")
if hasattr(item, 'mp_restore') and item.mp_restore > 0:
old_mp = character.current_mp
character.current_mp = min(character.current_mp + item.mp_restore, character.stats.max_mp)
actual_restore = character.current_mp - old_mp
effects_applied.append(f"Restored {actual_restore} MP")
# Remove item from inventory (consumables are single-use)
self.remove_item(character, item_id)
logger.info(f"Used consumable {item_id} for character {character.character_id}")
return {
"item_used": item.name,
"effects": effects_applied
}
```
**Also create `/api/app/services/item_loader.py`:**
```python
"""
Item Loader
Loads items from YAML data files.
"""
import os
import yaml
from typing import Dict, Optional
from app.models.items import Item
from app.utils.logging import get_logger
logger = get_logger(__file__)
class ItemLoader:
"""Loads and caches items from YAML files."""
def __init__(self):
self.items: Dict[str, Item] = {}
self._load_all_items()
def _load_all_items(self) -> None:
"""Load all items from YAML files."""
base_dir = "app/data/items"
categories = ["weapons", "armor", "consumables"]
for category in categories:
category_dir = os.path.join(base_dir, category)
if not os.path.exists(category_dir):
continue
for yaml_file in os.listdir(category_dir):
if not yaml_file.endswith('.yaml'):
continue
filepath = os.path.join(category_dir, yaml_file)
self._load_items_from_file(filepath)
logger.info(f"Loaded {len(self.items)} items from YAML files")
def _load_items_from_file(self, filepath: str) -> None:
"""Load items from a single YAML file."""
with open(filepath, 'r') as f:
items_data = yaml.safe_load(f)
for item_data in items_data:
item = Item.from_dict(item_data)
self.items[item.item_id] = item
def get_item(self, item_id: str) -> Optional[Item]:
"""Get item by ID."""
return self.items.get(item_id)
def get_all_items(self) -> Dict[str, Item]:
"""Get all loaded items."""
return self.items
```
**Note on Generated Items:**
The inventory service must handle both static items (loaded by ID) and generated items
(stored as full objects). Generated items have unique IDs (`gen_<uuid>`) and cannot be
looked up from YAML - they must be stored/retrieved as complete Item objects.
```python
# For static items (consumables, quest items)
item = item_loader.get_item("health_potion_small")
# For generated items - store full object
generated_item = generator.generate_loot_drop(level, luck)
character.inventory.append(generated_item.to_dict()) # Store full item data
```
**Acceptance Criteria:** ✅ MET
- [x] Inventory service can add/remove items - `add_item()`, `remove_item()`, `drop_item()`
- [x] Equip/unequip works with validation - `equip_item()`, `unequip_item()` with slot/level/type checks
- [x] Consumables can be used (healing, mana restore) - `use_consumable()`, `use_consumable_in_combat()`
- [x] Character's equipped items tracked - via `get_equipped_items()`, `get_equipped_item()`
- [x] **Generated items stored as full objects (not just IDs)** - Character model uses `List[Item]`
- [x] Bulk operations - `add_items()`, `get_items_by_type()`, `get_equippable_items()`
**Tests:** `/api/tests/test_inventory_service.py` - 51 tests
---
#### Task 2.4: Inventory API Endpoints (1 day / 8 hours) ✅ COMPLETE
**Objective:** REST API for inventory management
**Files Implemented:**
- `/api/app/api/inventory.py` - API blueprint (530 lines)
- `/api/tests/test_inventory_api.py` - Integration tests (25 tests)
**Endpoints Implemented:**
| Method | Endpoint | Description |
|--------|----------|-------------|
| GET | `/api/v1/characters/<id>/inventory` | Get inventory + 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/remove item |
**Exception Handling:**
- `CharacterNotFound` → 404 Not Found
- `ItemNotFoundError` → 404 Not Found
- `InvalidSlotError` → 422 Validation Error
- `CannotEquipError` → 400 Bad Request
- `CannotUseItemError` → 400 Bad Request
- `InventoryFullError` → 400 Bad Request
**Response Examples:**
```json
// GET /api/v1/characters/{id}/inventory
{
"result": {
"inventory": [{"item_id": "...", "name": "...", ...}],
"equipped": {
"weapon": {...},
"helmet": null,
...
},
"inventory_count": 5,
"max_inventory": 100
}
}
// POST /api/v1/characters/{id}/inventory/equip
{
"result": {
"message": "Equipped Flaming Dagger to weapon slot",
"equipped": {...},
"unequipped_item": null
}
}
```
**Blueprint registered in `/api/app/__init__.py`**
**Tests:** 25 passing (`/api/tests/test_inventory_api.py`)
**Acceptance Criteria:** ✅ MET
- [x] All inventory endpoints functional
- [x] Authentication required on all endpoints
- [x] Ownership validation enforced
- [x] Errors handled gracefully with proper HTTP status codes
---
#### Task 2.5: Update Character Stats Calculation (4 hours) ✅ COMPLETE
**Objective:** Ensure `get_effective_stats()` includes equipped items' combat bonuses
**Files Modified:**
- `/api/app/models/stats.py` - Added `damage_bonus`, `defense_bonus`, `resistance_bonus` fields
- `/api/app/models/character.py` - Updated `get_effective_stats()` to populate bonus fields
**Implementation Summary:**
The Stats model now has three equipment bonus fields that are populated by `get_effective_stats()`:
```python
# Stats model additions
damage_bonus: int = 0 # From weapons
defense_bonus: int = 0 # From armor
resistance_bonus: int = 0 # From armor
# Updated computed properties
@property
def damage(self) -> int:
return (self.strength // 2) + self.damage_bonus
@property
def defense(self) -> int:
return (self.constitution // 2) + self.defense_bonus
@property
def resistance(self) -> int:
return (self.wisdom // 2) + self.resistance_bonus
```
The `get_effective_stats()` method now applies:
1. `stat_bonuses` dict from all equipped items (as before)
2. Weapon `damage` → `damage_bonus`
3. Armor `defense` → `defense_bonus`
4. Armor `resistance` → `resistance_bonus`
**Tests Added:**
- `/api/tests/test_stats.py` - 11 new tests for bonus fields
- `/api/tests/test_character.py` - 6 new tests for equipment combat bonuses
**Acceptance Criteria:** ✅ MET
- [x] Equipped weapons add damage (via `damage_bonus`)
- [x] Equipped armor adds defense/resistance (via `defense_bonus`/`resistance_bonus`)
- [x] Stat bonuses from items apply correctly
- [x] Skills still apply bonuses
- [x] Effects still modify stats
---
#### Task 2.6: Equipment-Combat Integration (4 hours) ✅ COMPLETE
**Objective:** Fully integrate equipment stats into combat damage calculations, replacing hardcoded weapon damage values with effective_stats properties.
**Files Modified:**
- `/api/app/models/stats.py` - Updated damage formula, added spell_power system
- `/api/app/models/items.py` - Added spell_power field for magical weapons
- `/api/app/models/character.py` - Populate spell_power_bonus in get_effective_stats()
- `/api/app/models/combat.py` - Added weapon property fields to Combatant
- `/api/app/services/combat_service.py` - Updated combatant creation and attack execution
- `/api/app/services/damage_calculator.py` - Use stats properties instead of weapon_damage param
**Implementation Summary:**
**1. Updated Damage Formula (Stats Model)**
Changed damage scaling from `STR // 2` to `int(STR * 0.75)` for better progression:
```python
# Old formula
@property
def damage(self) -> int:
return (self.strength // 2) + self.damage_bonus
# New formula (0.75 scaling factor)
@property
def damage(self) -> int:
return int(self.strength * 0.75) + self.damage_bonus
```
**2. Added Spell Power System**
Symmetric system for magical weapons (staves, wands):
```python
# Stats model additions
spell_power_bonus: int = 0 # From magical weapons
@property
def spell_power(self) -> int:
"""Magical damage: int(INT * 0.75) + spell_power_bonus."""
return int(self.intelligence * 0.75) + self.spell_power_bonus
# Item model additions
spell_power: int = 0 # Spell power bonus for magical weapons
def is_magical_weapon(self) -> bool:
"""Check if this is a magical weapon (uses spell_power)."""
return self.is_weapon() and self.spell_power > 0
```
**3. Combatant Weapon Properties**
Added weapon properties to Combatant model for combat-time access:
```python
# Weapon combat properties
weapon_crit_chance: float = 0.05
weapon_crit_multiplier: float = 2.0
weapon_damage_type: Optional[DamageType] = None
# Elemental weapon support
elemental_damage_type: Optional[DamageType] = None
physical_ratio: float = 1.0
elemental_ratio: float = 0.0
```
**4. DamageCalculator Refactored**
Removed `weapon_damage` parameter - now uses `attacker_stats.damage` directly:
```python
# Old signature
def calculate_physical_damage(
attacker_stats: Stats,
defender_stats: Stats,
weapon_damage: int, # Separate parameter
...
)
# New signature
def calculate_physical_damage(
attacker_stats: Stats, # stats.damage includes weapon bonus
defender_stats: Stats,
...
)
# Formula now uses:
base_damage = attacker_stats.damage + ability_base_power # Physical
base_damage = attacker_stats.spell_power + ability_base_power # Magical
```
**5. Combat Service Updates**
- `_create_combatant_from_character()` extracts weapon properties from equipped weapon
- `_create_combatant_from_enemy()` uses `stats.damage_bonus = template.base_damage`
- Removed hardcoded `_get_weapon_damage()` method
- `_execute_attack()` handles elemental weapons with split damage
**Tests Updated:**
- `/api/tests/test_stats.py` - Updated damage formula tests (0.75 scaling)
- `/api/tests/test_character.py` - Updated equipment bonus tests
- `/api/tests/test_damage_calculator.py` - Removed weapon_damage parameter from calls
- `/api/tests/test_combat_service.py` - Added `equipped` attribute to mock fixture
**Test Results:** 140 tests passing for all modified components
**Acceptance Criteria:** ✅ MET
- [x] Damage uses `effective_stats.damage` (includes weapon bonus)
- [x] Spell power uses `effective_stats.spell_power` (includes staff/wand bonus)
- [x] 0.75 scaling factor for both physical and magical damage
- [x] Weapon crit chance/multiplier flows through to combat
- [x] Elemental weapons support split physical/elemental damage
- [x] Enemy combatants use template base_damage correctly
- [x] All existing tests pass with updated formulas
---
### Task 2.7: Combat Loot Integration ✅ COMPLETE
**Status:** Complete
Integrated the ItemGenerator with combat loot drops via a hybrid loot system supporting both static and procedural drops.
**Implementation Summary:**
**1. Extended LootEntry Model** (`app/models/enemy.py`):
```yaml
# New hybrid loot table format
loot_table:
- loot_type: "static"
item_id: "health_potion_small"
drop_chance: 0.5
- loot_type: "procedural"
item_type: "weapon"
rarity_bonus: 0.10
drop_chance: 0.1
```
**2. Created CombatLootService** (`app/services/combat_loot_service.py`):
- Orchestrates loot generation from combat encounters
- Combines StaticItemLoader (consumables) + ItemGenerator (equipment)
- Full rarity formula: `effective_luck = base_luck + (entry_bonus + difficulty_bonus + loot_bonus) * 20`
**3. Created StaticItemLoader** (`app/services/static_item_loader.py`):
- Loads predefined items from `app/data/static_items/` YAML files
- Supports consumables, materials, and quest items
**4. Integrated with CombatService._calculate_rewards()**:
- Builds `LootContext` from encounter (party level, luck, difficulty)
- Calls `CombatLootService.generate_loot_from_enemy()` for each defeated enemy
- Boss enemies get guaranteed equipment drops via `generate_boss_loot()`
**5. Difficulty Rarity Bonuses:**
- EASY: +0% | MEDIUM: +5% | HARD: +15% | BOSS: +30%
**6. Enemy Variants Created** (proof-of-concept):
- `goblin_scout.yaml` (Easy) - static drops only
- `goblin_warrior.yaml` (Medium) - static + 8% procedural weapon
- `goblin_chieftain.yaml` (Hard) - static + 25% weapon, 15% armor
**Files Created:**
- `app/services/combat_loot_service.py`
- `app/services/static_item_loader.py`
- `app/data/static_items/consumables.yaml`
- `app/data/static_items/materials.yaml`
- `app/data/enemies/goblin_scout.yaml`
- `app/data/enemies/goblin_warrior.yaml`
- `app/data/enemies/goblin_chieftain.yaml`
- `tests/test_loot_entry.py` (16 tests)
- `tests/test_static_item_loader.py` (19 tests)
- `tests/test_combat_loot_service.py` (24 tests)
**Checklist:**
- [x] LootType enum and extended LootEntry (backward compatible)
- [x] StaticItemLoader service for consumables/materials
- [x] CombatLootService with full rarity formula
- [x] CombatService integration with `_build_loot_context()`
- [x] Static items YAML files (consumables, materials)
- [x] Goblin variant YAML files (scout, warrior, chieftain)
- [x] Unit tests (59 new tests passing)
---
### Week 3: Combat UI
#### Task 3.1: Create Combat Template (1 day / 8 hours)
**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 (1 day / 8 hours)
**Objective:** Wire combat UI to API via HTMX
**File:** `/public_web/app/views/combat.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 (1 day / 8 hours)
**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 (1 day / 8 hours)
**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
- [ ] Effects apply and tick correctly
- [ ] Items can be used in combat
- [ ] Defend action works
- [ ] Victory awards XP/gold/loot
- [ ] Defeat handling works
- [ ] Combat log readable
- [ ] HP/MP bars update
- [ ] Multiple enemies work
- [ ] 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)
### 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
---
## 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
---
## 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!** 🚀