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Code_of_Conquest/public_web/app/views/combat_views.py

575 lines
21 KiB
Python

"""
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))