Files
Code_of_Conquest/api/app/services/base_item_loader.py
Phillip Tarrant a38906b445 feat(api): integrate equipment stats into combat damage system
Equipment-Combat Integration:
- Update Stats damage formula from STR//2 to int(STR*0.75) for better scaling
- Add spell_power system for magical weapons (staves, wands)
- Add spell_power_bonus field to Stats model with spell_power property
- Add spell_power field to Item model with is_magical_weapon() method
- Update Character.get_effective_stats() to populate spell_power_bonus

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

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

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

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

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

Tests: 174 passing
2025-11-26 19:54:58 -06:00

275 lines
8.3 KiB
Python

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