Files
Code_of_Conquest/api/app/models/items.py
Phillip Tarrant f3ac0c8647 feat(api): add ItemRarity enum to item system
- Add ItemRarity enum with 5 tiers (common, uncommon, rare, epic, legendary)
- Add rarity field to Item dataclass with COMMON default
- Update Item serialization (to_dict/from_dict) for rarity
- Export ItemRarity from models package
- Add 24 comprehensive unit tests for Item and ItemRarity

Part of Phase 4 Week 2: Inventory & Equipment System (Task 2.1)
2025-11-26 16:14:29 -06:00

245 lines
8.4 KiB
Python

"""
Item system for equipment, consumables, and quest items.
This module defines the Item dataclass representing all types of items in the game,
including weapons, armor, consumables, and quest items.
"""
from dataclasses import dataclass, field, asdict
from typing import Dict, Any, List, Optional
from app.models.enums import ItemType, ItemRarity, DamageType
from app.models.effects import Effect
@dataclass
class Item:
"""
Represents an item in the game (weapon, armor, consumable, or quest item).
Items can provide passive stat bonuses when equipped, have weapon/armor stats,
or provide effects when consumed.
Attributes:
item_id: Unique identifier
name: Display name
item_type: Category (weapon, armor, consumable, quest_item)
rarity: Rarity tier (common, uncommon, rare, epic, legendary)
description: Item lore and information
value: Gold value for buying/selling
is_tradeable: Whether item can be sold on marketplace
stat_bonuses: Passive bonuses to stats when equipped
Example: {"strength": 5, "constitution": 3}
effects_on_use: Effects applied when consumed (consumables only)
Weapon-specific attributes:
damage: Base weapon damage
damage_type: Type of damage (physical, fire, etc.)
crit_chance: Probability of critical hit (0.0 to 1.0)
crit_multiplier: Damage multiplier on critical hit
Armor-specific attributes:
defense: Physical defense bonus
resistance: Magical resistance bonus
Requirements (future):
required_level: Minimum character level to use
required_class: Class restriction (if any)
"""
item_id: str
name: str
item_type: ItemType
rarity: ItemRarity = ItemRarity.COMMON
description: str = ""
value: int = 0
is_tradeable: bool = True
# Passive bonuses (equipment)
stat_bonuses: Dict[str, int] = field(default_factory=dict)
# Active effects (consumables)
effects_on_use: List[Effect] = field(default_factory=list)
# Weapon-specific
damage: int = 0
damage_type: Optional[DamageType] = None
crit_chance: float = 0.05 # 5% default critical hit chance
crit_multiplier: float = 2.0 # 2x damage on critical hit
# Elemental weapon properties (for split damage like Fire Sword)
# These enable weapons to deal both physical AND elemental damage
elemental_damage_type: Optional[DamageType] = None # Secondary damage type (fire, ice, etc.)
physical_ratio: float = 1.0 # Portion of damage that is physical (0.0-1.0)
elemental_ratio: float = 0.0 # Portion of damage that is elemental (0.0-1.0)
# Armor-specific
defense: int = 0
resistance: int = 0
# Requirements (future expansion)
required_level: int = 1
required_class: Optional[str] = None
def is_weapon(self) -> bool:
"""Check if this item is a weapon."""
return self.item_type == ItemType.WEAPON
def is_armor(self) -> bool:
"""Check if this item is armor."""
return self.item_type == ItemType.ARMOR
def is_consumable(self) -> bool:
"""Check if this item is a consumable."""
return self.item_type == ItemType.CONSUMABLE
def is_quest_item(self) -> bool:
"""Check if this item is a quest item."""
return self.item_type == ItemType.QUEST_ITEM
def is_elemental_weapon(self) -> bool:
"""
Check if this weapon deals elemental damage (split damage).
Elemental weapons deal both physical AND elemental damage,
calculated separately against DEF and RES.
Examples:
Fire Sword: 70% physical / 30% fire
Frost Blade: 60% physical / 40% ice
Lightning Spear: 50% physical / 50% lightning
Returns:
True if weapon has elemental damage component
"""
return (
self.is_weapon() and
self.elemental_ratio > 0.0 and
self.elemental_damage_type is not None
)
def can_equip(self, character_level: int, character_class: Optional[str] = None) -> bool:
"""
Check if a character can equip this item.
Args:
character_level: Character's current level
character_class: Character's class (if class restrictions exist)
Returns:
True if item can be equipped, False otherwise
"""
# Check level requirement
if character_level < self.required_level:
return False
# Check class requirement
if self.required_class and character_class != self.required_class:
return False
return True
def get_total_stat_bonus(self, stat_name: str) -> int:
"""
Get the total bonus for a specific stat from this item.
Args:
stat_name: Name of the stat (e.g., "strength", "intelligence")
Returns:
Bonus value for that stat (0 if not present)
"""
return self.stat_bonuses.get(stat_name, 0)
def to_dict(self) -> Dict[str, Any]:
"""
Serialize item to a dictionary.
Returns:
Dictionary containing all item data
"""
data = asdict(self)
data["item_type"] = self.item_type.value
data["rarity"] = self.rarity.value
if self.damage_type:
data["damage_type"] = self.damage_type.value
if self.elemental_damage_type:
data["elemental_damage_type"] = self.elemental_damage_type.value
data["effects_on_use"] = [effect.to_dict() for effect in self.effects_on_use]
return data
@classmethod
def from_dict(cls, data: Dict[str, Any]) -> 'Item':
"""
Deserialize item from a dictionary.
Args:
data: Dictionary containing item data
Returns:
Item instance
"""
# Convert string values back to enums
item_type = ItemType(data["item_type"])
rarity = ItemRarity(data.get("rarity", "common"))
damage_type = DamageType(data["damage_type"]) if data.get("damage_type") else None
elemental_damage_type = (
DamageType(data["elemental_damage_type"])
if data.get("elemental_damage_type")
else None
)
# Deserialize effects
effects = []
if "effects_on_use" in data and data["effects_on_use"]:
effects = [Effect.from_dict(e) for e in data["effects_on_use"]]
return cls(
item_id=data["item_id"],
name=data["name"],
item_type=item_type,
rarity=rarity,
description=data.get("description", ""),
value=data.get("value", 0),
is_tradeable=data.get("is_tradeable", True),
stat_bonuses=data.get("stat_bonuses", {}),
effects_on_use=effects,
damage=data.get("damage", 0),
damage_type=damage_type,
crit_chance=data.get("crit_chance", 0.05),
crit_multiplier=data.get("crit_multiplier", 2.0),
elemental_damage_type=elemental_damage_type,
physical_ratio=data.get("physical_ratio", 1.0),
elemental_ratio=data.get("elemental_ratio", 0.0),
defense=data.get("defense", 0),
resistance=data.get("resistance", 0),
required_level=data.get("required_level", 1),
required_class=data.get("required_class"),
)
def __repr__(self) -> str:
"""String representation of the item."""
if self.is_weapon():
if self.is_elemental_weapon():
return (
f"Item({self.name}, elemental_weapon, dmg={self.damage}, "
f"phys={self.physical_ratio:.0%}/{self.elemental_damage_type.value}={self.elemental_ratio:.0%}, "
f"crit={self.crit_chance*100:.0f}%, value={self.value}g)"
)
return (
f"Item({self.name}, weapon, dmg={self.damage}, "
f"crit={self.crit_chance*100:.0f}%, value={self.value}g)"
)
elif self.is_armor():
return (
f"Item({self.name}, armor, def={self.defense}, "
f"res={self.resistance}, value={self.value}g)"
)
elif self.is_consumable():
return (
f"Item({self.name}, consumable, "
f"effects={len(self.effects_on_use)}, value={self.value}g)"
)
else:
return f"Item({self.name}, quest_item)"