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Code_of_Conquest/api/app/models/stats.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

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"""
Character statistics data model.
This module defines the Stats dataclass which represents a character's core
attributes and provides computed properties for derived values like HP and MP.
"""
from dataclasses import dataclass, field, asdict
from typing import Dict, Any
@dataclass
class Stats:
"""
Character statistics representing core attributes.
Attributes:
strength: Physical power, affects melee damage
dexterity: Agility and precision, affects initiative and evasion
constitution: Endurance and health, affects HP and defense
intelligence: Magical power, affects spell damage and MP
wisdom: Perception and insight, affects magical resistance
charisma: Social influence, affects NPC interactions
luck: Fortune and fate, affects critical hits, loot, and random outcomes
damage_bonus: Flat damage bonus from equipped weapons (default 0)
spell_power_bonus: Flat spell power bonus from staves/wands (default 0)
defense_bonus: Flat defense bonus from equipped armor (default 0)
resistance_bonus: Flat resistance bonus from equipped armor (default 0)
Computed Properties:
hit_points: Maximum HP = 10 + (constitution × 2)
mana_points: Maximum MP = 10 + (intelligence × 2)
damage: Physical damage = int(strength × 0.75) + damage_bonus
spell_power: Spell power = int(intelligence × 0.75) + spell_power_bonus
defense: Physical defense = (constitution // 2) + defense_bonus
resistance: Magical resistance = (wisdom // 2) + resistance_bonus
"""
strength: int = 10
dexterity: int = 10
constitution: int = 10
intelligence: int = 10
wisdom: int = 10
charisma: int = 10
luck: int = 8
# Equipment bonus fields (populated by get_effective_stats())
damage_bonus: int = 0 # From weapons (physical damage)
spell_power_bonus: int = 0 # From staves/wands (magical damage)
defense_bonus: int = 0 # From armor
resistance_bonus: int = 0 # From armor
@property
def hit_points(self) -> int:
"""
Calculate maximum hit points based on constitution.
Formula: 10 + (constitution × 2)
Returns:
Maximum HP value
"""
return 10 + (self.constitution * 2)
@property
def mana_points(self) -> int:
"""
Calculate maximum mana points based on intelligence.
Formula: 10 + (intelligence × 2)
Returns:
Maximum MP value
"""
return 10 + (self.intelligence * 2)
@property
def damage(self) -> int:
"""
Calculate total physical damage from strength and equipment.
Formula: int(strength * 0.75) + damage_bonus
The damage_bonus comes from equipped weapons and is populated
by Character.get_effective_stats().
Returns:
Total physical damage value
"""
return int(self.strength * 0.75) + self.damage_bonus
@property
def spell_power(self) -> int:
"""
Calculate spell power from intelligence and equipment.
Formula: int(intelligence * 0.75) + spell_power_bonus
The spell_power_bonus comes from equipped staves/wands and is
populated by Character.get_effective_stats().
Returns:
Total spell power value
"""
return int(self.intelligence * 0.75) + self.spell_power_bonus
@property
def defense(self) -> int:
"""
Calculate physical defense from constitution and equipment.
Formula: (constitution // 2) + defense_bonus
The defense_bonus comes from equipped armor and is populated
by Character.get_effective_stats().
Returns:
Physical defense value (damage reduction)
"""
return (self.constitution // 2) + self.defense_bonus
@property
def resistance(self) -> int:
"""
Calculate magical resistance from wisdom and equipment.
Formula: (wisdom // 2) + resistance_bonus
The resistance_bonus comes from equipped armor and is populated
by Character.get_effective_stats().
Returns:
Magical resistance value (spell damage reduction)
"""
return (self.wisdom // 2) + self.resistance_bonus
@property
def crit_bonus(self) -> float:
"""
Calculate critical hit chance bonus from luck.
Formula: luck * 0.5% (0.005)
This bonus is added to the weapon's base crit chance.
The total crit chance is capped at 25% in the DamageCalculator.
Returns:
Crit chance bonus as a decimal (e.g., 0.04 for LUK 8)
Examples:
LUK 8: 0.04 (4% bonus)
LUK 12: 0.06 (6% bonus)
"""
return self.luck * 0.005
@property
def hit_bonus(self) -> float:
"""
Calculate hit chance bonus (miss reduction) from luck.
Formula: luck * 0.5% (0.005)
This reduces the base 10% miss chance. The minimum miss
chance is hard capped at 5% to prevent frustration.
Returns:
Miss reduction as a decimal (e.g., 0.04 for LUK 8)
Examples:
LUK 8: 0.04 (reduces miss from 10% to 6%)
LUK 12: 0.06 (reduces miss from 10% to 4%, capped at 5%)
"""
return self.luck * 0.005
@property
def lucky_roll_chance(self) -> float:
"""
Calculate chance for a "lucky" high damage variance roll.
Formula: 5% + (luck * 0.25%)
When triggered, damage variance uses 100%-110% instead of 95%-105%.
This gives LUK characters more frequent high damage rolls.
Returns:
Lucky roll chance as a decimal
Examples:
LUK 8: 0.07 (7% chance for lucky roll)
LUK 12: 0.08 (8% chance for lucky roll)
"""
return 0.05 + (self.luck * 0.0025)
def to_dict(self) -> Dict[str, Any]:
"""
Serialize stats to a dictionary.
Returns:
Dictionary containing all stat values
"""
return asdict(self)
@classmethod
def from_dict(cls, data: Dict[str, Any]) -> 'Stats':
"""
Deserialize stats from a dictionary.
Args:
data: Dictionary containing stat values
Returns:
Stats instance
"""
return cls(
strength=data.get("strength", 10),
dexterity=data.get("dexterity", 10),
constitution=data.get("constitution", 10),
intelligence=data.get("intelligence", 10),
wisdom=data.get("wisdom", 10),
charisma=data.get("charisma", 10),
luck=data.get("luck", 8),
damage_bonus=data.get("damage_bonus", 0),
spell_power_bonus=data.get("spell_power_bonus", 0),
defense_bonus=data.get("defense_bonus", 0),
resistance_bonus=data.get("resistance_bonus", 0),
)
def copy(self) -> 'Stats':
"""
Create a deep copy of this Stats instance.
Returns:
New Stats instance with same values
"""
return Stats(
strength=self.strength,
dexterity=self.dexterity,
constitution=self.constitution,
intelligence=self.intelligence,
wisdom=self.wisdom,
charisma=self.charisma,
luck=self.luck,
damage_bonus=self.damage_bonus,
spell_power_bonus=self.spell_power_bonus,
defense_bonus=self.defense_bonus,
resistance_bonus=self.resistance_bonus,
)
def __repr__(self) -> str:
"""String representation showing all stats and computed properties."""
return (
f"Stats(STR={self.strength}, DEX={self.dexterity}, "
f"CON={self.constitution}, INT={self.intelligence}, "
f"WIS={self.wisdom}, CHA={self.charisma}, LUK={self.luck}, "
f"HP={self.hit_points}, MP={self.mana_points}, "
f"DMG={self.damage}, SP={self.spell_power}, "
f"DEF={self.defense}, RES={self.resistance}, "
f"CRIT_BONUS={self.crit_bonus:.1%}, HIT_BONUS={self.hit_bonus:.1%})"
)