Pre-combat-rewrite: Backup current state before comprehensive combat frontend rewrite
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@@ -12,7 +12,7 @@ import logging
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from ..core.security import get_current_user, security, verify_internal_key
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from ..services.models import *
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from ..services.helpers import calculate_distance, calculate_stamina_cost, calculate_player_capacity
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from ..services.helpers import calculate_distance, calculate_stamina_cost, calculate_player_capacity, get_locale_string, create_combat_message
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from .. import database as db
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from ..items import ItemsManager
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from .. import game_logic
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@@ -147,7 +147,7 @@ async def initiate_combat(
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await manager.send_personal_message(current_user['id'], {
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"type": "combat_started",
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"data": {
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"message": f"Combat started with {npc_def.name}!",
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"message": create_combat_message("combat_start", npc_name=npc_def.name),
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"combat": {
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"npc_id": enemy.npc_id,
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"npc_name": npc_def.name,
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@@ -167,7 +167,7 @@ async def initiate_combat(
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message={
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"type": "location_update",
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"data": {
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"message": f"{player['name']} entered combat with {npc_def.name}",
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"message": f"{player['name']} entered combat with {get_locale_string(npc_def.name)}",
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"action": "combat_started",
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"player_id": player['id']
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},
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@@ -178,7 +178,7 @@ async def initiate_combat(
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return {
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"success": True,
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"message": f"Combat started with {npc_def.name}!",
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"message": create_combat_message("combat_start", npc_name=npc_def.name),
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"combat": {
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"npc_id": enemy.npc_id,
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"npc_name": npc_def.name,
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@@ -304,7 +304,7 @@ async def combat_action(
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if new_npc_hp <= 0:
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# NPC defeated
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result_message += f"{npc_def.name} has been defeated!"
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result_message += create_combat_message("victory", npc_name=npc_def.name)
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combat_over = True
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player_won = True
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@@ -435,7 +435,7 @@ async def combat_action(
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# Failed to flee, NPC attacks
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npc_damage = random.randint(npc_def.damage_min, npc_def.damage_max)
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new_player_hp = max(0, player['hp'] - npc_damage)
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result_message = f"Failed to flee! {npc_def.name} attacks for {npc_damage} damage!"
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result_message = create_combat_message("flee_fail", npc_name=npc_def.name, damage=npc_damage)
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if new_player_hp <= 0:
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result_message += "\nYou have been defeated!"
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