Pre-combat-rewrite: Backup current state before comprehensive combat frontend rewrite

This commit is contained in:
Joan
2026-01-09 11:07:37 +01:00
parent dc438ae4c1
commit 2875e72b20
29 changed files with 1827 additions and 332 deletions

View File

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