feat(backend): Integrate Derived Stats into combat, loot, and crafting mechanics

This commit is contained in:
Joan
2026-02-25 10:05:14 +01:00
parent 185781d168
commit fd94387d54
10 changed files with 727 additions and 101 deletions

View File

@@ -250,6 +250,10 @@ async def combat_action(
player = current_user # current_user is already the character dict
npc_def = NPCS.get(combat['npc_id'])
# Get player derived stats
from ..services.stats import calculate_derived_stats
stats = await calculate_derived_stats(player['id'], redis_manager)
messages = []
combat_over = False
@@ -290,7 +294,7 @@ async def combat_action(
elif total_impact < 0:
# HEALING
heal = abs(total_impact)
new_hp = min(player['max_hp'], player['hp'] + heal)
new_hp = min(stats['max_hp'], player['hp'] + heal)
actual_heal = new_hp - player['hp']
if actual_heal > 0:
@@ -307,26 +311,20 @@ async def combat_action(
if req.action == 'attack':
# Calculate player damage
base_damage = 5
strength_bonus = player['strength'] // 2
level_bonus = player['level']
weapon_damage = 0
# Calculate player damage using derived stats
base_damage = stats.get('attack_power', 5)
weapon_effects = {}
weapon_inv_id = None
# Check for equipped weapon
# Check for equipped weapon to apply durability loss and effects
# (Attack power from the weapon is already included in stats['attack_power'])
equipment = await db.get_all_equipment(player['id'])
if equipment.get('weapon') and equipment['weapon']:
weapon_slot = equipment['weapon']
inv_item = await db.get_inventory_item_by_id(weapon_slot['item_id'])
if inv_item:
weapon_def = ITEMS_MANAGER.get_item(inv_item['item_id'])
if weapon_def and weapon_def.stats:
weapon_damage = random.randint(
weapon_def.stats.get('damage_min', 0),
weapon_def.stats.get('damage_max', 0)
)
if weapon_def:
weapon_effects = weapon_def.weapon_effects if hasattr(weapon_def, 'weapon_effects') else {}
weapon_inv_id = weapon_slot['item_id']
@@ -339,7 +337,7 @@ async def combat_action(
attack_failed = True
variance = random.randint(-2, 2)
damage = max(1, base_damage + strength_bonus + level_bonus + weapon_damage + variance)
damage = max(1, base_damage + variance)
if attack_failed:
messages.append(create_combat_message(
@@ -349,12 +347,31 @@ async def combat_action(
))
new_npc_hp = combat['npc_hp']
else:
# Check for critical hit
is_critical = False
crit_chance = stats.get('crit_chance', 0.05)
if random.random() < crit_chance:
is_critical = True
damage = int(damage * stats.get('crit_damage', 1.5))
# Apply NPC defense reduction
npc_defense = getattr(npc_def, 'defense', 0)
actual_damage = max(1, damage - npc_defense)
# Apply damage to NPC
new_npc_hp = max(0, combat['npc_hp'] - damage)
new_npc_hp = max(0, combat['npc_hp'] - actual_damage)
if is_critical:
messages.append(create_combat_message(
"combat_crit",
origin="player"
))
messages.append(create_combat_message(
"player_attack",
origin="player",
damage=damage
damage=actual_damage,
armor_absorbed=npc_defense if npc_defense > 0 else 0
))
# Apply weapon effects
@@ -715,36 +732,278 @@ async def combat_action(
await db.update_player_statistics(player['id'], failed_flees=1, damage_taken=npc_damage, increment=True)
await db.update_combat(player['id'], {'turn': 'player', 'turn_started_at': time.time()})
elif req.action == 'defend':
# Apply "defending" status effect - reduces incoming damage by 50% for 1 turn
await db.add_effect(
player_id=player['id'],
effect_name='defending',
effect_icon='🛡️',
effect_type='buff',
value=50, # 50% damage reduction
ticks_remaining=1,
persist_after_combat=False,
source='action:defend'
)
elif req.action == 'skill':
# ── SKILL ACTION ──
if not req.skill_id:
raise HTTPException(status_code=400, detail="skill_id required for skill action")
messages.append(create_combat_message(
"defend",
origin="player",
message=get_game_message('defend_text', locale, name=player['name'])
))
from ..services.skills import skills_manager
skill = skills_manager.get_skill(req.skill_id)
if not skill:
raise HTTPException(status_code=404, detail="Skill not found")
# NPC's turn after defend
npc_attack_messages, player_defeated = await game_logic.npc_attack(
player['id'],
{'npc_hp': combat['npc_hp'], 'npc_max_hp': combat['npc_max_hp']},
npc_def,
reduce_armor_durability
)
messages.extend(npc_attack_messages)
if player_defeated:
await db.remove_non_persistent_effects(player['id'])
# Check unlocked
stat_val = player.get(skill.stat_requirement, 0)
if stat_val < skill.stat_threshold or player['level'] < skill.level_requirement:
raise HTTPException(status_code=400, detail="Skill not unlocked")
# Check cooldown
active_effects = await db.get_player_effects(player['id'])
cd_source = f"cd:{skill.id}"
for eff in active_effects:
if eff.get('source') == cd_source and eff.get('ticks_remaining', 0) > 0:
raise HTTPException(status_code=400, detail=f"Skill on cooldown ({eff['ticks_remaining']} turns)")
# Check stamina
if player['stamina'] < skill.stamina_cost:
raise HTTPException(status_code=400, detail="Not enough stamina")
# Deduct stamina
new_stamina = player['stamina'] - skill.stamina_cost
await db.update_player_stamina(player['id'], new_stamina)
player['stamina'] = new_stamina
# Add cooldown effect
if skill.cooldown > 0:
await db.add_effect(
player_id=player['id'],
effect_name=f"{skill.id}_cooldown",
effect_icon="",
effect_type="cooldown",
value=0,
ticks_remaining=skill.cooldown,
persist_after_combat=False,
source=cd_source
)
# Get weapon info
equipment = await db.get_all_equipment(player['id'])
weapon_damage = 0
inv_item = None
weapon_inv_id = None
weapon_def = None
if equipment.get('weapon') and equipment['weapon']:
weapon_slot = equipment['weapon']
inv_item = await db.get_inventory_item_by_id(weapon_slot['item_id'])
if inv_item:
weapon_def = ITEMS_MANAGER.get_item(inv_item['item_id'])
if weapon_def and weapon_def.stats:
weapon_damage = random.randint(
weapon_def.stats.get('damage_min', 0),
weapon_def.stats.get('damage_max', 0)
)
weapon_inv_id = inv_item['id']
effects = skill.effects
new_npc_hp = combat['npc_hp']
combat_over = False
player_won = False
# ── Damage skills ──
if 'damage_multiplier' in effects:
base_damage = 5
strength_bonus = int(player['strength'] * 1.5)
level_bonus = player['level']
variance = random.randint(-2, 2)
raw_damage = max(1, base_damage + strength_bonus + level_bonus + weapon_damage + variance)
multiplier = effects['damage_multiplier']
# Execute check
if 'execute_threshold' in effects:
npc_hp_pct = combat['npc_hp'] / combat['npc_max_hp'] if combat['npc_max_hp'] > 0 else 1
if npc_hp_pct <= effects['execute_threshold']:
multiplier = effects.get('execute_multiplier', multiplier)
# Exploit Weakness check
if effects.get('requires_analyzed'):
# Check if NPC has been analyzed this combat
analyzed = combat.get('npc_status_effects', '') or ''
if 'analyzed' not in analyzed:
multiplier = 1.0 # No bonus if not analyzed
damage = max(1, int(raw_damage * multiplier))
# Guaranteed crit
if effects.get('guaranteed_crit'):
damage = int(damage * 1.5)
# Multi-hit
num_hits = effects.get('hits', 1)
total_damage = 0
for hit in range(num_hits):
hit_dmg = damage if hit == 0 else max(1, int(raw_damage * multiplier))
# Armor penetration
npc_defense = getattr(npc_def, 'defense', 0)
if 'armor_penetration' in effects:
npc_defense = int(npc_defense * (1 - effects['armor_penetration']))
actual_hit = max(1, hit_dmg - npc_defense)
total_damage += actual_hit
new_npc_hp = max(0, new_npc_hp - actual_hit)
messages.append(create_combat_message(
"skill_attack",
origin="player",
damage=total_damage,
skill_name=skill.name,
skill_icon=skill.icon,
hits=num_hits
))
# Lifesteal
if 'lifesteal' in effects:
heal_amount = int(total_damage * effects['lifesteal'])
new_hp = min(player['max_hp'], player['hp'] + heal_amount)
if new_hp > player['hp']:
await db.update_player_hp(player['id'], new_hp)
player['hp'] = new_hp
messages.append(create_combat_message(
"skill_heal", origin="player", heal=heal_amount, skill_icon="🩸"
))
# Poison DoT
if 'poison_damage' in effects:
poison_str = f"poison:{effects['poison_damage']}:{effects['poison_duration']}"
existing = combat.get('npc_status_effects', '') or ''
if existing:
existing += '|' + poison_str
else:
existing = poison_str
await db.update_combat(player['id'], {'npc_status_effects': existing})
messages.append(create_combat_message(
"skill_effect", origin="player", message=f"🧪 Poisoned! ({effects['poison_damage']} dmg/turn)"
))
# Stun chance
if 'stun_chance' in effects and random.random() < effects['stun_chance']:
messages.append(create_combat_message(
"skill_effect", origin="player", message="💫 Stunned!"
))
# Weapon durability
if weapon_inv_id and inv_item and inv_item.get('unique_item_id'):
new_durability = await db.decrease_unique_item_durability(inv_item['unique_item_id'], 1)
if new_durability is None:
messages.append(create_combat_message("weapon_broke", origin="player", item_name=weapon_def.name if weapon_def else "weapon"))
await db.unequip_item(player['id'], 'weapon')
# ── Heal skills ──
if 'heal_percent' in effects:
heal_amount = int(player['max_hp'] * effects['heal_percent'])
new_hp = min(player['max_hp'], player['hp'] + heal_amount)
actual = new_hp - player['hp']
if actual > 0:
await db.update_player_hp(player['id'], new_hp)
player['hp'] = new_hp
messages.append(create_combat_message(
"skill_heal", origin="player", heal=actual, skill_name=skill.name, skill_icon=skill.icon
))
# ── Stamina restore skills ──
if 'stamina_restore_percent' in effects:
restore = int(player['max_stamina'] * effects['stamina_restore_percent'])
new_stam = min(player['max_stamina'], player['stamina'] + restore)
actual = new_stam - player['stamina']
if actual > 0:
await db.update_player_stamina(player['id'], new_stam)
player['stamina'] = new_stam
messages.append(create_combat_message(
"skill_effect", origin="player", message=f"⚡ +{actual} Stamina"
))
# ── Buff skills ──
if 'buff' in effects:
buff_name_raw = effects['buff']
duration = effects.get('buff_duration', 2)
value = 0
if 'damage_reduction' in effects:
value = int(effects['damage_reduction'] * 100)
elif 'damage_bonus' in effects:
value = int(effects['damage_bonus'] * 100)
await db.add_effect(
player_id=player['id'],
effect_name=buff_name_raw,
effect_icon=skill.icon,
effect_type='buff',
value=value,
ticks_remaining=duration,
persist_after_combat=False,
source=f'skill:{skill.id}'
)
messages.append(create_combat_message(
"skill_buff", origin="player",
skill_name=skill.name, skill_icon=skill.icon, duration=duration
))
# ── Analyze skill ──
if effects.get('mark_analyzed'):
existing = combat.get('npc_status_effects', '') or ''
if 'analyzed' not in existing:
if existing:
existing += '|analyzed:0:99'
else:
existing = 'analyzed:0:99'
await db.update_combat(player['id'], {'npc_status_effects': existing})
npc_hp_pct = int((combat['npc_hp'] / combat['npc_max_hp']) * 100) if combat['npc_max_hp'] > 0 else 0
intent = combat.get('npc_intent', 'attack')
messages.append(create_combat_message(
"skill_analyze", origin="player",
skill_icon=skill.icon,
npc_name=npc_def.name,
npc_hp_pct=npc_hp_pct,
npc_intent=intent
))
# Check NPC death
if new_npc_hp <= 0:
messages.append(create_combat_message("victory", origin="neutral", npc_name=npc_def.name))
combat_over = True
player_won = True
# Award XP
xp_reward = npc_def.xp_reward
current_xp = player['xp'] + xp_reward
await db.update_player(player['id'], xp=current_xp)
player['xp'] = current_xp
messages.append(create_combat_message("xp_gained", origin="neutral", xp=xp_reward))
await db.update_player_statistics(player['id'], enemies_killed=1, increment=True)
# Level up check
level_result = await game_logic.check_and_apply_level_up(player['id'])
if level_result['leveled_up']:
messages.append(create_combat_message("level_up", origin="neutral", new_level=level_result['new_level']))
# Loot
loot_items = npc_def.loot if hasattr(npc_def, 'loot') else []
generated_loot = []
if loot_items:
for loot in loot_items:
if random.random() < loot.get('chance', 1.0):
qty = random.randint(loot.get('min', 1), loot.get('max', 1))
# Only append message in combat log, actual items are in corpse
messages.append(create_combat_message("loot", origin="neutral", item_id=loot['item_id'], quantity=qty))
generated_loot.append({"item_id": loot['item_id'], "quantity": qty})
# Create corpse
import json
await db.create_npc_corpse(
combat['npc_id'],
combat.get('location_id', player.get('location_id', '')),
json.dumps(generated_loot)
)
await db.remove_non_persistent_effects(player['id'])
messages.extend(npc_attack_messages)
if player_defeated:
await db.remove_non_persistent_effects(player['id'])
combat_over = True
elif req.action == 'use_item':
combat_over = False
@@ -791,9 +1050,10 @@ async def combat_action(
# 1. Apply Status Effects (e.g. Regeneration from Bandage)
if item_def.effects.get('status_effect'):
status_data = item_def.effects['status_effect']
status_name = status_data['name']
await db.add_effect(
player_id=player['id'],
effect_name=status_data['name'],
effect_name=status_name,
effect_icon=status_data.get('icon', ''),
effect_type=status_data.get('type', 'buff'),
damage_per_tick=status_data.get('damage_per_tick', 0),
@@ -813,7 +1073,10 @@ async def combat_action(
# 3. Handle Direct healing (legacy/instant)
if item_def.effects.get('hp_restore') and item_def.effects['hp_restore'] > 0:
hp_restore = item_def.effects['hp_restore']
item_effectiveness = stats.get('item_effectiveness', 1.0)
base_hp_restore = item_def.effects['hp_restore']
hp_restore = int(base_hp_restore * item_effectiveness)
old_hp = player['hp']
new_hp = min(player.get('max_hp', 100), old_hp + hp_restore)
actual_restored = new_hp - old_hp
@@ -821,8 +1084,11 @@ async def combat_action(
await db.update_player_hp(player['id'], new_hp)
effects_applied.append(f"+{actual_restored} HP")
if item_def.effects.get('stamina_restore'):
stamina_restore = item_def.effects['stamina_restore']
if item_def.effects.get('stamina_restore') and item_def.effects['stamina_restore'] > 0:
item_effectiveness = stats.get('item_effectiveness', 1.0)
base_stamina_restore = item_def.effects['stamina_restore']
stamina_restore = int(base_stamina_restore * item_effectiveness)
old_stamina = player['stamina']
new_stamina = min(player.get('max_stamina', 100), old_stamina + stamina_restore)
actual_restored = new_stamina - old_stamina
@@ -1259,6 +1525,12 @@ async def pvp_combat_action(
current_player = attacker if is_attacker else defender
opponent = defender if is_attacker else attacker
# Get derived stats for both players
from ..services.stats import calculate_derived_stats
current_player_stats = await calculate_derived_stats(current_player['id'], redis_manager)
# Opponent stats won't be used for attack calculation but could be used for defense logic
# opponent_stats = await calculate_derived_stats(opponent['id'], redis_manager)
messages = []
combat_over = False
winner_id = None
@@ -1267,24 +1539,18 @@ async def pvp_combat_action(
last_action_text = ""
if req.action == 'attack':
# Calculate damage (similar to PvE)
base_damage = 5
strength_bonus = current_player['strength'] * 2
level_bonus = current_player['level']
# Calculate damage (unified formula with derived stats)
base_damage = current_player_stats.get('attack_power', 5)
# Check for equipped weapon
weapon_damage = 0
# Check for equipped weapon to apply durability loss
# (Attack power from the weapon is already included in stats['attack_power'])
equipment = await db.get_all_equipment(current_player['id'])
if equipment.get('weapon') and equipment['weapon']:
weapon_slot = equipment['weapon']
inv_item = await db.get_inventory_item_by_id(weapon_slot['item_id'])
if inv_item:
weapon_def = ITEMS_MANAGER.get_item(inv_item['item_id'])
if weapon_def and weapon_def.stats:
weapon_damage = random.randint(
weapon_def.stats.get('damage_min', 0),
weapon_def.stats.get('damage_max', 0)
)
if weapon_def:
# Decrease weapon durability
if inv_item.get('unique_item_id'):
new_durability = await db.decrease_unique_item_durability(inv_item['unique_item_id'], 1)
@@ -1297,17 +1563,31 @@ async def pvp_combat_action(
await db.unequip_item(current_player['id'], 'weapon')
variance = random.randint(-2, 2)
damage = max(1, base_damage + strength_bonus + level_bonus + weapon_damage + variance)
damage = max(1, base_damage + variance)
# Check for critical hit
is_critical = False
crit_chance = current_player_stats.get('crit_chance', 0.05)
if random.random() < crit_chance:
is_critical = True
damage = int(damage * current_player_stats.get('crit_damage', 1.5))
# Apply armor reduction and durability loss to opponent
armor_absorbed, broken_armor = await reduce_armor_durability(opponent['id'], damage)
actual_damage = max(1, damage - armor_absorbed)
if is_critical:
messages.append(create_combat_message(
"combat_crit",
origin="player"
))
last_action_text += f"\nCritical Hit! "
# Structure the attack message
messages.append(create_combat_message(
"player_attack",
origin="player",
damage=damage,
damage=actual_damage,
armor_absorbed=armor_absorbed
))

View File

@@ -179,6 +179,11 @@ async def craft_item(request: CraftItemRequest, current_user: dict = Depends(get
if not player:
raise HTTPException(status_code=404, detail="Player not found")
# Get derived stats for crafting bonus
from ..services.stats import calculate_derived_stats
stats = await calculate_derived_stats(player['id'], redis_manager)
crafting_bonus = stats.get('crafting_bonus', 0.0)
location_id = player['location_id']
location = LOCATIONS.get(location_id)
@@ -287,11 +292,13 @@ async def craft_item(request: CraftItemRequest, current_user: dict = Depends(get
if hasattr(item_def, 'durability') and item_def.durability:
# This is a unique item - generate random stats
base_durability = item_def.durability
# Random durability: 90-110% of base
random_durability = int(base_durability * random.uniform(0.9, 1.1))
# Generate tier based on durability roll
durability_percent = (random_durability / base_durability)
# Random durability: 90-110% of base, plus crafting_bonus (e.g. +0.05 from Intellect)
base_roll = random.uniform(0.9, 1.1)
durability_percent = base_roll + crafting_bonus
random_durability = int(base_durability * durability_percent)
# Generate tier based on the final durability percentage
if durability_percent >= 1.08:
tier = 5 # Gold
elif durability_percent >= 1.04:
@@ -308,8 +315,9 @@ async def craft_item(request: CraftItemRequest, current_user: dict = Depends(get
if hasattr(item_def, 'stats') and item_def.stats:
for stat_key, stat_value in item_def.stats.items():
if isinstance(stat_value, (int, float)):
# Random stat: 90-110% of base
random_stats[stat_key] = int(stat_value * random.uniform(0.9, 1.1))
# Random stat: same multiplier logic applied to base stats
stat_percent = random.uniform(0.9, 1.1) + crafting_bonus
random_stats[stat_key] = int(stat_value * stat_percent)
else:
random_stats[stat_key] = stat_value

View File

@@ -24,13 +24,15 @@ logger = logging.getLogger(__name__)
LOCATIONS = None
ITEMS_MANAGER = None
WORLD = None
redis_manager = None
def init_router_dependencies(locations, items_manager, world):
def init_router_dependencies(locations, items_manager, world, redis_mgr=None):
"""Initialize router with game data dependencies"""
global LOCATIONS, ITEMS_MANAGER, WORLD
global LOCATIONS, ITEMS_MANAGER, WORLD, redis_manager
LOCATIONS = locations
ITEMS_MANAGER = items_manager
WORLD = world
redis_manager = redis_mgr
router = APIRouter(tags=["equipment"])
@@ -62,6 +64,25 @@ async def equip_item(
if not item_def.equippable or not item_def.slot:
raise HTTPException(status_code=400, detail="This item cannot be equipped")
# Check equipment requirements (level + stat gates)
if item_def.equip_requirements:
player = await db.get_player_by_id(player_id) if 'level' not in current_user else current_user
req_level = item_def.equip_requirements.get('level', 0)
if player.get('level', 1) < req_level:
raise HTTPException(
status_code=400,
detail=get_game_message('equip_level_required', locale, level=req_level)
)
for stat_name in ['strength', 'agility', 'endurance', 'intellect']:
req_value = item_def.equip_requirements.get(stat_name, 0)
if req_value > 0 and player.get(stat_name, 0) < req_value:
raise HTTPException(
status_code=400,
detail=get_game_message('equip_stat_required', locale, stat=stat_name.capitalize(), value=req_value)
)
# Check if slot is valid
valid_slots = ['head', 'torso', 'legs', 'feet', 'weapon', 'offhand', 'backpack']
if item_def.slot not in valid_slots:
@@ -113,6 +134,10 @@ async def equip_item(
else:
message = get_game_message('equipped', locale, item=get_locale_string(item_def.name, locale))
# Invalidate cached derived stats (equipment changed)
from ..services.stats import invalidate_stats_cache
await invalidate_stats_cache(player_id, redis_manager)
return {
"success": True,
"message": message,
@@ -192,6 +217,10 @@ async def unequip_item(
await db.drop_item(player_id, inv_item['item_id'], 1, current_user['location_id'])
await db.remove_from_inventory(player_id, inv_item['item_id'], 1)
# Invalidate cached derived stats
from ..services.stats import invalidate_stats_cache
await invalidate_stats_cache(player_id, redis_manager)
return {
"success": True,
"message": get_game_message('unequip_dropped', locale, item=get_locale_string(item_def.name, locale)),
@@ -202,6 +231,10 @@ async def unequip_item(
await db.unequip_item(player_id, unequip_req.slot)
await db.update_inventory_item(equipped['item_id'], is_equipped=False)
# Invalidate cached derived stats
from ..services.stats import invalidate_stats_cache
await invalidate_stats_cache(player_id, redis_manager)
return {
"success": True,
"message": get_game_message('unequipped', locale, item=get_locale_string(item_def.name, locale)),

View File

@@ -17,6 +17,7 @@ from .. import database as db
from ..items import ItemsManager
from .. import game_logic
from ..core.websockets import manager
from ..services.stats import STAT_CAP, invalidate_stats_cache
logger = logging.getLogger(__name__)
@@ -457,19 +458,28 @@ async def spend_stat_point(
if stat not in valid_stats:
raise HTTPException(status_code=400, detail=f"Invalid stat. Must be one of: {', '.join(valid_stats)}")
# Check stat cap
if player[stat] >= STAT_CAP:
raise HTTPException(status_code=400, detail=f"{stat.capitalize()} is already at maximum ({STAT_CAP})")
# Update the stat and decrease unspent points
update_data = {
stat: player[stat] + 1,
'unspent_points': player['unspent_points'] - 1
}
# Endurance increases max HP
# Endurance increases max HP and max stamina
if stat == 'endurance':
update_data['max_hp'] = player['max_hp'] + 5
update_data['hp'] = min(player['hp'] + 5, update_data['max_hp']) # Also heal by 5
update_data['max_stamina'] = player['max_stamina'] + 2
update_data['stamina'] = min(player['stamina'] + 2, update_data['max_stamina']) # Also restore by 2
await db.update_character(current_user['id'], **update_data)
# Invalidate cached derived stats
await invalidate_stats_cache(current_user['id'], redis_manager)
return {
"success": True,
"message": f"Increased {stat} by 1!",
@@ -1550,4 +1560,139 @@ async def drop_item(
return {
"success": True,
"message": get_game_message('dropped_item_success', locale, emoji=item_def.emoji, name=get_locale_string(item_def.name, locale), qty=quantity)
}
}
@router.get("/api/game/character-sheet")
async def get_character_sheet(current_user: dict = Depends(get_current_user)):
"""Get the full character sheet with base stats, derived stats, skills, and perks."""
from ..services.stats import calculate_derived_stats
from ..services.skills import skills_manager, perks_manager, get_total_perk_points
player = current_user
character_id = player['id']
# Get derived stats
derived = await calculate_derived_stats(character_id, redis_manager)
# Get available skills
available_skills = skills_manager.get_available_skills(player)
# Get owned perks
owned_perks_rows = await db.get_character_perks(character_id)
owned_perk_ids = [row['perk_id'] for row in owned_perks_rows]
# Get all perks with availability
all_perks = perks_manager.get_available_perks(player, owned_perk_ids)
# Calculate perk points
total_perk_points = get_total_perk_points(player['level'])
used_perk_points = len(owned_perk_ids)
available_perk_points = total_perk_points - used_perk_points
return {
"base_stats": {
"strength": player['strength'],
"agility": player['agility'],
"endurance": player['endurance'],
"intellect": player['intellect'],
"unspent_points": player['unspent_points'],
"stat_cap": STAT_CAP,
},
"derived_stats": derived,
"skills": available_skills,
"perks": {
"available_points": available_perk_points,
"total_points": total_perk_points,
"used_points": used_perk_points,
"all_perks": all_perks,
},
"character": {
"name": player['name'],
"level": player['level'],
"xp": player['xp'],
"hp": player['hp'],
"max_hp": player['max_hp'],
"stamina": player['stamina'],
"max_stamina": player['max_stamina'],
"avatar_data": player.get('avatar_data'),
}
}
@router.post("/api/game/select_perk")
async def select_perk(
perk_id: str,
current_user: dict = Depends(get_current_user)
):
"""Select a perk for the character."""
from ..services.skills import perks_manager, get_total_perk_points
player = current_user
character_id = player['id']
# Check perk exists
perk = perks_manager.get_perk(perk_id)
if not perk:
raise HTTPException(status_code=404, detail="Perk not found")
# Check perk points available
owned_perks = await db.get_character_perks(character_id)
owned_perk_ids = [row['perk_id'] for row in owned_perks]
total_points = get_total_perk_points(player['level'])
used_points = len(owned_perk_ids)
if used_points >= total_points:
raise HTTPException(status_code=400, detail="No perk points available")
# Check if already owned
if perk_id in owned_perk_ids:
raise HTTPException(status_code=400, detail="Perk already selected")
# Check requirements
if not perks_manager.check_requirements(perk, player):
raise HTTPException(status_code=400, detail="Requirements not met for this perk")
# Add perk
success = await db.add_character_perk(character_id, perk_id)
if not success:
raise HTTPException(status_code=400, detail="Failed to select perk")
# Invalidate stats cache (perks affect derived stats)
await invalidate_stats_cache(character_id, redis_manager)
return {
"success": True,
"message": f"Perk '{perk_id}' selected!",
"perk": {
"id": perk.id,
"name": perk.name,
"description": perk.description,
"icon": perk.icon,
}
}
@router.get("/api/game/available-skills")
async def get_available_skills(current_user: dict = Depends(get_current_user)):
"""Get available skills for the combat UI abilities dropdown."""
from ..services.skills import skills_manager
from .. import database as db
player = current_user
all_skills = skills_manager.get_available_skills(player)
# Check cooldowns
effects = await db.get_player_effects(player['id'])
cooldowns = {eff['source']: eff['ticks_remaining'] for eff in effects if eff.get('effect_type') == 'cooldown'}
# Only return unlocked skills for the combat dropdown
unlocked = []
for s in all_skills:
if s['unlocked']:
cd_source = f"cd:{s['id']}"
s['current_cooldown'] = cooldowns.get(cd_source, 0)
unlocked.append(s)
return {"skills": unlocked}

View File

@@ -195,9 +195,13 @@ async def loot_corpse(
# Parse corpse ID
corpse_type, corpse_db_id = req.corpse_id.split('_', 1)
corpse_db_id = int(corpse_db_id)
player = current_user # current_user is already the character dict
# Get player derived stats for loot quality
from ..services.stats import calculate_derived_stats
stats = await calculate_derived_stats(player['id'], redis_manager)
loot_quality = stats.get('loot_quality', 1.0)
# Get player's current capacity
inventory = await db.get_inventory(player['id'])
current_weight, max_weight, current_volume, max_volume = await calculate_player_capacity(inventory, ITEMS_MANAGER)
@@ -246,7 +250,6 @@ async def loot_corpse(
success, error_msg, tools_consumed = await consume_tool_durability(player['id'], tool_req, inventory)
if not success:
raise HTTPException(status_code=400, detail=error_msg)
# Determine quantity
quantity = random.randint(loot_item['quantity_min'], loot_item['quantity_max'])
@@ -254,6 +257,13 @@ async def loot_corpse(
# Check if item fits in inventory
item_def = ITEMS_MANAGER.get_item(loot_item['item_id'])
if item_def:
# Apply loot quality bonus for resources and consumables
if getattr(item_def, 'category', item_def.type) in ['resource', 'consumable'] and loot_quality > 1.0:
# e.g., loot_quality 1.15 = 15% chance for +1 extra
bonus_chance = loot_quality - 1.0
if random.random() < bonus_chance:
quantity += 1
item_weight = item_def.weight * quantity
item_volume = item_def.volume * quantity
@@ -305,11 +315,16 @@ async def loot_corpse(
if can_loot:
# Can loot this item
quantity = random.randint(loot_item['quantity_min'], loot_item['quantity_max'])
if quantity > 0:
# Check if item fits in inventory
item_def = ITEMS_MANAGER.get_item(loot_item['item_id'])
if item_def:
# Apply loot quality bonus for resources and consumables
if getattr(item_def, 'category', item_def.type) in ['resource', 'consumable'] and loot_quality > 1.0:
bonus_chance = loot_quality - 1.0
if random.random() < bonus_chance:
quantity += 1
item_weight = item_def.weight * quantity
item_volume = item_def.volume * quantity