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Extend game to multiplayer with AWS deployment #3

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merged 2 commits into from
Dec 14, 2024

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mericozkayagan
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@mericozkayagan mericozkayagan commented Dec 11, 2024

Extend the combat system to handle multiple players and enemies with a turn-based queue.

  • Modify main.py to handle multiple players, synchronize turns, manage player sessions, and implement save/load game state functionality.
  • Update src/services/combat.py to handle actions from multiple players, maintain player and enemy queues, and allow players to choose their attack targets.
  • Ensure src/display/combat/combat_view.py updates and displays the combat status for all players and enemies.
  • Modify src/models/character.py to handle actions from multiple players, manage player sessions, and add serialization/deserialization methods for Player and Enemy classes.

For more details, open the Copilot Workspace session.

Summary by CodeRabbit

Release Notes

  • New Features

    • Added multiplayer support with turn-based combat and real-time communication.
    • Enhanced installation instructions to include PostgreSQL setup.
    • Introduced player authentication and game state management.
    • Expanded combat display with detailed status updates and logs.
  • Bug Fixes

    • Improved error handling during character creation and combat actions.
  • Documentation

    • Updated README with new sections on multiplayer support and server deployment.
  • Chores

    • Added configuration for Dependabot to automate dependency updates.
    • Introduced Alembic configuration for database migrations.
  • Tests

    • Added new dependencies for testing and code quality.

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coderabbitai bot commented Dec 11, 2024

Caution

Review failed

The pull request is closed.

Walkthrough

The pull request introduces significant enhancements to the Terminal Quest game, focusing on multiplayer functionality, database integration, and improved game state management. The changes include adding player authentication, WebSocket communication, PostgreSQL database support, and expanded combat mechanics. New services for session management and game state persistence have been implemented, along with comprehensive configuration updates for deployment, dependency management, and migration support.

Changes

File Change Summary
README.md Added multiplayer support details, updated installation instructions, included server deployment guide
main.py Integrated new session and game state management services, enhanced authentication process
src/config/settings.py Added new configuration settings for AI generation, game balance, database, and authentication
src/display/combat/combat_view.py Expanded combat display methods to support multiple players and detailed combat interactions
src/models/character.py Enhanced character classes with serialization, effect management, and set bonus tracking
terraform/server/main.tf Added AWS EC2 instance deployment configuration
.github/dependabot.yml Introduced automated dependency update configuration
docker-compose.yml Added PostgreSQL database service configuration
migrations/ Added Alembic migration support for database schema management

Sequence Diagram

sequenceDiagram
    participant Client
    participant SessionService
    participant AuthService
    participant GameStateService
    participant Database

    Client->>SessionService: Request Login
    SessionService->>AuthService: Authenticate Player
    AuthService-->>SessionService: Authentication Result
    SessionService->>GameStateService: Load Game State
    GameStateService->>Database: Retrieve Player Data
    Database-->>GameStateService: Return Game State
    GameStateService-->>SessionService: Game State Loaded
    SessionService-->>Client: Start Game
Loading

Poem

🐰 A Rabbit's Ode to Terminal Quest's New Dawn 🎮

Multiplayer magic, database delight,
Sessions dancing in the coding light,
WebSockets spinning their digital thread,
Where players quest and adventures spread!

Hop hop hooray! 🚀

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📥 Commits

Reviewing files that changed from the base of the PR and between 0623a70 and 1d87abc.

📒 Files selected for processing (5)
  • README.md (2 hunks)
  • main.py (3 hunks)
  • src/models/character.py (4 hunks)
  • src/services/combat.py (1 hunks)
  • src/services/shop.py (4 hunks)

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Actionable comments posted: 13

🧹 Outside diff range and nitpick comments (9)
src/services/session_management.py (1)

54-62: Implement proper user authentication

The authenticate_player method currently uses placeholder logic with hardcoded credentials. This is insecure and should be replaced with a proper authentication mechanism, such as verifying credentials against a user database.

Would you like assistance in implementing secure user authentication? I can help integrate authentication against a user database or service.

main.py (1)

96-97: Include exception details in the error logging

The variable e is assigned but not used. Including exception details in the log can aid in debugging without exposing sensitive information to the user.

Apply this diff to log the exception:

 except Exception as e:
-    MessageView.show_error("An unexpected error occurred during character creation")
+    MessageView.show_error("An unexpected error occurred during character creation")
+    logger.error(f"Unexpected error during character creation: {str(e)}", exc_info=True)
     return

This way, the exception details are logged for debugging purposes while keeping error messages user-friendly.

🧰 Tools
🪛 Ruff (0.8.2)

96-96: Local variable e is assigned to but never used

Remove assignment to unused variable e

(F841)

src/services/shop.py (2)

324-345: Add Error Handling for Database Operations in 'save_shop_state'

The save_shop_state method lacks error handling for database operations. If an exception occurs during the database transaction, it may crash the application. Consider adding try-except blocks to handle exceptions gracefully.

Apply this diff to add error handling:

 def save_shop_state(self, player_id: str) -> None:
     """Save the current shop state to the database"""
     shop_state = {
         "shop_type": self.shop_type.value,
         "current_event": self.current_event.name if self.current_event else None,
         "inventory": [
             {"item": item.item.serialize(), "quantity": item.quantity}
             for item in self.inventory
         ],
     }
     shop_state_json = json.dumps(shop_state)
+    try:
         self.cursor.execute(
             """
             INSERT INTO shop_states (player_id, shop_state)
             VALUES (%s, %s)
             ON CONFLICT (player_id) DO UPDATE
             SET shop_state = EXCLUDED.shop_state
             """,
             (player_id, shop_state_json),
         )
         self.connection.commit()
+    except psycopg2.Error as e:
+        self.connection.rollback()
+        MessageView.show_error(f"Failed to save shop state: {str(e)}")
🧰 Tools
🪛 Ruff (0.8.2)

335-335: Undefined name json

(F821)


347-373: Add Error Handling for Database Operations in 'load_shop_state'

Similar to save_shop_state, the load_shop_state method should handle potential exceptions during database operations to prevent application crashes and provide informative error messages.

Apply this diff to add error handling:

 def load_shop_state(self, player_id: str) -> None:
     """Load the shop state from the database"""
+    try:
         self.cursor.execute(
             """
             SELECT shop_state FROM shop_states
             WHERE player_id = %s
             """,
             (player_id,),
         )
         result = self.cursor.fetchone()
         if result:
             shop_state_json = result[0]
             shop_state = json.loads(shop_state_json)
             self.shop_type = ShopType(shop_state["shop_type"])
             self.current_event = (
                 ShopEvent(shop_state["current_event"], 1.0)
                 if shop_state["current_event"]
                 else None
             )
             self.inventory = [
                 ShopItem(
                     item=Item.deserialize(item_data["item"]),
                     quantity=item_data["quantity"],
                 )
                 for item_data in shop_state["inventory"]
             ]
+    except psycopg2.Error as e:
+        MessageView.show_error(f"Failed to load shop state: {str(e)}")
🧰 Tools
🪛 Ruff (0.8.2)

359-359: Undefined name json

(F821)

src/services/character_creation.py (1)

150-156: Add Error Handling for Authentication Failures

The authenticate_player method does not handle cases where authentication might fail (e.g., incorrect credentials or connection issues). Consider adding error handling to manage exceptions and provide user feedback.

Apply this diff to add error handling:

 @staticmethod
 def authenticate_player() -> Optional[Player]:
     """Authenticate player during character creation"""
     session_service = SessionManagementService()
     session_service.show_login_screen()
-    player = session_service.authenticate_player()
+    try:
+        player = session_service.authenticate_player()
+    except AuthenticationError as e:
+        MessageView.show_error(f"Authentication failed: {str(e)}")
+        return None
     return player

Ensure that AuthenticationError is the appropriate exception and that it's imported if necessary.

README.md (1)

56-61: Enhance multiplayer documentation with implementation details

While the section provides a good overview, consider adding more specific details about:

  • Maximum number of players supported per game
  • How the turn-based queue system works (order, timeouts, etc.)
  • Network requirements (bandwidth, latency considerations)
  • Authentication methods and session management details
src/display/combat/combat_view.py (3)

18-18: Add docstring to clarify the method's new multiplayer behavior

The method signature has been updated but the docstring doesn't reflect the multiplayer changes.

-    def show_combat_status(players: List[Player], enemies: List[Enemy], combat_log: List[str]):
-        """Display combat status with improved visual flow"""
+    def show_combat_status(players: List[Player], enemies: List[Enemy], combat_log: List[str]):
+        """Display combat status for multiplayer battles.
+        
+        Args:
+            players: List of Player instances in the battle
+            enemies: List of Enemy instances in the battle
+            combat_log: List of recent combat messages
+        """

24-43: Improve enemy display for multiplayer battles

The enemy display section could be enhanced to better support multiple enemies.

         print(f"\n{dec['SECTION']['START']}Enemies{dec['SECTION']['END']}")
         for enemy in enemies:
-            print(f"  {sym['SKULL']} {enemy.name}\n")
+            # Add enemy index for targeting
+            enemy_index = enemies.index(enemy) + 1
+            print(f"  {sym['SKULL']} [{enemy_index}] {enemy.name}\n")

             # Show enemy art if available
             if hasattr(enemy, "art") and enemy.art:
                 print(enemy.art)
             else:
                 # Display default art or placeholder
                 print("     ╔════════╗")
                 print("     ║  (??)  ║")
                 print("     ║  (||)  ║")
                 print("     ╚════════╝")

             # Enemy health bar
             health_percent = enemy.health / enemy.max_health
             health_bar = "█" * int(health_percent * 20)
             health_bar = health_bar.ljust(20, "░")
             print(f"\n  {sym['HEALTH']} Health: {enemy.health}/{enemy.max_health}")
             print(f"  [{health_bar}]")
+            
+            # Enemy status effects
+            if enemy.status_effects:
+                print(f"  {sym['EFFECT']} Effects:", end=" ")
+                print(", ".join(effect.name for effect in enemy.status_effects))

Line range hint 93-183: Update remaining methods for multiplayer support

Several methods still use single player/enemy parameters and need to be updated for multiplayer:

  1. show_battle_result: Should handle multiple players and enemies
  2. show_level_up: Should support multiple players leveling up simultaneously
  3. show_retreat_attempt: Should handle group retreat scenarios

Example update for show_battle_result:

     @staticmethod
-    def show_battle_result(player: Player, enemy: Enemy, rewards: dict):
+    def show_battle_result(players: List[Player], enemies: List[Enemy], rewards: Dict[str, Dict]):
         """Display battle results with a simple dark RPG theme"""
         print(f"\n{dec['TITLE']['PREFIX']}Battle Results{dec['TITLE']['SUFFIX']}")
         print(f"{dec['SEPARATOR']}")
 
-        print("\n  The enemy is defeated.")
-        print(f"  {sym['SKULL']} {enemy.name} has fallen.")
+        print("\n  The enemies are defeated.")
+        for enemy in enemies:
+            print(f"  {sym['SKULL']} {enemy.name} has fallen.")
 
-        print(f"\n{dec['SECTION']['START']}Rewards{dec['SECTION']['END']}")
-        print(f"  {sym['EXP']} Experience: +{rewards.get('exp', 0)}")
-        print(f"  {sym['GOLD']} Gold: +{rewards.get('gold', 0)}")
+        for player in players:
+            player_rewards = rewards.get(player.name, {})
+            print(f"\n{dec['SECTION']['START']}Rewards for {player.name}{dec['SECTION']['END']}")
+            print(f"  {sym['EXP']} Experience: +{player_rewards.get('exp', 0)}")
+            print(f"  {sym['GOLD']} Gold: +{player_rewards.get('gold', 0)}")
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between d5d7922 and bf48029.

📒 Files selected for processing (10)
  • README.md (3 hunks)
  • main.py (3 hunks)
  • src/config/settings.py (1 hunks)
  • src/display/combat/combat_view.py (2 hunks)
  • src/models/character.py (3 hunks)
  • src/services/character_creation.py (2 hunks)
  • src/services/combat.py (1 hunks)
  • src/services/game_state.py (1 hunks)
  • src/services/session_management.py (1 hunks)
  • src/services/shop.py (3 hunks)
🧰 Additional context used
🪛 Ruff (0.8.2)
main.py

96-96: Local variable e is assigned to but never used

Remove assignment to unused variable e

(F841)

src/models/character.py

325-325: Undefined name Skill

(F821)


340-340: Undefined name Skill

(F821)

src/services/shop.py

335-335: Undefined name json

(F821)


359-359: Undefined name json

(F821)

src/services/game_state.py

51-51: Undefined name Shop

(F821)

🔇 Additional comments (1)
src/models/character.py (1)

316-342: Missing Import for 'Skill' Class

The deserialize method uses Skill.deserialize(), but Skill is not imported. This will result in a NameError.

🧰 Tools
🪛 Ruff (0.8.2)

325-325: Undefined name Skill

(F821)


340-340: Undefined name Skill

(F821)

Comment on lines 36 to 39
session_data = cursor.fetchone()
cursor.close()
if session_data:
player_data = jwt.decode(session_data[0], self.jwt_secret_key, algorithms=[self.jwt_algorithm])
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⚠️ Potential issue

Critical issue: Incorrect use of JWT decoding on serialized player data

In the get_session method, player_data retrieved from the database is being decoded using jwt.decode, but player_data was stored as a serialized JSON string, not as a JWT token. This will cause a decoding error.

Apply this diff to fix the issue:

+import json

 def get_session(self, session_id: str) -> Optional[Player]:
     cursor = self.conn.cursor()
     cursor.execute("SELECT player_data FROM sessions WHERE session_id = %s", (session_id,))
     session_data = cursor.fetchone()
     cursor.close()
     if session_data:
-        player_data = jwt.decode(session_data[0], self.jwt_secret_key, algorithms=[self.jwt_algorithm])
+        player_data = json.loads(session_data[0])
         return Player.deserialize(player_data)
     return None

Committable suggestion skipped: line range outside the PR's diff.

game_state = json.loads(game_state_json)
return {
"player": Player.deserialize(game_state["player"]),
"shop": Shop.deserialize(game_state["shop"]),
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⚠️ Potential issue

Critical issue: Undefined name Shop

The Shop class is used in the load_game_state method but is not imported, leading to a NameError.

Apply this diff to fix the issue:

+from src.services.shop import Shop

 class GameStateService:
     def __init__(self):
         # existing code

     def load_game_state(self, player: Player) -> Dict[str, Any]:
         # existing code
             return {
                 "player": Player.deserialize(game_state["player"]),
                 "shop": Shop.deserialize(game_state["shop"]),
             }

Ensure that Shop is imported from the correct module where it is defined.

Committable suggestion skipped: line range outside the PR's diff.

🧰 Tools
🪛 Ruff (0.8.2)

51-51: Undefined name Shop

(F821)

src/services/combat.py Outdated Show resolved Hide resolved
Comment on lines 239 to 270
boss_result = boss_service.handle_boss_turn(enemy, random.choice(player_queue))
combat_log.insert(
0,
f"{sym['SKILL']} {enemy.name} uses {boss_result.skill_used} for {boss_result.damage} damage!",
)
player.health -= boss_result.damage
target = random.choice(player_queue)
target.health -= boss_result.damage
for effect in boss_result.status_effects:
effect.apply(player)
effect.apply(target)
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⚠️ Potential issue

Critical issue: Inconsistent target selection in Boss attack

In the enemy's turn for a Boss, the target is selected twice randomly, which may result in applying damage and effects to different players than intended. The target should be selected once and used consistently.

Apply this diff to fix the issue:

             if isinstance(enemy, Boss):
-                boss_result = boss_service.handle_boss_turn(enemy, random.choice(player_queue))
+                target = random.choice(player_queue)
+                boss_result = boss_service.handle_boss_turn(enemy, target)
                 combat_log.insert(
                     0,
-                    f"{sym['SKILL']} {enemy.name} uses {boss_result.skill_used} for {boss_result.damage} damage!",
+                    f"{sym['SKILL']} {enemy.name} uses {boss_result.skill_used} on {target.name} for {boss_result.damage} damage!",
                 )
-                target = random.choice(player_queue)
                 target.health -= boss_result.damage
                 for effect in boss_result.status_effects:
                     effect.apply(target)
                     combat_log.insert(0, f"{sym['EFFECT']} {effect.description}")
                 enemy.update_cooldowns()

This ensures that the same target is used throughout the Boss's attack cycle.

📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
boss_result = boss_service.handle_boss_turn(enemy, random.choice(player_queue))
combat_log.insert(
0,
f"{sym['SKILL']} {enemy.name} uses {boss_result.skill_used} for {boss_result.damage} damage!",
)
player.health -= boss_result.damage
target = random.choice(player_queue)
target.health -= boss_result.damage
for effect in boss_result.status_effects:
effect.apply(player)
effect.apply(target)
target = random.choice(player_queue)
boss_result = boss_service.handle_boss_turn(enemy, target)
combat_log.insert(
0,
f"{sym['SKILL']} {enemy.name} uses {boss_result.skill_used} on {target.name} for {boss_result.damage} damage!",
)
target.health -= boss_result.damage
for effect in boss_result.status_effects:
effect.apply(target)
combat_log.insert(0, f"{sym['EFFECT']} {effect.description}")
enemy.update_cooldowns()

Comment on lines 206 to 225
escape_chance = 0.7 - (sum(enemy.level for enemy in enemy_queue) / len(enemy_queue) * 0.05)
if random.random() < escape_chance:
combat_view.show_retreat_attempt(success=True)
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💡 Codebase verification

Escape chance can become negative, which needs to be addressed

The code shows that escape chance can indeed become negative for high-level enemies. For example:

  • With level 15 enemies: 0.7 - (15 * 0.05) = 0.7 - 0.75 = -0.05
  • With level 20 enemies: 0.7 - (20 * 0.05) = 0.7 - 1.0 = -0.3

This makes retreat impossible in these cases since random.random() returns values between 0.0 and 1.0, and a negative escape chance can never be greater than the random value.

Suggested fixes:

  • Add a minimum bound: escape_chance = max(0.1, 0.7 - (sum(enemy.level for enemy in enemy_queue) / len(enemy_queue) * 0.05))
  • Or adjust the formula to ensure it stays positive: escape_chance = 0.7 / (1 + (sum(enemy.level for enemy in enemy_queue) / len(enemy_queue) * 0.05))
🔗 Analysis chain

Verify that escape chance doesn't become negative

The calculation for escape_chance may result in negative values if enemy levels are high, making escape impossible. Please verify that this is intended behavior.

Run the following script to check if escape_chance remains within valid bounds:

Ensure that the escape chance remains within a reasonable range.


Let's also check for any test files or documentation that might provide insights into the intended behavior:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check escape chances for varying enemy levels.

# Test: Calculate escape chance for enemy levels ranging from 1 to 20.
python -c '
for level in range(1, 21):
    enemy_levels = [level] * 3  # Example with 3 enemies of the same level
    escape_chance = 0.7 - (sum(enemy_levels) / len(enemy_levels) * 0.05)
    print(f"Enemy Level: {level}, Escape Chance: {escape_chance}")
'

Length of output: 354


Script:

#!/bin/bash
# Let's examine the combat logic around escape chance calculation
rg -A 5 -B 5 "escape_chance" --no-heading

Length of output: 904


Script:

#!/bin/bash
# Search for test files related to combat and escape mechanics
fd "test.*combat.*" --type f

# Search for documentation files that might mention escape mechanics
fd "README|DOCS|docs" --type f

Length of output: 73


Script:

#!/bin/bash
# Look for any configuration files that might define game balance parameters
rg -l "escape|chance|combat" --type yaml --type json

Length of output: 54

Comment on lines 295 to 318
def serialize(self) -> Dict[str, Any]:
"""Serialize player data to a dictionary"""
return {
"name": self.name,
"description": self.description,
"health": self.health,
"max_health": self.max_health,
"attack": self.attack,
"defense": self.defense,
"level": self.level,
"mana": self.mana,
"max_mana": self.max_mana,
"exp": self.exp,
"exp_to_level": self.exp_to_level,
"inventory": self.inventory,
"equipment": {slot: item.serialize() if item else None for slot, item in self.equipment.items()},
"skills": [skill.serialize() for skill in self.skills],
"session_id": self.session_id,
}
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⚠️ Potential issue

Missing Import for 'Skill' Class

The serialize method references skill.serialize() but the Skill class is not imported, which will cause a NameError.

Apply this diff to import the Skill class:

+ from .skills import Skill

Committable suggestion skipped: line range outside the PR's diff.

Comment on lines +171 to +178
AUTH_SETTINGS = {
"SESSION_TIMEOUT": 3600, # Session timeout in seconds
"JWT_SECRET_KEY": "your_secret_key",
"JWT_ALGORITHM": "HS256",
"REDIS_HOST": "localhost",
"REDIS_PORT": 6379,
"REDIS_DB": 0,
}
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⚠️ Potential issue

Avoid Hardcoding Secret Keys and Authentication Credentials

The JWT_SECRET_KEY and other sensitive authentication settings should not be hardcoded in the source code. This practice poses a significant security risk. Use environment variables to store secret keys and other confidential information.

Apply this diff to use environment variables:

 AUTH_SETTINGS = {
     "SESSION_TIMEOUT": 3600,  # Session timeout in seconds
-    "JWT_SECRET_KEY": "your_secret_key",
+    "JWT_SECRET_KEY": os.environ.get("JWT_SECRET_KEY"),
     "JWT_ALGORITHM": "HS256",
-    "REDIS_HOST": "localhost",
-    "REDIS_PORT": 6379,
-    "REDIS_DB": 0,
+    "REDIS_HOST": os.environ.get("REDIS_HOST"),
+    "REDIS_PORT": os.environ.get("REDIS_PORT"),
+    "REDIS_DB": os.environ.get("REDIS_DB"),
 }

Ensure you import the os module if not already imported:

+ import os

Committable suggestion skipped: line range outside the PR's diff.

Comment on lines +162 to +168
DATABASE_SETTINGS = {
"DB_NAME": "rpg_game",
"DB_USER": "rpg_user",
"DB_PASSWORD": "secure_password",
"DB_HOST": "localhost",
"DB_PORT": 5432,
}
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⚠️ Potential issue

Avoid Hardcoding Database Credentials

Storing database credentials directly in the code is insecure and can lead to sensitive information being exposed. Use environment variables or a configuration management system to handle these credentials securely.

Example using environment variables:

 DATABASE_SETTINGS = {
-    "DB_NAME": "rpg_game",
-    "DB_USER": "rpg_user",
-    "DB_PASSWORD": "secure_password",
-    "DB_HOST": "localhost",
-    "DB_PORT": 5432,
+    "DB_NAME": os.environ.get("DB_NAME"),
+    "DB_USER": os.environ.get("DB_USER"),
+    "DB_PASSWORD": os.environ.get("DB_PASSWORD"),
+    "DB_HOST": os.environ.get("DB_HOST"),
+    "DB_PORT": os.environ.get("DB_PORT"),
 }

Don't forget to import the os module:

+ import os

Committable suggestion skipped: line range outside the PR's diff.

Comment on lines +92 to +110
## Running the Game on a Server

To run the game on a server and allow players to connect from their machines, follow these steps:

1. Set up an AWS EC2 instance or any other cloud server.
2. Install the necessary dependencies on the server.
3. Configure the server to run the game as a service.
4. Use a WebSocket server to handle real-time communication between the server and clients.
5. Players can connect to the server using a client application that communicates with the server via WebSockets.
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🛠️ Refactor suggestion

Expand server deployment instructions

The deployment section needs more detailed instructions:

  1. AWS EC2 requirements:
    • Recommended instance type
    • Security group configuration
    • Region considerations
  2. WebSocket setup:
    • WebSocket server implementation details
    • Connection handling
    • Security considerations
  3. Environment variables needed for deployment
  4. Monitoring and logging setup

Consider adding this structure:

 ## Running the Game on a Server

 To run the game on a server and allow players to connect from their machines, follow these steps:

-1. Set up an AWS EC2 instance or any other cloud server.
-2. Install the necessary dependencies on the server.
-3. Configure the server to run the game as a service.
-4. Use a WebSocket server to handle real-time communication between the server and clients.
-5. Players can connect to the server using a client application that communicates with the server via WebSockets.
+1. AWS EC2 Setup
+   - Launch a t2.micro (or larger) instance with Ubuntu Server 22.04
+   - Configure security groups:
+     - TCP port 22 (SSH)
+     - TCP port 80/443 (HTTP/HTTPS)
+     - TCP port 8765 (WebSocket)
+
+2. Server Configuration
+   ```bash
+   # Install dependencies
+   sudo apt-get update
+   sudo apt-get install python3.12 postgresql nginx
+   
+   # Clone and setup the game
+   git clone https://github.com/yourusername/terminal-quest.git
+   cd terminal-quest
+   pip3 install -r requirements.txt
+   ```
+
+3. Environment Setup
+   ```bash
+   # Create .env file
+   cat > .env << EOL
+   DATABASE_URL=postgresql://user:pass@localhost:5432/terminal_quest
+   WEBSOCKET_HOST=0.0.0.0
+   WEBSOCKET_PORT=8765
+   EOL
+   ```
+
+4. WebSocket Server
+   - The game uses asyncio and websockets for real-time communication
+   - Default WebSocket port: 8765
+   - Handles events:
+     - Player connection/disconnection
+     - Combat actions
+     - Game state updates
+
+5. Running as a Service
+   ```bash
+   # Create systemd service
+   sudo nano /etc/systemd/system/terminal-quest.service
+   
+   # Add service configuration
+   [Unit]
+   Description=Terminal Quest Game Server
+   After=network.target
+   
+   [Service]
+   User=ubuntu
+   WorkingDirectory=/home/ubuntu/terminal-quest
+   ExecStart=/usr/bin/python3 main.py
+   Restart=always
+   
+   [Install]
+   WantedBy=multi-user.target
+   ```
+
+6. Client Connection
+   ```python
+   # Example client connection
+   import websockets
+   import asyncio
+   
+   async def connect_to_game():
+       uri = "ws://your-server-ip:8765"
+       async with websockets.connect(uri) as websocket:
+           # Handle game communication
+           pass
+   ```

Comment on lines +52 to +68
print(f"\n{dec['SECTION']['START']}Players{dec['SECTION']['END']}")
for player in players:
# Player health bar
player_health_percent = player.health / player.max_health
player_health_bar = "█" * int(player_health_percent * 20)
player_health_bar = player_health_bar.ljust(20, "░")
print(f" {sym['HEALTH']} Health: {player.health}/{player.max_health}")
print(f" [{player_health_bar}]")

# Player mana bar
mana_percent = player.mana / player.max_mana
mana_bar = "█" * int(mana_percent * 20)
mana_bar = mana_bar.ljust(20, "░")
print(f" {sym['MANA']} Mana: {player.mana}/{player.max_mana}")
print(f" [{mana_bar}]")
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🛠️ Refactor suggestion

Enhance player status display for multiplayer

The current implementation lacks visual distinction between players and doesn't show important multiplayer information.

         print(f"\n{dec['SECTION']['START']}Players{dec['SECTION']['END']}")
         for player in players:
+            # Player name and turn indicator
+            turn_indicator = "► " if player.is_current_turn else "  "
+            print(f"\n  {turn_indicator}{player.name}")
+
             # Player health bar
             player_health_percent = player.health / player.max_health
             player_health_bar = "█" * int(player_health_percent * 20)
             player_health_bar = player_health_bar.ljust(20, "░")
             print(f"  {sym['HEALTH']} Health: {player.health}/{player.max_health}")
             print(f"  [{player_health_bar}]")

             # Player mana bar
             mana_percent = player.mana / player.max_mana
             mana_bar = "█" * int(mana_percent * 20)
             mana_bar = mana_bar.ljust(20, "░")
             print(f"  {sym['MANA']} Mana:   {player.mana}/{player.max_mana}")
             print(f"  [{mana_bar}]")
+
+            # Status effects
+            if player.status_effects:
+                print(f"  {sym['EFFECT']} Effects:", end=" ")
+                print(", ".join(effect.name for effect in player.status_effects))

Committable suggestion skipped: line range outside the PR's diff.

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Actionable comments posted: 1

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between bf48029 and 3bdcf03.

📒 Files selected for processing (1)
  • src/services/combat.py (1 hunks)
🔇 Additional comments (4)
src/services/combat.py (4)

85-94: LGTM: Clean initialization of multiplayer combat system

The changes effectively set up the combat system for multiple players and enemies. The slice copy of queues ensures proper isolation of the original lists.


264-268: LGTM: Clean combat state management

The end-of-turn state management and combat outcome handling are implemented effectively.


240-248: ⚠️ Potential issue

Critical issue: Inconsistent target selection in Boss attack

The target selection issue in Boss combat persists from the previous review.

-                boss_result = boss_service.handle_boss_turn(enemy, random.choice(player_queue))
-                combat_log.insert(
-                    0,
-                    f"{sym['SKILL']} {enemy.name} uses {boss_result.skill_used} for {boss_result.damage} damage!",
-                )
-                target = random.choice(player_queue)
-                target.health -= boss_result.damage
+                target = random.choice(player_queue)
+                boss_result = boss_service.handle_boss_turn(enemy, target)
+                combat_log.insert(
+                    0,
+                    f"{sym['SKILL']} {enemy.name} uses {boss_result.skill_used} on {target.name} for {boss_result.damage} damage!",
+                )
+                target.health -= boss_result.damage

206-208: ⚠️ Potential issue

Critical issue: Escape chance can become negative

The escape chance calculation issue persists from the previous review.

-                escape_chance = 0.7 - (sum(enemy.level for enemy in enemy_queue) / len(enemy_queue) * 0.05)
+                escape_chance = max(0.1, 0.7 - (sum(enemy.level for enemy in enemy_queue) / len(enemy_queue) * 0.05))

Comment on lines +106 to +120
print("\nChoose your target:")
for i, enemy in enumerate(enemy_queue):
print(f"{i + 1}. {enemy.name} (Health: {enemy.health})")
try:
target_choice = int(input("Enter the number of the target: ")) - 1
if 0 <= target_choice < len(enemy_queue):
target = enemy_queue[target_choice]
else:
combat_log.insert(0, f"{sym['MANA']} Not enough mana!")
else:
combat_log.insert(0, "Invalid skill selection!")
except ValueError as e:
print("Invalid choice! Targeting a random enemy.")
target = random.choice(enemy_queue)
except ValueError:
print("Invalid input! Targeting a random enemy.")
target = random.choice(enemy_queue)
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🛠️ Refactor suggestion

Refactor duplicate target selection logic

The target selection logic is duplicated between attack and skill actions. Consider extracting this into a separate function.

+def select_target(enemy_queue: List[Enemy], action_name: str) -> Enemy:
+    print(f"\nChoose your target for {action_name}:")
+    for i, enemy in enumerate(enemy_queue):
+        print(f"{i + 1}. {enemy.name} (Health: {enemy.health})")
+    try:
+        target_choice = int(input("Enter the number of the target: ")) - 1
+        if 0 <= target_choice < len(enemy_queue):
+            return enemy_queue[target_choice]
+        print("Invalid choice! Targeting a random enemy.")
+    except ValueError:
+        print("Invalid input! Targeting a random enemy.")
+    return random.choice(enemy_queue)

 # Replace the duplicate code blocks with:
-print("\nChoose your target:")
-for i, enemy in enumerate(enemy_queue):
-    print(f"{i + 1}. {enemy.name} (Health: {enemy.health})")
-try:
-    target_choice = int(input("Enter the number of the target: ")) - 1
-    if 0 <= target_choice < len(enemy_queue):
-        target = enemy_queue[target_choice]
-    else:
-        print("Invalid choice! Targeting a random enemy.")
-        target = random.choice(enemy_queue)
-except ValueError:
-    print("Invalid input! Targeting a random enemy.")
-    target = random.choice(enemy_queue)
+target = select_target(enemy_queue, "attack")

Also applies to: 137-149

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Actionable comments posted: 4

🧹 Outside diff range and nitpick comments (5)
src/services/combat.py (3)

85-89: Enhance function documentation

The function documentation should be expanded to include:

  • Parameter descriptions
  • Return value explanation
  • Possible return values (None, True, False) and their meanings
 def combat(
     players: List[Player], enemies: List[Enemy], combat_view: CombatView, shop: Shop
 ) -> Optional[bool]:
-    """Handle turn-based combat sequence for multiple players and enemies."""
+    """Handle turn-based combat sequence for multiple players and enemies.
+    
+    Args:
+        players: List of Player objects participating in combat
+        enemies: List of Enemy objects to fight against
+        combat_view: CombatView instance for displaying combat information
+        shop: Shop instance for handling post-combat rewards
+    
+    Returns:
+        Optional[bool]: 
+        - True for victory (all enemies defeated)
+        - False for successful retreat
+        - None for defeat (all players defeated)
+    """

221-223: Enhance player defeat feedback

When a player is defeated and removed from the queue, there should be clear visual feedback to improve user experience.

 if player.health <= 0:
+    combat_log.insert(0, f"{sym['DEFEAT']} {player.name} has been defeated!")
+    time.sleep(DISPLAY_SETTINGS.get("DEFEAT_DELAY", 1))
     player_queue.remove(player)

263-267: Consider additional end-of-turn mechanics

The end-of-turn logic could be enhanced with:

  • Status effect processing using the existing process_status_effects function
  • Basic resource regeneration (e.g., small mana regeneration)
 # Update skill cooldowns at end of turn
 for player in player_queue:
     for skill in player.skills:
         skill.update_cooldown()
+    # Process status effects
+    process_status_effects(player)
+    # Basic mana regeneration
+    player.mana = min(player.max_mana, player.mana + GAME_BALANCE.get("MANA_REGEN_PER_TURN", 1))
terraform/server/main.tf (2)

37-45: Mark sensitive outputs and add additional metadata

Consider marking the public IP as sensitive and add more descriptive outputs for better operational visibility.

Enhance the outputs:

 output "instance_id" {
   description = "The ID of the EC2 instance"
   value       = module.ec2_instance.id
 }

 output "public_ip" {
   description = "The public IP address of the EC2 instance"
   value       = module.ec2_instance.public_ip
+  sensitive   = true
 }
+
+output "instance_arn" {
+  description = "The ARN of the EC2 instance"
+  value       = module.ec2_instance.arn
+}
+
+output "instance_state" {
+  description = "The current state of the EC2 instance"
+  value       = module.ec2_instance.instance_state
+}

1-45: Consider adding essential operational components

The current configuration lacks several important operational and security features.

Consider adding:

  1. Enable EBS encryption for the root volume
  2. Configure CloudWatch monitoring and logging
  3. Set up backup strategies using AWS Backup
  4. Implement proper networking with private subnets and NAT Gateway
  5. Add tags for cost allocation and resource management

Example implementation structure:

# Enable detailed monitoring
module "ec2_instance" {
  # ...
  monitoring = true
  root_block_device {
    encrypted = true
  }
  # ...
}

# Add CloudWatch Log Group
resource "aws_cloudwatch_log_group" "game_server" {
  name              = "/terminal-quest/game-server"
  retention_in_days = 30
  tags = {
    Environment = var.environment
    Application = "terminal-quest"
  }
}

# AWS Backup configuration
resource "aws_backup_plan" "game_server" {
  name = "terminal-quest-backup-plan"
  # Add backup rules
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 3bdcf03 and 35f209c.

📒 Files selected for processing (3)
  • src/services/combat.py (1 hunks)
  • src/services/session_management.py (1 hunks)
  • terraform/server/main.tf (1 hunks)
🚧 Files skipped from review as they are similar to previous changes (1)
  • src/services/session_management.py
🔇 Additional comments (3)
src/services/combat.py (3)

106-118: 🛠️ Refactor suggestion

Extract duplicate target selection logic

The target selection logic is duplicated between attack and skill actions.

Also applies to: 137-149


206-208: ⚠️ Potential issue

Escape chance can become negative

The escape chance calculation can result in negative values for high-level enemies, making retreat impossible.


239-247: ⚠️ Potential issue

Critical issue: Inconsistent target selection in Boss attack

The target is selected twice randomly, which may result in applying damage and effects to different players than intended.

Comment on lines 1 to 3
provider "aws" {
region = "us-west-2"
}
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🛠️ Refactor suggestion

Add provider version constraint and use variables for configuration

The AWS provider configuration should include version constraints and use variables for flexibility across different environments.

Apply these changes:

+terraform {
+  required_providers {
+    aws = {
+      source  = "hashicorp/aws"
+      version = "~> 4.0"
+    }
+  }
+}
+
+variable "aws_region" {
+  description = "AWS region for resources"
+  type        = string
+  default     = "us-west-2"
+}
+
 provider "aws" {
-  region = "us-west-2"
+  region = var.aws_region
 }
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
provider "aws" {
region = "us-west-2"
}
terraform {
required_providers {
aws = {
source = "hashicorp/aws"
version = "~> 4.0"
}
}
}
variable "aws_region" {
description = "AWS region for resources"
type = string
default = "us-west-2"
}
provider "aws" {
region = var.aws_region
}

Comment on lines 15 to 16
vpc_security_group_ids = ["sg-12345678"]
subnet_id = "subnet-12345678"
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🛠️ Refactor suggestion

Use data sources or variables for network configurations

Hardcoded security group and subnet IDs create maintenance overhead and reduce portability.

Replace hardcoded values with variables or data sources:

+variable "vpc_id" {
+  description = "VPC ID where the instance will be deployed"
+  type        = string
+}
+
+data "aws_subnet" "selected" {
+  vpc_id = var.vpc_id
+  filter {
+    name   = "tag:Environment"
+    values = [var.environment]
+  }
+}
+
 module "ec2_instance" {
   # ...
-  vpc_security_group_ids = ["sg-12345678"]
-  subnet_id              = "subnet-12345678"
+  vpc_security_group_ids = [aws_security_group.game_server.id]
+  subnet_id              = data.aws_subnet.selected.id
   # ...
 }

Committable suggestion skipped: line range outside the PR's diff.

instance_type = "t2.micro"
key_name = "your-key-name"

ami = "ami-0c55b159cbfafe1f0" # Amazon Linux 2 AMI
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🛠️ Refactor suggestion

Use data source for AMI ID

Hardcoding AMI IDs can lead to regional compatibility issues and maintenance overhead.

Use an AWS data source to fetch the latest Amazon Linux 2 AMI:

+data "aws_ami" "amazon_linux_2" {
+  most_recent = true
+  owners      = ["amazon"]
+
+  filter {
+    name   = "name"
+    values = ["amzn2-ami-hvm-*-x86_64-gp2"]
+  }
+}
+
 module "ec2_instance" {
   # ...
-  ami = "ami-0c55b159cbfafe1f0"
+  ami = data.aws_ami.amazon_linux_2.id
   # ...
 }

Committable suggestion skipped: line range outside the PR's diff.

Comment on lines 22 to 34
user_data = <<-EOF
#!/bin/bash
yum update -y
yum install -y python3 git
amazon-linux-extras install postgresql10 -y
git clone https://github.com/yourusername/terminal-quest.git /home/ec2-user/terminal-quest
cd /home/ec2-user/terminal-quest
pip3 install -r requirements.txt
echo "export OPENAI_API_KEY=your_key_here" >> /home/ec2-user/.bashrc
echo "export DATABASE_URL=your_postgresql_database_url" >> /home/ec2-user/.bashrc
source /home/ec2-user/.bashrc
python3 main.py
EOF
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⚠️ Potential issue

Critical: Remove sensitive data from user_data and implement proper secret management

The current implementation exposes sensitive data in the user_data script and lacks proper secret management.

  1. Use AWS Secrets Manager or Parameter Store for sensitive data
  2. Implement proper IAM roles instead of hardcoding credentials
  3. Consider using AWS Systems Manager Session Manager for secure shell access

Apply these changes:

+resource "aws_iam_role" "game_server" {
+  name = "terminal-quest-server-role"
+  # Add role definition
+}
+
+resource "aws_secretsmanager_secret" "game_secrets" {
+  name = "terminal-quest/production"
+}
+
 module "ec2_instance" {
   # ...
+  iam_instance_profile = aws_iam_role.game_server.name
   user_data = <<-EOF
               #!/bin/bash
               yum update -y
               yum install -y python3 git
               amazon-linux-extras install postgresql10 -y
+              
+              # Install AWS CLI
+              yum install -y aws-cli
+              
+              # Fetch secrets from AWS Secrets Manager
+              secrets=$(aws secretsmanager get-secret-value --secret-id ${aws_secretsmanager_secret.game_secrets.id} --query SecretString --output text)
+              
+              # Parse and set environment variables
+              export OPENAI_API_KEY=$(echo $secrets | jq -r .OPENAI_API_KEY)
+              export DATABASE_URL=$(echo $secrets | jq -r .DATABASE_URL)
+              
               git clone https://github.com/yourusername/terminal-quest.git /home/ec2-user/terminal-quest
               cd /home/ec2-user/terminal-quest
               pip3 install -r requirements.txt
-              echo "export OPENAI_API_KEY=your_key_here" >> /home/ec2-user/.bashrc
-              echo "export DATABASE_URL=your_postgresql_database_url" >> /home/ec2-user/.bashrc
-              source /home/ec2-user/.bashrc
               python3 main.py
               EOF

Committable suggestion skipped: line range outside the PR's diff.

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Actionable comments posted: 45

🧹 Outside diff range and nitpick comments (45)
.github/workflows/build-and-test.yml (1)

13-14: Consider testing against multiple Python versions

Currently only testing against Python 3.12. Consider adding Python 3.11 for broader compatibility, as some AWS Lambda environments might still use it.

 matrix:
   python-version: [
-    "3.12"
+    "3.11",
+    "3.12"
   ]
migrations/env.py (1)

21-21: Set target_metadata to enable Alembic autogeneration

Currently, target_metadata is set to None. To utilize Alembic's autogenerate feature for automatic migration script generation, set target_metadata to your models' metadata.

You can update it as follows:

-target_metadata = None
+from your_model_module import Base  # Replace with your actual models module
+target_metadata = Base.metadata
src/models/boss.py (1)

2-2: Remove unused import Dict

Line 2 imports Dict from the typing module, but Dict is not used anywhere in the code. Removing unused imports helps keep the code clean and avoid unnecessary dependencies.

Apply this diff to remove the unused import:

-from typing import List, Optional, Dict
+from typing import List, Optional
🧰 Tools
🪛 Ruff (0.8.2)

2-2: typing.Dict imported but unused

Remove unused import: typing.Dict

(F401)

src/models/boss_types.py (1)

2-2: Remove unused imports VoidShieldEffect and HopesCorruptionEffect

Line 2 imports VoidShieldEffect and HopesCorruptionEffect from .effects.item_effects, but these imports are not used in this file. Removing unused imports helps maintain code clarity and efficiency.

Apply this diff to remove the unused imports:

-from .effects.item_effects import VoidShieldEffect, HopesCorruptionEffect
+from .effects.item_effects import (
+    StatModifierEffect,
+    OnHitEffect,
+)
🧰 Tools
🪛 Ruff (0.8.2)

2-2: .effects.item_effects.VoidShieldEffect imported but unused

Remove unused import

(F401)


2-2: .effects.item_effects.HopesCorruptionEffect imported but unused

Remove unused import

(F401)

src/models/character_classes.py (2)

11-11: Initialize optional attribute art with field(default=None)

Line 15 declares art with a default value of None. While this works, it's more explicit and idiomatic to use field(default=None) for default values in data classes, especially if future modifications are made.

Apply this diff to make the change:

 art: str = None
+art: str = field(default=None)

41-116: Encourage reusability by defining skills outside of character definitions

In lines 41-116, skills are directly defined within the character class instances. To improve code reusability and maintainability, consider defining the skills separately and referencing them in the character classes. This approach avoids duplication if the same skills are used by multiple classes and makes it easier to manage skill definitions.

Example of how to define skills separately:

# Define skills outside
spectral_strike = Skill(
    name="Spectral Strike",
    damage=25,
    mana_cost=20,
    description="Unleashes a ghostly attack that pierces through defenses",
    cooldown=1,
)

# Reference in the character class
CharacterClass(
    ...,
    skills=[spectral_strike, soul_drain],
)
src/models/items/legendary_items.py (1)

2-8: Organize imports for clarity and maintainability

The imports from item_effects in lines 2-8 can be organized for better readability. Group related effects together and consider importing only what is necessary.

Apply this diff to organize the imports:

 from .base import ItemType, ItemRarity
 from ..effects.item_effects import (
     ShadowLifestealEffect,
     VoidShieldEffect,
     HopesCorruptionEffect,
     StatModifierEffect,
     OnHitEffect,
 )
src/display/main/main_view.py (2)

1-1: Remove unused imports Dict and List

The Dict and List imports from the typing module are not used and can be safely removed to clean up the code.

Apply this diff to remove the unused imports:

-from typing import Dict, List
🧰 Tools
🪛 Ruff (0.8.2)

1-1: typing.Dict imported but unused

Remove unused import

(F401)


1-1: typing.List imported but unused

Remove unused import

(F401)


100-100: Rename unused loop variable i to _

The loop control variable i is not used within the loop body. Renaming it to _ indicates that it is intentionally unused and adheres to best practices.

Apply this diff to rename i to _:

-for i, item in enumerate(player.inventory["items"], 1):
+for _, item in enumerate(player.inventory["items"], 1):
🧰 Tools
🪛 Ruff (0.8.2)

100-100: Loop control variable i not used within loop body

Rename unused i to _i

(B007)

src/models/effects/item_effects.py (1)

1-1: Remove unused import List from typing

The List type is imported but not used in the file. Removing unused imports helps keep the code clean.

Apply this diff to remove the unused import:

- from typing import Dict, Optional, List, TYPE_CHECKING
+ from typing import Dict, Optional, TYPE_CHECKING
🧰 Tools
🪛 Ruff (0.8.2)

1-1: typing.List imported but unused

Remove unused import: typing.List

(F401)

main.py (2)

17-18: Remove unused imports to clean up code

The imports STARTING_INVENTORY and Player are not used in the code. Removing them helps maintain code cleanliness.

Apply this diff to remove the unused imports:

 from src.config.settings import GAME_BALANCE, STARTING_INVENTORY
+from src.config.settings import GAME_BALANCE

 from src.models.character import Player, get_fallback_enemy
+from src.models.character import get_fallback_enemy
🧰 Tools
🪛 Ruff (0.8.2)

17-17: src.config.settings.STARTING_INVENTORY imported but unused

Remove unused import: src.config.settings.STARTING_INVENTORY

(F401)


18-18: src.models.character.Player imported but unused

Remove unused import: src.models.character.Player

(F401)


98-99: Remove unused variable e in exception handling

The variable e is assigned but not used in the except block. This may cause a warning and can be safely removed.

Apply this diff to remove the unused variable:

 except Exception as e:
+except Exception:
     MessageView.show_error(
🧰 Tools
🪛 Ruff (0.8.2)

98-98: Local variable e is assigned to but never used

Remove assignment to unused variable e

(F841)

src/display/inventory/inventory_view.py (1)

13-13: Remove unused import Item from src.models.items.base

The Item class is imported but not used. Cleaning up unused imports improves code quality.

Apply this diff to remove the unused import:

- from src.models.items.base import Item
🧰 Tools
🪛 Ruff (0.8.2)

13-13: src.models.items.base.Item imported but unused

Remove unused import: src.models.items.base.Item

(F401)

docker-compose.yml (1)

11-12: Consider using non-default port mapping

Using the default PostgreSQL port (5432) might conflict with existing installations. Consider using a different host port.

     ports:
-      - "5432:5432"
+      - "5433:5432"
src/models/inventory.py (2)

4-6: Enhance function documentation and add type hints

The function documentation could be more descriptive and include type hints for better maintainability.

-def get_starting_items():
-    """Return the starting items for a new character"""
+from typing import List
+from .items.common_consumables import ConsumableItem
+
+def get_starting_items() -> List[ConsumableItem]:
+    """
+    Return the initial set of items for a new character.
+    
+    Returns:
+        List[ConsumableItem]: A list containing 3 health potions and 3 mana potions
+    """

8-10: Extract magic numbers to constants

Consider defining the potion quantities as constants for better maintainability.

+    STARTING_POTION_COUNT = 3
+
     # Add 3 of each basic potion
-    starting_items.extend([HEALTH_POTION for _ in range(3)])
-    starting_items.extend([MANA_POTION for _ in range(3)])
+    starting_items.extend([HEALTH_POTION for _ in range(STARTING_POTION_COUNT)])
+    starting_items.extend([MANA_POTION for _ in range(STARTING_POTION_COUNT)])
.github/dependabot.yml (2)

6-8: Consider monthly updates instead of weekly

For a game project, weekly dependency updates might be too frequent and could introduce unnecessary overhead. Monthly updates might be more appropriate unless there are security concerns.

     schedule:
-      interval: "weekly"
+      interval: "monthly"

1-29: Add version update configuration

Consider adding version update configuration to control the types of updates Dependabot creates.

     commit-message:
       prefix: "pip"
       include: "scope"
+    versioning-strategy:
+      increase: "patch"
+    allow:
+      - dependency-type: "direct"
+      - dependency-type: "indirect"

The configuration looks good overall, with appropriate labels and commit message formatting.

src/display/common/message_view.py (2)

8-12: Add return type hints to static methods

For better type safety and documentation, consider adding return type hints to the static methods.

-    def show_error(message: str):
+    def show_error(message: str) -> None:

-    def show_success(message: str):
+    def show_success(message: str) -> None:

-    def show_info(message: str):
+    def show_info(message: str) -> None:

Also applies to: 14-18, 20-23


4-23: Consider message buffering for multiplayer scenarios

Since this PR implements multiplayer support, consider enhancing the MessageView to handle concurrent message display from multiple players. This could involve:

  1. Message queuing/buffering
  2. Player-specific message filtering
  3. Timestamp-based message ordering

Would you like me to propose a detailed implementation for multiplayer message handling?

src/display/ai/ai_view.py (2)

8-16: Add return type hints to static methods

For consistency with type safety practices, add return type hints to the static methods.

-    def show_generation_start(entity_type: str):
+    def show_generation_start(entity_type: str) -> None:

-    def show_generation_result(content: str):
+    def show_generation_result(content: str) -> None:

-    def show_error(error_msg: str):
+    def show_error(error_msg: str) -> None:

Also applies to: 17-22, 23-27


5-27: Consider AI generation coordination in multiplayer context

Since this PR implements multiplayer support, the AI generation display should handle scenarios where multiple players might trigger AI generation simultaneously. Consider:

  1. Adding player context to messages
  2. Implementing generation queue visualization
  3. Adding progress indicators for long-running generations

Would you like me to propose a detailed implementation for handling concurrent AI generation displays?

src/models/items/equipment.py (1)

23-30: Move durability mapping to configuration

Consider moving the durability mapping to a configuration file for easier maintenance and potential runtime modification.

+# src/config/equipment_config.py
+DURABILITY_CONFIG = {
+    ItemRarity.COMMON: 40,
+    ItemRarity.UNCOMMON: 50,
+    ItemRarity.RARE: 60,
+    ItemRarity.EPIC: 80,
+    ItemRarity.LEGENDARY: 100,
+}

# In Equipment class
-        self.max_durability = {
-            ItemRarity.COMMON: 40,
-            ItemRarity.UNCOMMON: 50,
-            ItemRarity.RARE: 60,
-            ItemRarity.EPIC: 80,
-            ItemRarity.LEGENDARY: 100,
-        }[self.rarity]
+        self.max_durability = DURABILITY_CONFIG[self.rarity]
src/models/items/base.py (2)

1-1: Remove unused import

The Enum import is not used in this file.

-from enum import Enum
🧰 Tools
🪛 Ruff (0.8.2)

1-1: enum.Enum imported but unused

Remove unused import: enum.Enum

(F401)


6-20: Add input validation and docstring

The class would benefit from input validation and documentation.

 class Item:
+    """Base class for all game items.
+    
+    Attributes:
+        name (str): The name of the item
+        description (str): A description of the item
+        item_type (ItemType): The type of the item
+        rarity (ItemRarity): The rarity level of the item
+        value (int): The monetary value of the item
+        id (str): Unique identifier for the item
+    """
     def __init__(
         self,
         name: str,
         description: str,
         item_type: ItemType,
         rarity: ItemRarity,
         value: int,
     ):
+        if not name or not description:
+            raise ValueError("Name and description cannot be empty")
+        if value < 0:
+            raise ValueError("Value cannot be negative")
         self.name = name
         self.description = description
         self.item_type = item_type
         self.rarity = rarity
         self.value = value
         self.id = str(uuid4())
src/models/items/consumable.py (1)

16-16: Add type hints for use_effect return value

The use_effect callback should have a more specific return type hint.

-        use_effect: Optional[Callable[["Character"], bool]] = None,
+        use_effect: Optional[Callable[["Character"], bool | None]] = None,
src/config/logging_config.py (1)

11-12: Implement log rotation for production deployment

For AWS deployment, implement log rotation to manage disk space and log file lifecycle.

Consider using Python's RotatingFileHandler or TimedRotatingFileHandler to manage log files in production.

client/client.py (1)

6-41: Add connection timeout and reconnection logic

The WebSocket connection lacks timeout handling and reconnection logic, which are essential for multiplayer games.

Consider implementing a connection manager class with retry logic and timeout handling. Here's a basic example:

class GameConnectionManager:
    def __init__(self, uri: str, timeout: float = 30.0, max_retries: int = 3):
        self.uri = uri
        self.timeout = timeout
        self.max_retries = max_retries
        
    async def connect_with_retry(self):
        for attempt in range(self.max_retries):
            try:
                async with websockets.connect(
                    self.uri, 
                    timeout=self.timeout
                ) as websocket:
                    return await self.handle_connection(websocket)
            except Exception as e:
                if attempt == self.max_retries - 1:
                    raise
                await asyncio.sleep(2 ** attempt)  # Exponential backoff
src/display/base/base_view.py (2)

12-13: Add type hints and improve DEBUG_MODE initialization

Add proper type hints and consider using a more robust debug mode initialization.

-    DEBUG_MODE = os.getenv("DEBUG_MODE", False)
-    logger = logging.getLogger("display")
+    DEBUG_MODE: ClassVar[bool] = bool(os.getenv("DEBUG_MODE", "").lower() == "true")
+    logger: ClassVar[logging.Logger] = logging.getLogger("display")

38-47: Synchronize meditation effects in multiplayer mode

The meditation effects need to be synchronized across all players in multiplayer mode.

Consider implementing a game state synchronization mechanism:

  1. Send meditation action to server
  2. Server validates and broadcasts the effect to all players
  3. Each client's view updates accordingly

Example implementation:

@staticmethod
async def display_meditation_effects(healing: int, player_id: str):
    """Display meditation/rest effects with multiplayer sync"""
    await game_state.broadcast_action({
        "type": "meditation",
        "player_id": player_id,
        "healing": healing
    })
    BaseView.clear_screen()
    # ... rest of the implementation
src/models/effects/base.py (2)

1-1: Remove unused import

The Enum import is not used in this file.

-from enum import Enum
🧰 Tools
🪛 Ruff (0.8.2)

1-1: enum.Enum imported but unused

Remove unused import: enum.Enum

(F401)


21-28: Add validation for chance parameter

The apply method should validate that the chance parameter is between 0 and 1.

def apply(
    self, target: GameEntity, source: Optional[GameEntity] = None
) -> Dict[str, Any]:
+   if not 0 <= self.chance <= 1:
+       raise ValueError("Chance must be between 0 and 1")
    if random.random() <= self.chance:
        return {"success": True, "message": f"{self.name} applied"}
    else:
        return {"success": False, "message": f"{self.name} failed to apply"}
src/display/boss/boss_view.py (2)

1-1: Remove unused import

The Optional type hint is not used in this file.

-from typing import Optional
🧰 Tools
🪛 Ruff (0.8.2)

1-1: typing.Optional imported but unused

Remove unused import: typing.Optional

(F401)


22-35: Consider performance impact of screen clearing

Frequent screen clearing with small delays might cause flickering on some terminals.

Consider using a single buffer for the corruption effect and updating it in-place instead of clearing the screen multiple times. This would provide a smoother visual experience.

src/display/themes/dark_theme.py (2)

15-16: Avoid symbol duplication

The "⚔" symbol is used for both "EQUIPMENT" and "STATS". Consider using distinct symbols for better clarity.

    "EQUIPMENT": "⚔",  # Equipment
    "CURSOR": "➤",  # Selection arrow
    # ... other symbols ...
-   "STATS": "⚔",
+   "STATS": "📊",  # Statistics

Also applies to: 26-27


64-65: Consider making widths configurable

Hard-coded width values might not work well with different terminal sizes or multiplayer views.

Consider making these values configurable based on terminal size or user preferences. This would be especially important for multiplayer support where screen real estate might be more constrained.

src/models/items/common_consumables.py (2)

1-8: Consider singleton pattern for ItemService

The ItemService instance is created at module level. In a multiplayer context, this could lead to potential race conditions if the service maintains any state.

Consider implementing ItemService as a singleton or dependency-injecting it from a central service manager.


67-70: Add docstring parameters and return type

The docstring for get_basic_consumables should include parameter and return type information.

 def get_basic_consumables() -> List[Consumable]:
-    """Return list of basic consumables available in shop"""
+    """
+    Return list of basic consumables available in shop.
+    
+    Returns:
+        List[Consumable]: List of common consumable items that can be purchased
+    """
     return COMMON_CONSUMABLES
src/display/effect/effect_view.py (1)

46-54: Consider using Enum for effect types

The effect type mapping uses string literals which could lead to maintenance issues.

Consider using an Enum for effect types:

from enum import Enum

class EffectType(Enum):
    STATUS = "STATUS"
    SET_BONUS = "SET_BONUS"
    ITEM_TRIGGER = "ITEM_TRIGGER"
    STAT_MODIFIER = "STAT_MODIFIER"
src/models/effects/set_effects.py (1)

66-75: Consider adding validation for effect parameters

The VoidwalkerSetEffect initializes with hardcoded values. Consider adding validation:

 @dataclass
 class VoidwalkerSetEffect(SetEffect):
     def __init__(self):
+        if not (0 < VoidShieldEffect(0.25).shield_percentage <= 1):
+            raise ValueError("Shield percentage must be between 0 and 1")
         super().__init__(
             name="Voidwalker's Embrace",
             description="Harness the power of the void",
             stat_bonuses={"max_health": 30, "defense": 15},
             required_pieces=3,
             effects=[VoidShieldEffect(0.25)],
         )
src/display/character/character_view.py (1)

66-77: Optimize decorative elements and fix f-string

A few improvements for the skills display section:

-                    print(f"\n  ✤ Skills:")
+                    print("\n  ✤ Skills:")
+                    # Cache random choices to avoid repeated calls
+                    skill_runes = [random.choice(dec["RUNES"]) for _ in range(len(char_class.skills))]
                     for skill in char_class.skills:
-                        rune = random.choice(dec["RUNES"])
+                        rune = next(skill_runes)
🧰 Tools
🪛 Ruff (0.8.2)

67-67: f-string without any placeholders

Remove extraneous f prefix

(F541)

src/models/items/rare_items.py (1)

11-44: Consider adding documentation for effect values and validation for stat modifiers.

While the implementation is solid, consider:

  1. Documenting the reasoning behind proc chances and effect values
  2. Adding validation to ensure stat modifiers are within balanced ranges

Example validation implementation:

def validate_stat_modifiers(modifiers: dict, item_type: ItemType) -> None:
    """Validate stat modifiers are within acceptable ranges."""
    ranges = {
        ItemType.WEAPON: {"attack": (10, 20), "magic_power": (-10, 20)},
        ItemType.ARMOR: {"defense": (5, 15), "max_health": (20, 50)},
        ItemType.ACCESSORY: {"attack": (5, 15), "magic_power": (5, 15)}
    }
    
    for stat, value in modifiers.items():
        if stat in ranges[item_type]:
            min_val, max_val = ranges[item_type][stat]
            if not min_val <= value <= max_val:
                raise ValueError(f"Invalid {stat} modifier: {value}")

Also applies to: 46-71, 73-106, 108-128

src/models/items/common_items.py (2)

49-76: Consider balancing weapon stats

The weapons collection shows some potential balance issues:

  • Iron Sword (attack: 5) vs Iron Mace (attack: 6) - same weapon tier but different stats
  • Throwing Knives (attack: 2, speed: 3) vs Steel Dagger (attack: 3, speed: 2) - throwing weapons shouldn't be weaker

Consider rebalancing the weapons to maintain consistent power levels within the same tier.


226-228: Consider categorizing items by rarity

The COMMON_ITEMS list combines all items without maintaining category information. This might make it harder to filter items by type when needed.

Consider using a dictionary structure:

-COMMON_ITEMS = COMMON_WEAPONS + COMMON_ARMOR + COMMON_ACCESSORIES
+COMMON_ITEMS = {
+    "weapons": COMMON_WEAPONS,
+    "armor": COMMON_ARMOR,
+    "accessories": COMMON_ACCESSORIES
+}
src/models/character.py (1)

408-520: Improve fallback enemy generation

The fallback enemy system has several potential improvements:

  1. The player_level parameter is unused
  2. Enemy stats don't scale with player level
  3. Art strings could be moved to a separate configuration file

Consider implementing level scaling:

def get_fallback_enemy(player_level: int = 1) -> Enemy:
    enemy_data = random.choice(fallback_enemies)
    level_multiplier = max(1, player_level / enemy_data["level"])
    
    return Enemy(
        name=enemy_data["name"],
        description=enemy_data["description"],
        health=int(enemy_data["base_health"] * level_multiplier),
        attack=int(enemy_data["base_attack"] * level_multiplier),
        defense=int(enemy_data["base_defense"] * level_multiplier),
        level=player_level,
        art=enemy_data["art"],
        exp_reward=int(enemy_data["exp_reward"] * level_multiplier),
    )
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  • terraform/server/providers.tf
  • terraform/server/versions.tf
💤 Files with no reviewable changes (2)
  • docs/README.md
  • src/models/items.py
✅ Files skipped from review due to trivial changes (37)
  • migrations/README
  • data/art/enemy_void_harbinger.txt
  • data/art/class_shadow_revenant.txt
  • data/art/enemy_twisted_seraph.txt
  • data/art/enemy_plague_herald.txt
  • data/art/enemy_corrupted_seraph.txt
  • data/art/enemy_shadow_wraith.txt
  • data/art/enemy_cursed_knight.txt
  • data/art/enemy_hope's_herald.txt
  • data/art/enemy_blood-starved_beast.txt
  • data/art/enemy_corrupted_paladin.txt
  • data/art/enemy_hope's_despair.txt
  • data/art/enemy_hope's_desecrator.txt
  • data/art/enemy_hope's_corrupted_seraph.txt
  • data/art/enemy_hope-twisted_priest.txt
  • data/art/enemy_soul_reaver.txt
  • data/art/enemy_hopes_corrupted_seraph.txt
  • data/art/enemy_hopebound_devotee.txt
  • data/art/enemy_hopebound_zealot.txt
  • requirements.txt
  • pyproject.toml
  • data/art/doombringer.txt.txt
  • .pre-commit-config.yaml
  • data/art/nightmare_reaper.txt
  • data/art/soul_eater.txt.txt
  • data/art/nightmare_prophet.txt
  • data/art/eclipse_harbinger.txt
  • data/art/blood_sovereign.txt.txt
  • data/art/shadow_revenant.txt.txt
  • data/art/shadow_reaver.txt
  • alembic.ini
  • data/art/plague_herald.txt
  • data/art/necrotic_oracle.txt
  • data/art/eclipse_vigilante.txt
  • data/art/soul_reaper.txt.txt
  • data/art/shadow_reaper.txt.txt
  • migrations/script.py.mako
🧰 Additional context used
🪛 Ruff (0.8.2)
src/display/ai/ai_view.py

1-1: src.display.themes.dark_theme.SYMBOLS imported but unused

Remove unused import: src.display.themes.dark_theme.SYMBOLS

(F401)

src/display/boss/boss_view.py

1-1: typing.Optional imported but unused

Remove unused import: typing.Optional

(F401)

src/models/items/base.py

1-1: enum.Enum imported but unused

Remove unused import: enum.Enum

(F401)

src/config/logging_config.py

4-4: os imported but unused

Remove unused import: os

(F401)

src/display/base/base_view.py

2-2: typing.Dict imported but unused

Remove unused import

(F401)


2-2: typing.Any imported but unused

Remove unused import

(F401)

src/models/item_sets.py

6-6: .effects.item_effects.LifestealEffect imported but unused

Remove unused import

(F401)


6-6: .effects.item_effects.OnHitEffect imported but unused

Remove unused import

(F401)


6-6: .effects.item_effects.StatModifierEffect imported but unused

Remove unused import

(F401)

src/models/boss_types.py

2-2: .effects.item_effects.VoidShieldEffect imported but unused

Remove unused import

(F401)


2-2: .effects.item_effects.HopesCorruptionEffect imported but unused

Remove unused import

(F401)

src/display/character/character_view.py

67-67: f-string without any placeholders

Remove extraneous f prefix

(F541)

src/display/inventory/inventory_view.py

13-13: src.models.items.base.Item imported but unused

Remove unused import: src.models.items.base.Item

(F401)

src/models/effects/base.py

1-1: enum.Enum imported but unused

Remove unused import: enum.Enum

(F401)

main.py

17-17: src.config.settings.STARTING_INVENTORY imported but unused

Remove unused import: src.config.settings.STARTING_INVENTORY

(F401)


18-18: src.models.character.Player imported but unused

Remove unused import: src.models.character.Player

(F401)


98-98: Local variable e is assigned to but never used

Remove assignment to unused variable e

(F841)

src/display/main/main_view.py

1-1: typing.Dict imported but unused

Remove unused import

(F401)


1-1: typing.List imported but unused

Remove unused import

(F401)


100-100: Loop control variable i not used within loop body

Rename unused i to _i

(B007)

src/models/boss.py

2-2: typing.Dict imported but unused

Remove unused import: typing.Dict

(F401)

src/models/character.py

16-16: Redefinition of unused BaseEffect from line 8

Remove definition: BaseEffect

(F811)


148-148: Loop control variable set_name not used within loop body

Rename unused set_name to _set_name

(B007)


370-370: Undefined name Item

(F821)

src/models/base_types.py

2-2: typing.Dict imported but unused

Remove unused import: typing.Dict

(F401)

src/models/effects/item_effects.py

1-1: typing.List imported but unused

Remove unused import: typing.List

(F401)


142-142: f-string without any placeholders

Remove extraneous f prefix

(F541)

🔇 Additional comments (25)
.github/workflows/build-and-test.yml (2)

3-8: LGTM: Workflow triggers are well configured

The workflow is properly configured to run on both pull requests and pushes to main and develop branches.


1-33: Add AWS deployment validation steps

Since this PR includes AWS deployment features, consider adding steps to validate:

  1. AWS credentials and permissions
  2. Infrastructure as Code (if any)
  3. AWS resource configurations

Let's check if there are any AWS-related files that should be validated:

✅ Verification successful

Let me check the terraform files to better understand the AWS infrastructure:


Add Terraform validation steps to the workflow

Based on the verification, this project uses Terraform for AWS infrastructure, specifically setting up VPC, security groups, and EC2 instances. The build workflow should include Terraform validation steps:

  • Add terraform init and terraform validate steps after the Python setup
  • Use hashicorp/setup-terraform@v3 action
  • Consider adding terraform fmt -check for formatting validation
  • Add AWS credentials setup using aws-actions/configure-aws-credentials@v4

Example addition:

    - uses: hashicorp/setup-terraform@v3
      with:
        terraform_version: "1.0.0"

    - uses: aws-actions/configure-aws-credentials@v4
      with:
        role-to-assume: ${{ secrets.AWS_ROLE_ARN }}
        aws-region: eu-west-1

    - name: Terraform Init
      run: |
        cd terraform/server
        terraform init -backend=false

    - name: Terraform Validate
      run: |
        cd terraform/server
        terraform validate
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Look for AWS-related configuration files
echo "Searching for AWS configuration files..."
fd -e yaml -e yml -e json -e tf . | grep -i "aws\|terraform\|cloudformation"

# Look for AWS SDK usage in Python files
echo "Checking for AWS SDK usage..."
rg "boto3|aws" -t py

Length of output: 684


Script:

#!/bin/bash
# Check terraform configuration files
echo "Content of main.tf:"
cat terraform/server/main.tf

echo -e "\nContent of providers.tf:"
cat terraform/server/providers.tf

echo -e "\nContent of versions.tf:"
cat terraform/server/versions.tf

Length of output: 2254

src/models/effects/status_effects.py (2)

1-61: StatusEffect class implementation looks good

The StatusEffect class is well-defined, correctly handling stat modifiers, tick damage, and application chances.


63-96: Predefined status effects are properly configured

The predefined status effects (VOID_EMPOWERED, CORRUPTED_HOPE, BLEEDING, POISONED) are appropriately set up with relevant attributes and effects.

src/models/items/legendary_items.py (1)

121-127: Ensure concatenation of lists in LEGENDARY_ITEMS is correct

In lines 121-127, LEGENDARY_ITEMS is created by concatenating multiple lists. Ensure that all variables concatenated are indeed lists and that no tuples or other types are included, which could cause a TypeError.

Please confirm that all variables (VOID_SENTINEL_WEAPONS, VOID_SENTINEL_ARMOR, etc.) are lists.

src/models/items/epic_items.py (1)

1-149: Great job on defining the epic items!

The code is well-structured and adheres to the project's conventions.

src/models/items/sets.py (1)

1-153: Well-structured implementation of item sets and bonuses

The code is clean, and methods are properly defined with appropriate type hints.

src/display/combat/combat_view.py (1)

54-68: Enhance player status display for multiplayer

The current implementation lacks visual distinction between players and doesn't display player names or turn indicators. Including these elements improves clarity during multiplayer sessions.

Apply this diff to enhance the player status display:

 print(f"\n{dec['SECTION']['START']}Players{dec['SECTION']['END']}")
 for player in players:
+    # Player name and turn indicator
+    turn_indicator = "► " if player.is_current_turn else "  "
+    print(f"\n  {turn_indicator}{player.name}")
+
     # Player health bar
     player_health_percent = player.health / player.max_health
src/models/inventory.py (1)

1-12: Add validation for item creation

Consider adding validation to ensure the imported items are properly initialized.

src/models/items/base.py (1)

26-37: Consider including value in equality checks

The current implementation considers items equal even if they have different values, which could be exploited in trading systems. Consider including value in the equality check for game balance.

     def __eq__(self, other):
         if not isinstance(other, Item):
             return NotImplemented
         return (
             self.name == other.name
             and self.description == other.description
             and self.item_type == other.item_type
             and self.rarity == other.rarity
+            and self.value == other.value
         )

     def __hash__(self):
-        return hash((self.name, self.description, self.item_type, self.rarity))
+        return hash((self.name, self.description, self.item_type, self.rarity, self.value))
src/models/items/epic_consumables.py (2)

11-22: Review game balance for Shadow King's Elixir

The combination of high healing (75), mana restore (75), damage boost (20%), and lifesteal (15%) might be too powerful for an epic-tier item.

Consider:

  1. Reducing healing and mana restore values
  2. Shortening the damage boost duration
  3. Lowering the lifesteal percentage
✅ Verification successful

Based on the search results, I can now make an informed assessment about the game balance of the Shadow King's Elixir by comparing it with other consumables across different rarity tiers:

Shadow King's Elixir appears balanced for its epic rarity tier

The item's stats are well-balanced when compared to other consumables:

  • Common tier:

    • Health Potion: 30 healing
    • Mana Potion: 35 mana restore
    • No damage bonuses
  • Rare tier:

    • Essence of Shadow: 50 healing
    • Void Elixir: 60 mana restore
  • Epic tier (Shadow King's Elixir):

    • 75 healing
    • 75 mana restore
    • 20% damage boost (3 turns)
    • 15% lifesteal
  • Legendary tier:

    • Crystallized Void: 100 healing, 100 mana, 25% damage
    • Essence of Void Sentinel: 150 healing
    • Hope's Corruption: 200 mana restore, 30% damage

The progression from common to legendary shows appropriate scaling, with Shadow King's Elixir sitting comfortably between rare and legendary items in terms of power level.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check other consumables' stats for comparison
rg -A 10 "create_consumable|healing.*=|mana_restore.*=|damage.*=" --type py

Length of output: 45822


23-33: Document effect stacking behavior

The Void Walker's Essence applies multiple stat modifiers. Need to document or verify how these effects stack with other buffs.

Add a comment documenting the stacking behavior:

     ItemService.create_consumable(
         name="Void Walker's Essence",
         description="Essence that allows temporary mastery over the void",
         value=250,
         rarity=ItemRarity.EPIC,
+        # Effects stack multiplicatively with other buffs
         effects=[
             VoidShieldEffect(0.35),
             StatModifierEffect("magic_power", 25, duration=3),
             StatModifierEffect("max_mana", 50, duration=3),
         ],
     ),
✅ Verification successful

Effects stack additively with a default limit of 1 stack

Based on the implementation in base.py, effects have a built-in stacking system where:

  • Each effect has a default stack_limit of 1
  • When effects combine, their potency values add together
  • The StatModifierEffect applies changes directly to character stats, either as flat values or percentages
  • The Void Walker's Essence effects will not stack with themselves by default
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for effect stacking implementation
ast-grep --pattern 'class $effect extends BaseEffect {
  $$$
  apply($char) {
    $$$
  }
}'

Length of output: 94


Script:

#!/bin/bash
# Let's try a different approach to find effect-related classes and their implementations
rg -l "class.*Effect" --type py

# Then let's look for any documentation about effect stacking
rg -i "stack|combine|multiple" --type py -C 2

Length of output: 3388


Script:

#!/bin/bash
# Let's examine the base effect implementation and stat modifier effect
cat src/models/effects/base.py
cat src/models/effects/item_effects.py

Length of output: 10283

src/display/themes/dark_theme.py (1)

3-37: Consider terminal compatibility for Unicode symbols

Some Unicode symbols might not display correctly in all terminals. Consider adding fallback ASCII symbols.

Consider implementing a fallback mechanism:

FALLBACK_SYMBOLS = {
    "HEALTH": "H",
    "MANA": "*",
    # ... other ASCII alternatives
}
src/models/items/common_consumables.py (1)

11-27: Balance check needed for basic potions

The healing and mana restoration values need verification in the multiplayer context:

  • Health Potion: 30 healing for 20 value
  • Mana Potion: 35 mana for 20 value
✅ Verification successful

Let me search for more context about item balancing and potion effects.


Let me search for game balance configurations to understand the healing and mana restoration ratios.


Based on the analysis of the consumables across different rarity tiers, I can now generate the final response:

Basic potion values are well-balanced for their tier

The healing/mana restoration values for basic potions are appropriately balanced when compared to higher rarity consumables:

  • Common tier (20 value):
    • Health Potion: 30 healing
    • Mana Potion: 35 mana
  • Rare tier (120-150 value):
    • Essence of Shadow: 50 healing + effects
    • Void Elixir: 60 mana + effects
  • Epic tier (200-250 value):
    • Shadow King's Elixir: 75 healing/mana + effects
  • Legendary tier (300-500 value):
    • Crystallized Void: 100 healing/mana + effects
    • Essence of Void Sentinel: 150 healing + effects

The basic potions provide good value for their cost while maintaining proper progression through higher rarity tiers.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for balance configuration or similar potions
rg -A 2 "healing.*=.*30|mana_restore.*=.*35" --type py

Length of output: 366


Script:

#!/bin/bash
# Search for item balance configurations and similar consumables
rg -l "create_consumable|healing.*=|mana_restore.*=" --type py | xargs cat

# Also look for any balance testing or configuration files
fd -e py "balance|config" --exec cat {}

Length of output: 31865


Script:

#!/bin/bash
# Search for game balance settings and configurations
rg -A 5 "GAME_BALANCE|healing.*=|mana_restore.*=" --type py

# Also look for other consumables to compare ratios
fd -e py "consumables" --exec cat {}

Length of output: 14251

migrations/versions/initial_migration.py (1)

71-76: Ensure correct order of table drops in downgrade

The current order of table drops is correct as it respects foreign key constraints. Tables with foreign key dependencies are dropped before their referenced tables.

README.md (3)

56-61: LGTM! Clear and comprehensive multiplayer feature documentation.

The new multiplayer support section effectively communicates the key features being introduced.


88-100: LGTM! Clear setup instructions for database and client/server components.

The setup steps are well-documented and provide a logical flow for getting the multiplayer system running.


102-110: Expand server deployment instructions

The deployment section needs more detailed instructions for AWS EC2 setup, WebSocket configuration, and environment variables.

src/config/settings.py (5)

18-18: LGTM! Well-structured game balance updates.

The new balance settings for gold per level and skill cooldowns are reasonable and well-documented.

Also applies to: 38-39


99-107: LGTM! Comprehensive AI generation configuration.

The AI settings provide good control over the generation process with appropriate safety measures like timeouts and retry limits.


161-168: Avoid Hardcoding Database Credentials

Database credentials should be loaded from environment variables for security.


171-178: Avoid Hardcoding Secret Keys and Authentication Credentials

Authentication credentials and JWT secret key should be loaded from environment variables.


122-159: Verify shop type implementation matches configuration.

The shop settings are well-structured, but we should verify the implementation matches these configurations.

✅ Verification successful

Let me gather more information about the shop implementation to verify the enum values and shop class structure.


Let me try one more search to find the ShopType enum definition and any shop-related class implementations with a different pattern.


Shop type implementation correctly matches configuration

The implementation in src/services/shop.py fully aligns with the shop settings configuration:

  • ShopType enum values match the configuration keys
  • Shop type weights are properly used in _random_shop_type()
  • Shop type bonuses are correctly applied:
    • Blacksmith specializes in weapons and armor with 1.2x bonus
    • Alchemist has increased potion stock (3) and 0.8x consumable pricing
    • Mystic has 1.5x set piece chance bonus
  • Potion stock values match the BASE_POTION_STOCK configuration
  • Each shop type correctly restricts its inventory based on its specialization
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify shop implementation matches configuration
# Look for shop type implementations
ast-grep --pattern 'class $SHOP_TYPE extends Shop {
  $$$
}'

# Look for shop type handling
rg -A 5 'SHOP_TYPE_WEIGHTS|SHOP_TYPE_BONUSES|BASE_POTION_STOCK'

Length of output: 3425


Script:

#!/bin/bash
# Look for ShopType enum definition
ast-grep --pattern 'class ShopType$_:
  $$$'

# Look for Shop base class and its methods
ast-grep --pattern 'class Shop$_:
  $$$'

# Look for specific shop type handling in methods
rg -A 3 'def.*shop_type'

Length of output: 376


Script:

#!/bin/bash
# Look for enum definition with specific values
rg -A 5 "class ShopType"

# Look for Shop class and its implementation
rg -A 10 "class Shop"

# Look for specific shop type implementations
rg -A 5 "GENERAL|BLACKSMITH|ALCHEMIST|MYSTIC.*=|shop_type.*="

Length of output: 8974

src/models/items/rare_items.py (2)

1-10: LGTM! Clean import structure.

The imports are well-organized and properly grouped by functionality.


130-140: LGTM! Clean exports structure.

The combination of items and exports is well-organized and provides good accessibility.

Comment on lines 27 to 30
- name: Install dependencies
run: |
python -m pip install --upgrade pip
pip install -r requirements.txt
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🛠️ Refactor suggestion

Add essential development dependencies explicitly

The workflow assumes all necessary testing tools are in requirements.txt. Consider explicitly installing development dependencies to ensure CI reliability.

 - name: Install dependencies
   run: |
     python -m pip install --upgrade pip
     pip install -r requirements.txt
+    pip install pytest pytest-cov black flake8 mypy bandit
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
- name: Install dependencies
run: |
python -m pip install --upgrade pip
pip install -r requirements.txt
- name: Install dependencies
run: |
python -m pip install --upgrade pip
pip install -r requirements.txt
pip install pytest pytest-cov black flake8 mypy bandit

Comment on lines 32 to 33
- name: Check formatting with black
run: black --check .
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⚠️ Potential issue

Enhance code quality checks for multiplayer features

The current workflow only checks formatting. Given the multiplayer and AWS features being added, consider adding:

  1. Unit tests execution with coverage
  2. Security scanning with bandit
  3. Type checking with mypy
  4. Linting with flake8
 - name: Check formatting with black
   run: black --check .
+
+- name: Run tests with coverage
+  run: pytest --cov=src tests/
+
+- name: Security check with bandit
+  run: bandit -r src/
+
+- name: Type checking with mypy
+  run: mypy src/
+
+- name: Lint with flake8
+  run: flake8 src/

Committable suggestion skipped: line range outside the PR's diff.

from uuid import uuid4
from .base_types import ItemRarity
from .effects.base import BaseEffect
from .effects.item_effects import LifestealEffect, OnHitEffect, StatModifierEffect
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⚠️ Potential issue

Remove unused imports to clean up the code

The imports LifestealEffect, OnHitEffect, and StatModifierEffect are not used in this file and can be removed to keep the codebase clean.

Apply this diff to remove the unused imports:

-from .effects.item_effects import LifestealEffect, OnHitEffect, StatModifierEffect
🧰 Tools
🪛 Ruff (0.8.2)

6-6: .effects.item_effects.LifestealEffect imported but unused

Remove unused import

(F401)


6-6: .effects.item_effects.OnHitEffect imported but unused

Remove unused import

(F401)


6-6: .effects.item_effects.StatModifierEffect imported but unused

Remove unused import

(F401)

@@ -0,0 +1,101 @@
from enum import Enum
from typing import Protocol, Dict, Any, Optional, List
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⚠️ Potential issue

Remove unused import Dict from typing module

The Dict import is not utilized in this file and can be removed to clean up unnecessary imports.

Apply this diff to remove the unused import:

-from typing import Protocol, Dict, Any, Optional, List
+from typing import Protocol, Any, Optional, List
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
from typing import Protocol, Dict, Any, Optional, List
from typing import Protocol, Any, Optional, List
🧰 Tools
🪛 Ruff (0.8.2)

2-2: typing.Dict imported but unused

Remove unused import: typing.Dict

(F401)

Comment on lines 81 to 84
rage_skill = self.skills[-1] # Last skill is rage skill
if rage_skill.is_available():
rage_skill.use()
return self._empower_skill(rage_skill)
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⚠️ Potential issue

Prevent IndexError when accessing the last skill

In the get_priority_skill method, accessing self.skills[-1] assumes that self.skills is not empty. If self.skills is empty, this will raise an IndexError. To prevent this, check if self.skills is not empty before accessing the last element.

Apply this diff to add the necessary check:

             # Prioritize rage skill if available
+            if self.skills:
                 rage_skill = self.skills[-1]  # Last skill is rage skill
                 if rage_skill.is_available():
                     rage_skill.use()
                     return self._empower_skill(rage_skill)
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
rage_skill = self.skills[-1] # Last skill is rage skill
if rage_skill.is_available():
rage_skill.use()
return self._empower_skill(rage_skill)
if self.skills:
rage_skill = self.skills[-1] # Last skill is rage skill
if rage_skill.is_available():
rage_skill.use()
return self._empower_skill(rage_skill)

Comment on lines 59 to 64
print(f"\n {char_class.description}")
print(f"\n{dec['SMALL_SEP']}")
print(f" {sym['HEALTH']} Health {char_class.base_health}")
print(f" {sym['MANA']} Mana {char_class.base_mana}")
print(f" {sym['ATTACK']} Attack {char_class.base_attack}")
print(f" {sym['DEFENSE']} Defense {char_class.base_defense}")
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🛠️ Refactor suggestion

Add input validation for displayed values

Ensure displayed values are properly sanitized:

-                print(f"\n  {char_class.description}")
+                print(f"\n  {BaseView.sanitize_text(char_class.description)}")
                 print(f"\n{dec['SMALL_SEP']}")
-                print(f"  {sym['HEALTH']} Health    {char_class.base_health}")
-                print(f"  {sym['MANA']} Mana      {char_class.base_mana}")
-                print(f"  {sym['ATTACK']} Attack    {char_class.base_attack}")
-                print(f"  {sym['DEFENSE']} Defense   {char_class.base_defense}")
+                print(f"  {sym['HEALTH']} Health    {max(0, char_class.base_health)}")
+                print(f"  {sym['MANA']} Mana      {max(0, char_class.base_mana)}")
+                print(f"  {sym['ATTACK']} Attack    {max(0, char_class.base_attack)}")
+                print(f"  {sym['DEFENSE']} Defense   {max(0, char_class.base_defense)}")
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
print(f"\n {char_class.description}")
print(f"\n{dec['SMALL_SEP']}")
print(f" {sym['HEALTH']} Health {char_class.base_health}")
print(f" {sym['MANA']} Mana {char_class.base_mana}")
print(f" {sym['ATTACK']} Attack {char_class.base_attack}")
print(f" {sym['DEFENSE']} Defense {char_class.base_defense}")
print(f"\n {BaseView.sanitize_text(char_class.description)}")
print(f"\n{dec['SMALL_SEP']}")
print(f" {sym['HEALTH']} Health {max(0, char_class.base_health)}")
print(f" {sym['MANA']} Mana {max(0, char_class.base_mana)}")
print(f" {sym['ATTACK']} Attack {max(0, char_class.base_attack)}")
print(f" {sym['DEFENSE']} Defense {max(0, char_class.base_defense)}")

Comment on lines 262 to 280
def get_total_attack(self) -> int:
"""Calculate total attack including equipment bonuses"""
total = self.attack
for equipment in self.equipment.values():
if equipment and isinstance(equipment.stat_modifiers, dict):
for stat, value in equipment.stat_modifiers.items():
if stat == "attack":
total += value
return total

def get_total_defense(self) -> int:
"""Calculate total defense including equipment bonuses"""
total = self.defense
for equipment in self.equipment.values():
if equipment and isinstance(equipment.stat_modifiers, dict):
for stat, value in equipment.stat_modifiers.items():
if stat == "defense":
total += value
return total
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🛠️ Refactor suggestion

Remove duplicated methods in Player class

The get_total_attack and get_total_defense methods in the Player class are identical to those in the Character class.

Remove these methods as they're already inherited from the Character class.

from .inventory import get_starting_items
from .items.sets import SetBonus, ITEM_SETS
from .base_types import ItemType
from .effects.base import BaseEffect # Use BaseEffect instead of ItemEffect
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⚠️ Potential issue

Remove duplicate import

The BaseEffect import is duplicated from line 8.

-from .effects.base import BaseEffect  # Use BaseEffect instead of ItemEffect
🧰 Tools
🪛 Ruff (0.8.2)

16-16: Redefinition of unused BaseEffect from line 8

Remove definition: BaseEffect

(F811)

self.art = art
self.max_health = health

def get_drops(self) -> List["Item"]: # type: ignore
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⚠️ Potential issue

Fix undefined Item type

The return type annotation references an undefined Item type.

-    def get_drops(self) -> List["Item"]:  # type: ignore
+    def get_drops(self) -> List[Any]:  # TODO: Import proper Item type

Would you like me to help locate or create the proper Item type definition?

Committable suggestion skipped: line range outside the PR's diff.

🧰 Tools
🪛 Ruff (0.8.2)

370-370: Undefined name Item

(F821)

Comment on lines 61 to 70
def apply_effect(self, effect: Any) -> None:
"""Implement GameEntity protocol method"""
if isinstance(effect, BaseEffect):
self._effects.append(effect)
effect.apply(self)
elif isinstance(effect, StatusEffect):
self.status_effects[effect.name] = effect
elif isinstance(effect, BaseEffect):
self.item_effects.append(effect)

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⚠️ Potential issue

Fix redundant condition in apply_effect

The method checks for BaseEffect twice, which could lead to confusion.

 def apply_effect(self, effect: Any) -> None:
     """Implement GameEntity protocol method"""
     if isinstance(effect, BaseEffect):
         self._effects.append(effect)
         effect.apply(self)
     elif isinstance(effect, StatusEffect):
         self.status_effects[effect.name] = effect
-    elif isinstance(effect, BaseEffect):
-        self.item_effects.append(effect)
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
def apply_effect(self, effect: Any) -> None:
"""Implement GameEntity protocol method"""
if isinstance(effect, BaseEffect):
self._effects.append(effect)
effect.apply(self)
elif isinstance(effect, StatusEffect):
self.status_effects[effect.name] = effect
elif isinstance(effect, BaseEffect):
self.item_effects.append(effect)
def apply_effect(self, effect: Any) -> None:
"""Implement GameEntity protocol method"""
if isinstance(effect, BaseEffect):
self._effects.append(effect)
effect.apply(self)
elif isinstance(effect, StatusEffect):
self.status_effects[effect.name] = effect

@mericozkayagan mericozkayagan merged commit 9ce2406 into main Dec 14, 2024
0 of 2 checks passed
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