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Extend game to multiplayer with AWS deployment #3
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Caution Review failedThe pull request is closed. WalkthroughThe 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
Sequence DiagramsequenceDiagram
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
Poem
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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 authenticationThe
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 loggingThe 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) returnThis 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 usedRemove 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
, theload_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 FailuresThe
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 playerEnsure that
AuthenticationError
is the appropriate exception and that it's imported if necessary.README.md (1)
56-61
: Enhance multiplayer documentation with implementation detailsWhile 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 behaviorThe 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 battlesThe 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 supportSeveral methods still use single player/enemy parameters and need to be updated for multiplayer:
show_battle_result
: Should handle multiple players and enemiesshow_level_up
: Should support multiple players leveling up simultaneouslyshow_retreat_attempt
: Should handle group retreat scenariosExample 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
📒 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)
src/services/session_management.py
Outdated
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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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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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
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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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.
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() |
src/services/combat.py
Outdated
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
src/models/character.py
Outdated
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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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.
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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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.
DATABASE_SETTINGS = { | ||
"DB_NAME": "rpg_game", | ||
"DB_USER": "rpg_user", | ||
"DB_PASSWORD": "secure_password", | ||
"DB_HOST": "localhost", | ||
"DB_PORT": 5432, | ||
} |
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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.
## 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:
- AWS EC2 requirements:
- Recommended instance type
- Security group configuration
- Region considerations
- WebSocket setup:
- WebSocket server implementation details
- Connection handling
- Security considerations
- Environment variables needed for deployment
- 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
+ ```
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
📒 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
:
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
:
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))
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 documentationThe 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 feedbackWhen 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 mechanicsThe 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 metadataConsider 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 componentsThe current configuration lacks several important operational and security features.
Consider adding:
- Enable EBS encryption for the root volume
- Configure CloudWatch monitoring and logging
- Set up backup strategies using AWS Backup
- Implement proper networking with private subnets and NAT Gateway
- 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
📒 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
:
Escape chance can become negative
The escape chance calculation can result in negative values for high-level enemies, making retreat impossible.
239-247
:
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.
terraform/server/main.tf
Outdated
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.
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 | |
} |
terraform/server/main.tf
Outdated
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.
terraform/server/main.tf
Outdated
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.
terraform/server/main.tf
Outdated
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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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.
- Use AWS Secrets Manager or Parameter Store for sensitive data
- Implement proper IAM roles instead of hardcoding credentials
- 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 versionsCurrently 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
: Settarget_metadata
to enable Alembic autogenerationCurrently,
target_metadata
is set toNone
. To utilize Alembic's autogenerate feature for automatic migration script generation, settarget_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.metadatasrc/models/boss.py (1)
2-2
: Remove unused importDict
Line 2 imports
Dict
from thetyping
module, butDict
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 unusedRemove unused import:
typing.Dict
(F401)
src/models/boss_types.py (1)
2-2
: Remove unused importsVoidShieldEffect
andHopesCorruptionEffect
Line 2 imports
VoidShieldEffect
andHopesCorruptionEffect
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 unusedRemove unused import
(F401)
2-2:
.effects.item_effects.HopesCorruptionEffect
imported but unusedRemove unused import
(F401)
src/models/character_classes.py (2)
11-11
: Initialize optional attributeart
withfield(default=None)
Line 15 declares
art
with a default value ofNone
. While this works, it's more explicit and idiomatic to usefield(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 definitionsIn 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 maintainabilityThe 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 importsDict
andList
The
Dict
andList
imports from thetyping
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 unusedRemove unused import
(F401)
1-1:
typing.List
imported but unusedRemove unused import
(F401)
100-100
: Rename unused loop variablei
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 bodyRename unused
i
to_i
(B007)
src/models/effects/item_effects.py (1)
1-1
: Remove unused importList
fromtyping
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 unusedRemove unused import:
typing.List
(F401)
main.py (2)
17-18
: Remove unused imports to clean up codeThe imports
STARTING_INVENTORY
andPlayer
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 unusedRemove unused import:
src.config.settings.STARTING_INVENTORY
(F401)
18-18:
src.models.character.Player
imported but unusedRemove unused import:
src.models.character.Player
(F401)
98-99
: Remove unused variablee
in exception handlingThe variable
e
is assigned but not used in theexcept
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 usedRemove assignment to unused variable
e
(F841)
src/display/inventory/inventory_view.py (1)
13-13
: Remove unused importItem
fromsrc.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 unusedRemove unused import:
src.models.items.base.Item
(F401)
docker-compose.yml (1)
11-12
: Consider using non-default port mappingUsing 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 hintsThe 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 constantsConsider 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 weeklyFor 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 configurationConsider 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 methodsFor 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 scenariosSince this PR implements multiplayer support, consider enhancing the MessageView to handle concurrent message display from multiple players. This could involve:
- Message queuing/buffering
- Player-specific message filtering
- 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 methodsFor 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 contextSince this PR implements multiplayer support, the AI generation display should handle scenarios where multiple players might trigger AI generation simultaneously. Consider:
- Adding player context to messages
- Implementing generation queue visualization
- 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 configurationConsider 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 importThe
Enum
import is not used in this file.-from enum import Enum
🧰 Tools
🪛 Ruff (0.8.2)
1-1:
enum.Enum
imported but unusedRemove unused import:
enum.Enum
(F401)
6-20
: Add input validation and docstringThe 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 valueThe 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 deploymentFor AWS deployment, implement log rotation to manage disk space and log file lifecycle.
Consider using Python's
RotatingFileHandler
orTimedRotatingFileHandler
to manage log files in production.client/client.py (1)
6-41
: Add connection timeout and reconnection logicThe 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 backoffsrc/display/base/base_view.py (2)
12-13
: Add type hints and improve DEBUG_MODE initializationAdd 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 modeThe meditation effects need to be synchronized across all players in multiplayer mode.
Consider implementing a game state synchronization mechanism:
- Send meditation action to server
- Server validates and broadcasts the effect to all players
- 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 implementationsrc/models/effects/base.py (2)
1-1
: Remove unused importThe
Enum
import is not used in this file.-from enum import Enum
🧰 Tools
🪛 Ruff (0.8.2)
1-1:
enum.Enum
imported but unusedRemove unused import:
enum.Enum
(F401)
21-28
: Add validation for chance parameterThe
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 importThe
Optional
type hint is not used in this file.-from typing import Optional
🧰 Tools
🪛 Ruff (0.8.2)
1-1:
typing.Optional
imported but unusedRemove unused import:
typing.Optional
(F401)
22-35
: Consider performance impact of screen clearingFrequent 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 duplicationThe "⚔" symbol is used for both "EQUIPMENT" and "STATS". Consider using distinct symbols for better clarity.
"EQUIPMENT": "⚔", # Equipment "CURSOR": "➤", # Selection arrow # ... other symbols ... - "STATS": "⚔", + "STATS": "📊", # StatisticsAlso applies to: 26-27
64-65
: Consider making widths configurableHard-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 ItemServiceThe 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 typeThe 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_CONSUMABLESsrc/display/effect/effect_view.py (1)
46-54
: Consider using Enum for effect typesThe 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 parametersThe 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-stringA 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:
- Documenting the reasoning behind proc chances and effect values
- 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 statsThe 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 rarityThe
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 generationThe fallback enemy system has several potential improvements:
- The player_level parameter is unused
- Enemy stats don't scale with player level
- 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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is excluded by!**/.DS_Store
📒 Files selected for processing (82)
.github/dependabot.yml
(1 hunks).github/workflows/build-and-test.yml
(1 hunks).pre-commit-config.yaml
(1 hunks)README.md
(2 hunks)alembic.ini
(1 hunks)client/client.py
(1 hunks)data/art/blood_sovereign.txt.txt
(1 hunks)data/art/class_shadow_revenant.txt
(1 hunks)data/art/doombringer.txt.txt
(1 hunks)data/art/eclipse_harbinger.txt
(1 hunks)data/art/eclipse_vigilante.txt
(1 hunks)data/art/enemy_blood-starved_beast.txt
(1 hunks)data/art/enemy_corrupted_paladin.txt
(1 hunks)data/art/enemy_corrupted_seraph.txt
(1 hunks)data/art/enemy_cursed_knight.txt
(1 hunks)data/art/enemy_hope's_corrupted_seraph.txt
(1 hunks)data/art/enemy_hope's_desecrator.txt
(1 hunks)data/art/enemy_hope's_despair.txt
(1 hunks)data/art/enemy_hope's_herald.txt
(1 hunks)data/art/enemy_hope-twisted_priest.txt
(1 hunks)data/art/enemy_hopebound_devotee.txt
(1 hunks)data/art/enemy_hopebound_zealot.txt
(1 hunks)data/art/enemy_hopes_corrupted_seraph.txt
(1 hunks)data/art/enemy_plague_herald.txt
(1 hunks)data/art/enemy_shadow_wraith.txt
(1 hunks)data/art/enemy_soul_reaver.txt
(1 hunks)data/art/enemy_twisted_seraph.txt
(1 hunks)data/art/enemy_void_harbinger.txt
(1 hunks)data/art/necrotic_oracle.txt
(1 hunks)data/art/nightmare_prophet.txt
(1 hunks)data/art/nightmare_reaper.txt
(1 hunks)data/art/plague_herald.txt
(1 hunks)data/art/shadow_reaper.txt.txt
(1 hunks)data/art/shadow_reaver.txt
(1 hunks)data/art/shadow_revenant.txt.txt
(1 hunks)data/art/soul_eater.txt.txt
(1 hunks)data/art/soul_reaper.txt.txt
(1 hunks)docker-compose.yml
(1 hunks)docs/README.md
(0 hunks)main.py
(1 hunks)migrations/README
(1 hunks)migrations/env.py
(1 hunks)migrations/script.py.mako
(1 hunks)migrations/versions/initial_migration.py
(1 hunks)pyproject.toml
(1 hunks)requirements.txt
(1 hunks)src/config/logging_config.py
(1 hunks)src/config/settings.py
(2 hunks)src/display/ai/ai_view.py
(1 hunks)src/display/base/base_view.py
(1 hunks)src/display/boss/boss_view.py
(1 hunks)src/display/character/character_view.py
(1 hunks)src/display/combat/combat_view.py
(1 hunks)src/display/common/message_view.py
(1 hunks)src/display/effect/effect_view.py
(1 hunks)src/display/inventory/inventory_view.py
(1 hunks)src/display/main/main_view.py
(1 hunks)src/display/shop/shop_view.py
(1 hunks)src/display/themes/dark_theme.py
(1 hunks)src/models/base_types.py
(1 hunks)src/models/boss.py
(1 hunks)src/models/boss_types.py
(1 hunks)src/models/character.py
(2 hunks)src/models/character_classes.py
(1 hunks)src/models/effects/base.py
(1 hunks)src/models/effects/item_effects.py
(1 hunks)src/models/effects/set_effects.py
(1 hunks)src/models/effects/status_effects.py
(1 hunks)src/models/inventory.py
(1 hunks)src/models/item_sets.py
(1 hunks)src/models/items.py
(0 hunks)src/models/items/base.py
(1 hunks)src/models/items/common_consumables.py
(1 hunks)src/models/items/common_items.py
(1 hunks)src/models/items/consumable.py
(1 hunks)src/models/items/epic_consumables.py
(1 hunks)src/models/items/epic_items.py
(1 hunks)src/models/items/equipment.py
(1 hunks)src/models/items/legendary_consumables.py
(1 hunks)src/models/items/legendary_items.py
(1 hunks)src/models/items/rare_items.py
(1 hunks)src/models/items/sets.py
(1 hunks)
⛔ Files not processed due to max files limit (27)
- src/models/items/uncommon_items.py
- src/models/sets/base.py
- src/models/skills.py
- src/models/status_effects.py
- src/services/ai_core.py
- src/services/ai_generator.py
- src/services/art_generator.py
- src/services/boss.py
- src/services/character_creation.py
- src/services/combat.py
- src/services/effect.py
- src/services/game_state.py
- src/services/item.py
- src/services/server.py
- src/services/session_management.py
- src/services/set_bonus.py
- src/services/shop.py
- src/utils/art_utils.py
- src/utils/ascii_art.py
- src/utils/debug.py
- src/utils/display.py
- src/utils/display_constants.py
- src/utils/json_cleaner.py
- src/utils/pixel_art.py
- terraform/server/main.tf
- 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
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(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:
- AWS credentials and permissions
- Infrastructure as Code (if any)
- 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
andterraform 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:
- Reducing healing and mana restore values
- Shortening the damage boost duration
- 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.
.github/workflows/build-and-test.yml
Outdated
- 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.
- 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 |
.github/workflows/build-and-test.yml
Outdated
- name: Check formatting with black | ||
run: black --check . |
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Enhance code quality checks for multiplayer features
The current workflow only checks formatting. Given the multiplayer and AWS features being added, consider adding:
- Unit tests execution with coverage
- Security scanning with bandit
- Type checking with mypy
- 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.
src/models/item_sets.py
Outdated
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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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)
src/models/base_types.py
Outdated
@@ -0,0 +1,101 @@ | |||
from enum import Enum | |||
from typing import Protocol, Dict, Any, Optional, List |
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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.
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)
src/models/boss.py
Outdated
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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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.
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) |
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.
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)}") |
src/models/character.py
Outdated
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.
src/models/character.py
Outdated
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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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)
src/models/character.py
Outdated
self.art = art | ||
self.max_health = health | ||
|
||
def get_drops(self) -> List["Item"]: # type: ignore |
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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)
src/models/character.py
Outdated
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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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.
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 | |
Extend the combat system to handle multiple players and enemies with a turn-based queue.
main.py
to handle multiple players, synchronize turns, manage player sessions, and implement save/load game state functionality.src/services/combat.py
to handle actions from multiple players, maintain player and enemy queues, and allow players to choose their attack targets.src/display/combat/combat_view.py
updates and displays the combat status for all players and enemies.src/models/character.py
to handle actions from multiple players, manage player sessions, and add serialization/deserialization methods forPlayer
andEnemy
classes.For more details, open the Copilot Workspace session.
Summary by CodeRabbit
Release Notes
New Features
Bug Fixes
Documentation
Chores
Tests