Refactor skill allocation to upgrade; implement skill requirements and resource checks; remove experience from Pet model; update README for skill tree progress
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@@ -51,6 +51,11 @@ namespace PetCompanion.Data
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.WithMany(s => s.Effects)
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.HasForeignKey(se => se.SkillId);
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modelBuilder.Entity<SkillRequirement>()
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.HasOne(se => se.Skill)
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.WithMany(s => s.SkillRequirements)
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.HasForeignKey(se => se.SkillId);
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modelBuilder.Entity<EquippedItem>()
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.HasOne(e => e.Pet)
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.WithMany(p => p.EquippedItemsList)
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@@ -61,31 +66,14 @@ namespace PetCompanion.Data
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.WithMany()
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.HasForeignKey(e => e.GameItemId);
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// Seed initial skills
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var skills = SkillsData.GetInitialSkills();
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var skillWithoutEffects = SkillsData.GetInitialSkills().Select(s => new Skill
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{
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Id = s.Id,
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Name = s.Name,
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Type = s.Type,
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Description = s.Description,
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PointsCost = s.PointsCost,
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Icon = s.Icon,
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SkillsIdRequired = s.SkillsIdRequired
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}).ToList();
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// Seed initial data
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var skills = SkillsData.GetInitialSkillsWithoutRelations();
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var requirements = SkillsData.GetInitialSkillRequirements();
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var effects = SkillsData.GetInitialSkillEffects();
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foreach (var skill in skillWithoutEffects)
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{
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modelBuilder.Entity<Skill>().HasData(skill);
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}
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foreach (var skill in skills)
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{
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foreach (var effect in skill.Effects)
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{
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modelBuilder.Entity<SkillEffect>().HasData(effect);
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}
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}
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modelBuilder.Entity<Skill>().HasData(skills);
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modelBuilder.Entity<SkillRequirement>().HasData(requirements);
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modelBuilder.Entity<SkillEffect>().HasData(effects);
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}
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}
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}
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