Add skill management system: implement Skill and PetSkill models, create SkillController, and update ApplicationDbContext for skills
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@@ -1,176 +0,0 @@
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using System.Text.RegularExpressions;
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using PetCompanion.Models;
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using PetCompanion.Models.Enums;
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namespace PetCompanion.Repositories
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{
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public class ItemRepository
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{
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private readonly Dictionary<string, Item> _itemTemplates = new();
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private readonly Dictionary<ItemRarity, List<string>> _itemsByRarity = new();
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private readonly Random _random = new();
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public ItemRepository()
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{
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foreach (ItemRarity rarity in Enum.GetValues(typeof(ItemRarity)))
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{
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_itemsByRarity[rarity] = new List<string>();
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}
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LoadItemsFromCsv();
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}
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private void LoadItemsFromCsv()
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{
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var lines = File.ReadAllLines("Items.csv").Skip(1); // Skip header
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foreach (var line in lines)
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{
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var parts = line.Split(',');
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var name = parts[0];
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var type = Enum.Parse<ItemType>(parts[1]);
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var rarity = Enum.Parse<ItemRarity>(parts[2]);
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var description = parts[3];
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Item item = type switch
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{
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ItemType.Consumable => CreateConsumableItem(name, description, rarity),
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ItemType.Equipment => CreateEquipmentItem(name, description, rarity),
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ItemType.Material => CreateMaterialItem(name, description, rarity),
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_ => throw new ArgumentException($"Unknown item type: {type}")
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};
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_itemTemplates.Add(name, item);
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_itemsByRarity[rarity].Add(name);
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}
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}
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private Item CreateConsumableItem(string name, string description, ItemRarity rarity)
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{
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var item = new ConsumableItem
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{
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Id = Guid.NewGuid().ToString(),
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Name = name,
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Description = description,
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Type = ItemType.Consumable,
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Rarity = rarity
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};
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// Parse effects from description
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if (description.Contains("food resources"))
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{
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var foodAmount = int.Parse(Regex.Match(description, @"\+(\d+) food").Groups[1].Value);
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item.Effect = (pet) => pet.Resources.Food += foodAmount;
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}
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else if (description.Contains("Intelligence"))
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{
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var amount = int.Parse(Regex.Match(description, @"\+(\d+)").Groups[1].Value);
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item.Effect = (pet) => pet.IncrementIntelligence(amount);
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}
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// Add more effect parsing as needed
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return item;
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}
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private Item CreateEquipmentItem(string name, string description, ItemRarity rarity)
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{
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var equipment = new StatBoostEquipment
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{
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Id = Guid.NewGuid().ToString(),
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Name = name,
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Description = description,
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Type = ItemType.Equipment,
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Rarity = rarity
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};
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// Parse slot and stats from description
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var slotMatch = Regex.Match(description, @"(Helmet|Chest|Legging|Weapon):");
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if (slotMatch.Success)
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{
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equipment.Slot = Enum.Parse<EquipmentSlot>(slotMatch.Groups[1].Value);
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}
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var statMatch = Regex.Match(description, @"\+(\d+) Max (\w+)");
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if (statMatch.Success)
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{
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var amount = int.Parse(statMatch.Groups[1].Value);
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var stat = statMatch.Groups[2].Value;
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equipment.StatBoosts.Add(stat, amount);
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}
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return equipment;
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}
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private Item CreateMaterialItem(string name, string description, ItemRarity rarity)
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{
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return new MaterialItem
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{
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Id = Guid.NewGuid().ToString(),
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Name = name,
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Description = description,
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Type = ItemType.Material,
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Rarity = rarity
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};
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}
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public Item CreateItem(string itemName)
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{
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if (_itemTemplates.TryGetValue(itemName, out var template))
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{
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// Create a new instance with a new ID but same properties
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var json = System.Text.Json.JsonSerializer.Serialize(template);
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var newItem = System.Text.Json.JsonSerializer.Deserialize<Item>(json);
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newItem.Id = Guid.NewGuid().ToString();
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return newItem;
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}
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throw new KeyNotFoundException($"Item template not found: {itemName}");
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}
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/// Usage:
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/* var rarityProbabilities = new Dictionary<ItemRarity, int>
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{
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{ ItemRarity.Common, 50 }, // 50% chance
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{ ItemRarity.Uncommon, 30 }, // 30% chance
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{ ItemRarity.Rare, 15 }, // 15% chance
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{ ItemRarity.Legendary, 5 } // 5% chance
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};
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var itemRepo = new ItemRepository();
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var randomItem = itemRepo.GenerateRandomItem(rarityProbabilities);
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*/
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public Item GenerateRandomItem(Dictionary<ItemRarity, int> rarityProbabilities)
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{
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// Validate probabilities
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if (rarityProbabilities.Values.Sum() != 100)
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{
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throw new ArgumentException("Rarity probabilities must sum to 100");
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}
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// Generate random number between 0 and 100
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var roll = _random.Next(1, 101);
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var currentThreshold = 0;
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// Determine which rarity we hit
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ItemRarity selectedRarity = ItemRarity.Common;
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foreach (var probability in rarityProbabilities)
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{
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currentThreshold += probability.Value;
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if (roll <= currentThreshold)
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{
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selectedRarity = probability.Key;
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break;
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}
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}
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// Get random item from selected rarity
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var possibleItems = _itemsByRarity[selectedRarity];
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if (possibleItems.Count == 0)
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{
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// Fallback to common if no items of selected rarity
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possibleItems = _itemsByRarity[ItemRarity.Common];
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}
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var randomItemName = possibleItems[_random.Next(possibleItems.Count)];
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return CreateItem(randomItemName);
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}
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}
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}
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