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Copy pathClasses.py
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876 lines (738 loc) · 33.8 KB
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"""
Classes for Monster Hunter Wilds Skill Builder
This file contains all data classes for skills, armor, and decorations
"""
import csv
from dataclasses import dataclass, field
from typing import Dict, Optional, List, Set, Tuple
from pathlib import Path
# ========== HELPER FUNCTIONS ==========
def parse_int(value: str, default: int = 0) -> int:
"""Parse integer, handling NA and empty strings"""
if not value or value.strip().upper() in ['NA', 'N/A', '', 'NULL', 'NONE']:
return default
try:
return int(value.strip())
except ValueError:
return default
def parse_str(value: str, default: str = '') -> str:
"""Parse string, handling NA"""
if not value or value.strip().upper() in ['NA', 'N/A', '', 'NULL', 'NONE']:
return default
return value.strip()
def parse_float(value: str, default: float = 0.0) -> float:
"""Parse float, handling NA"""
if not value or value.strip().upper() in ['NA', 'N/A', '', 'NULL', 'NONE']:
return default
try:
return float(value.strip())
except ValueError:
return default
def parse_bool(value: str) -> bool:
"""Parse boolean, handling various formats"""
if not value:
return False
value = value.strip().upper()
return value in ['TRUE', 'YES', 'Y', '1', 'T']
# ========== BASE SKILL CLASSES ==========
@dataclass
class Skill:
"""
Represents any skill - regular, group, or set bonus.
"""
id: str
name: str
skill_type: str # Attack, Defense, Utility, Group, SetBonus
description: str
max_level: int
level_effects: Dict[int, str] = field(default_factory=dict)
def __post_init__(self):
"""Validate and clean up data"""
# Ensure max_level is integer
self.max_level = int(self.max_level)
# Remove any level effects beyond max_level
levels_to_remove = [lvl for lvl in self.level_effects if lvl > self.max_level]
for level in levels_to_remove:
del self.level_effects[level]
def get_effect(self, level: int) -> str:
"""Get the effect description for a specific level"""
if 1 <= level <= self.max_level:
return self.level_effects.get(level, f"Level {level} effect")
return f"Invalid level. Max is {self.max_level}"
def __str__(self) -> str:
return f"{self.name} (Max Lv{self.max_level})"
def __repr__(self) -> str:
return f"Skill(id={self.id}, name={self.name}, type={self.skill_type})"
@dataclass
class GroupSkill(Skill):
"""Special type of skill for armor set group skills"""
def __post_init__(self):
super().__post_init__()
self.skill_type = "Group"
@dataclass
class SetBonusSkill(Skill):
"""Special type of skill for armor set bonuses"""
def __post_init__(self):
super().__post_init__()
self.skill_type = "SetBonus"
# ========== ARMOR CLASSES ==========
@dataclass
class ArmorPiece:
"""
Represents a single armor piece from Armor_Info.tsv
"""
id: str
set_name: str
name: str
armor_type: str # head, chest, arms, waist, legs
set_variant: str
rank: str
rarity: int
slots: List[int] # [slot_1, slot_2, slot_3] (0 means no slot)
defense: int
resistances: Dict[str, int] # fire_res, water_res, etc.
skills: Dict[str, int] # skill_name -> level provided
group_skill: Optional[str] = None
set_bonus_skill: Optional[str] = None
def __post_init__(self):
"""Convert numeric fields - already handled by parse_int"""
pass
def get_available_slots(self) -> List[int]:
"""Get list of decoration slots (excluding 0 slots)"""
return [slot for slot in self.slots if slot > 0]
def total_slot_space(self) -> int:
"""Get total decoration slot capacity"""
return sum(self.slots)
def can_fit_decoration(self, decoration_size: int) -> bool:
"""Check if a decoration of given size can fit"""
available_slots = self.get_available_slots()
return any(slot >= decoration_size for slot in available_slots)
@dataclass
class Decoration:
"""
Represents a decoration from Decoration_Info.tsv
"""
id: str
name: str
skills: Dict[str, int] # skill_name -> level provided
size: int # 1, 2, 3, 4 (must fit in armor slot)
def __post_init__(self):
pass # Already handled by parse_int
def fits_in_slot(self, slot_size: int) -> bool:
"""Check if decoration fits in a given slot size"""
return self.size <= slot_size
@dataclass
class Weapon:
"""Represents a weapon (simplified for now)"""
name: str
weapon_type: str
attack: int
skills: Dict[str, int] = field(default_factory=dict)
slots: List[int] = field(default_factory=list)
def __post_init__(self):
pass # Already handled by parse_int
@dataclass
class Charm:
"""Represents a charm/talisman"""
name: str
skills: Dict[str, int] = field(default_factory=dict)
slots: List[int] = field(default_factory=list)
# ========== BUILD CLASSES ==========
@dataclass
class Build:
"""
Represents a complete build with all equipped items.
"""
head: Optional[ArmorPiece] = None
chest: Optional[ArmorPiece] = None
arms: Optional[ArmorPiece] = None
waist: Optional[ArmorPiece] = None
legs: Optional[ArmorPiece] = None
weapon1: Optional[Weapon] = None
weapon2: Optional[Weapon] = None
charm: Optional[Charm] = None
decorations: List[Decoration] = field(default_factory=list)
def total_defense(self) -> int:
"""Calculate total defense from all armor pieces"""
total = 0
for piece in [self.head, self.chest, self.arms, self.waist, self.legs]:
if piece:
total += piece.defense
return total
def get_resistances(self) -> Dict[str, int]:
"""Get total elemental resistances"""
resistances = {
'fire': 0, 'water': 0, 'thunder': 0,
'ice': 0, 'dragon': 0
}
for piece in [self.head, self.chest, self.arms, self.waist, self.legs]:
if piece:
for element, value in piece.resistances.items():
resistances[element] += value
return resistances
def get_all_skills(self, data_manager: 'DataManager') -> Dict[str, int]:
"""
Get all active skills with their total levels.
Includes armor skills, weapon skills, charm skills, and decoration skills.
"""
skill_levels = {}
# Check all equipment pieces
all_pieces = [
self.head, self.chest, self.arms, self.waist, self.legs,
self.weapon1, self.weapon2, self.charm
]
for piece in all_pieces:
if piece and hasattr(piece, 'skills') and piece.skills:
for skill_name, level in piece.skills.items():
if skill_name in skill_levels:
skill_levels[skill_name] += level
else:
skill_levels[skill_name] = level
# Add decoration skills
for decoration in self.decorations:
for skill_name, level in decoration.skills.items():
if skill_name in skill_levels:
skill_levels[skill_name] += level
else:
skill_levels[skill_name] = level
return skill_levels
def get_group_skills(self) -> Set[str]:
"""Get all unique group skills from the armor set"""
group_skills = set()
for piece in [self.head, self.chest, self.arms, self.waist, self.legs]:
if piece and piece.group_skill:
group_skills.add(piece.group_skill)
return group_skills
def get_set_bonus_skills(self) -> Set[str]:
"""Get all unique set bonus skills from the armor set"""
set_bonus_skills = set()
for piece in [self.head, self.chest, self.arms, self.waist, self.legs]:
if piece and piece.set_bonus_skill:
set_bonus_skills.add(piece.set_bonus_skill)
return set_bonus_skills
def total_slot_space(self) -> int:
"""Get total available decoration slot space"""
total = 0
for piece in [self.head, self.chest, self.arms, self.waist, self.legs,
self.weapon1, self.weapon2, self.charm]:
if piece and hasattr(piece, 'slots'):
total += sum(piece.slots)
return total
def used_slot_space(self) -> int:
"""Get total decoration slot space used"""
return sum(decoration.size for decoration in self.decorations)
def can_add_decoration(self, decoration: Decoration) -> bool:
"""Check if a decoration can be added (has available slot space)"""
available_space = self.total_slot_space() - self.used_slot_space()
return decoration.size <= available_space
def meets_requirements(self, data_manager: 'DataManager', required_skills: Dict[str, int]) -> bool:
"""Check if this build meets all required skill levels"""
active_skills = self.get_all_skills(data_manager)
for skill_name, required_level in required_skills.items():
current_level = active_skills.get(skill_name, 0)
if current_level < required_level:
return False
return True
# ========== DATA MANAGER CLASS ==========
class DataManager:
"""
Manages loading all data from TSV files with NA handling.
"""
def __init__(self, data_folder: str = "data"):
self.data_folder = Path(data_folder)
# Skill storage
self.skills: Dict[str, Skill] = {} # skill_name -> Skill object
self.skills_by_id: Dict[str, Skill] = {} # skill_id -> Skill object
# Equipment storage
self.armor: List[ArmorPiece] = []
self.decorations: List[Decoration] = []
self.weapons: List[Weapon] = []
self.charms: List[Charm] = []
# Indexes for faster lookup
self.armor_by_type: Dict[str, List[ArmorPiece]] = {
'head': [], 'chest': [], 'arms': [], 'waist': [], 'legs': []
}
self.armor_by_set: Dict[str, List[ArmorPiece]] = {}
def load_all_data(self):
"""Load all TSV files"""
print("📦 Loading all game data...")
# Load skills first (other files reference skills)
if not self.load_skills("Skill_Info.tsv"):
print("⚠️ Could not load skills, creating sample data")
self.create_sample_skills()
# Load armor
if not self.load_armor("Armor_Info.tsv"):
print("⚠️ Could not load armor, creating sample data")
self.create_sample_armor()
# Load decorations
if not self.load_decorations("Decoration_Info.tsv"):
print("⚠️ Could not load decorations, creating sample data")
self.create_sample_decorations()
# Load weapons and charms would go here
self.create_sample_weapons()
self.create_sample_charms()
print(f"✅ Loaded: {len(self.skills)} skills, {len(self.armor)} armor pieces, "
f"{len(self.decorations)} decorations")
def load_skills(self, filename: str) -> bool:
"""Load skills from TSV file with NA handling"""
file_path = self.data_folder / filename
if not file_path.exists():
print(f"❌ Skills file not found: {file_path}")
return False
try:
with open(file_path, 'r', encoding='utf-8') as f:
reader = csv.DictReader(f, delimiter='\t')
skills_loaded = 0
for row_num, row in enumerate(reader, 1):
try:
# Extract level effects with NA handling
level_effects = {}
for i in range(1, 8):
effect_key = f"level_{i}_effect"
if effect_key in row and row[effect_key].strip():
effect_value = parse_str(row[effect_key])
if effect_value: # Only add if not empty after NA handling
level_effects[i] = effect_value
# Determine skill type
skill_type = parse_str(row.get('type', ''), 'Unknown')
# Create skill based on type
if 'group' in skill_type.lower():
skill = GroupSkill(
id=parse_str(row['id']),
name=parse_str(row['name']),
skill_type='Group',
description=parse_str(row.get('description', '')),
max_level=parse_int(row['max_level']),
level_effects=level_effects
)
elif 'set' in skill_type.lower() or 'bonus' in skill_type.lower():
skill = SetBonusSkill(
id=parse_str(row['id']),
name=parse_str(row['name']),
skill_type='SetBonus',
description=parse_str(row.get('description', '')),
max_level=parse_int(row['max_level']),
level_effects=level_effects
)
else:
skill = Skill(
id=parse_str(row['id']),
name=parse_str(row['name']),
skill_type=skill_type,
description=parse_str(row.get('description', '')),
max_level=parse_int(row['max_level']),
level_effects=level_effects
)
self.skills[skill.name] = skill
self.skills_by_id[skill.id] = skill
skills_loaded += 1
except Exception as e:
print(f"⚠️ Error loading skill on row {row_num}: {e}")
print(f" Row data preview: {dict(list(row.items())[:5])}")
continue
print(f"✅ Loaded {skills_loaded} skills from {filename}")
return True
except Exception as e:
print(f"❌ Error reading skills file: {e}")
return False
def load_armor(self, filename: str) -> bool:
"""Load armor from TSV file with NA handling"""
file_path = self.data_folder / filename
if not file_path.exists():
print(f"❌ Armor file not found: {file_path}")
return False
try:
with open(file_path, 'r', encoding='utf-8') as f:
reader = csv.DictReader(f, delimiter='\t')
armor_loaded = 0
for row_num, row in enumerate(reader, 1):
try:
# Parse skills (skill_1, skill_1_level, etc.) with NA handling
skills = {}
for i in range(1, 4):
skill_key = f"skill_{i}"
level_key = f"skill_{i}_level"
skill_name = parse_str(row.get(skill_key, ''))
if skill_name: # Only process if skill name is not empty/NA
level = parse_int(row.get(level_key, '1'), 1)
# Check if skill exists
if skill_name in self.skills:
skills[skill_name] = level
else:
# Create placeholder skill if it doesn't exist
placeholder = Skill(
id=f"PLACEHOLDER_{skill_name}",
name=skill_name,
skill_type='Unknown',
description='[Skill not found in skill database]',
max_level=level,
level_effects={i: f"Level {i}" for i in range(1, level+1)}
)
self.skills[skill_name] = placeholder
self.skills_by_id[placeholder.id] = placeholder
skills[skill_name] = level
# Parse slots with NA handling
slots = [
parse_int(row.get('slot_1', '0'), 0),
parse_int(row.get('slot_2', '0'), 0),
parse_int(row.get('slot_3', '0'), 0)
]
# Parse resistances with NA handling
resistances = {
'fire': parse_int(row.get('fire_res', '0'), 0),
'water': parse_int(row.get('water_res', '0'), 0),
'thunder': parse_int(row.get('thunder_res', '0'), 0),
'ice': parse_int(row.get('ice_res', '0'), 0),
'dragon': parse_int(row.get('dragon_res', '0'), 0)
}
# Parse other fields with NA handling
armor_type = parse_str(row.get('Armor_type', ''), 'unknown').lower()
if armor_type not in ['head', 'chest', 'arms', 'waist', 'legs']:
print(f"⚠️ Row {row_num}: Unknown armor type '{armor_type}', defaulting to 'head'")
armor_type = 'head'
armor = ArmorPiece(
id=parse_str(row.get('ID', f"ARMOR_{row_num}")),
set_name=parse_str(row.get('Set_name', 'Unknown Set')),
name=parse_str(row.get('Name', f"Armor Piece {row_num}")),
armor_type=armor_type,
set_variant=parse_str(row.get('set_variant', '')),
rank=parse_str(row.get('rank', '')),
rarity=parse_int(row.get('rarity', '1'), 1),
slots=slots,
defense=parse_int(row.get('defense', '0'), 0),
resistances=resistances,
skills=skills,
group_skill=parse_str(row.get('group_skill', '')) or None,
set_bonus_skill=parse_str(row.get('set_bonus_skill', '')) or None
)
self.armor.append(armor)
# Add to indexes
if armor.armor_type in self.armor_by_type:
self.armor_by_type[armor.armor_type].append(armor)
if armor.set_name not in self.armor_by_set:
self.armor_by_set[armor.set_name] = []
self.armor_by_set[armor.set_name].append(armor)
armor_loaded += 1
except Exception as e:
print(f"⚠️ Error loading armor on row {row_num}: {e}")
# Print first few items to see what's causing the error
if row_num <= 3: # Only print first 3 rows for debugging
print(f" Row data preview: {dict(list(row.items())[:10])}")
continue
print(f"✅ Loaded {armor_loaded} armor pieces from {filename}")
return True
except Exception as e:
print(f"❌ Error reading armor file: {e}")
return False
def load_decorations(self, filename: str) -> bool:
"""Load decorations from TSV file with NA handling"""
file_path = self.data_folder / filename
if not file_path.exists():
print(f"❌ Decorations file not found: {file_path}")
return False
try:
with open(file_path, 'r', encoding='utf-8') as f:
reader = csv.DictReader(f, delimiter='\t')
decorations_loaded = 0
for row_num, row in enumerate(reader, 1):
try:
# Parse skills with NA handling
skills = {}
for i in range(1, 3): # skill_1 and skill_2
skill_key = f"skill_{i}_name"
level_key = f"skill_{i}_level"
skill_name = parse_str(row.get(skill_key, ''))
if skill_name: # Only process if skill name is not empty/NA
level = parse_int(row.get(level_key, '1'), 1)
# Check if skill exists
if skill_name in self.skills:
skills[skill_name] = level
else:
# Create placeholder skill
placeholder = Skill(
id=f"DECO_PLACEHOLDER_{skill_name}",
name=skill_name,
skill_type='Unknown',
description='[Skill from decoration]',
max_level=level,
level_effects={1: f"Provides {skill_name} Lv{level}"}
)
self.skills[skill_name] = placeholder
self.skills_by_id[placeholder.id] = placeholder
skills[skill_name] = level
decoration = Decoration(
id=parse_str(row.get('id', f"DECO_{row_num}")),
name=parse_str(row.get('name', f"Decoration {row_num}")),
skills=skills,
size=parse_int(row.get('size', '1'), 1)
)
self.decorations.append(decoration)
decorations_loaded += 1
except Exception as e:
print(f"⚠️ Error loading decoration on row {row_num}: {e}")
continue
print(f"✅ Loaded {decorations_loaded} decorations from {filename}")
return True
except Exception as e:
print(f"❌ Error reading decorations file: {e}")
return False
# ========== SAMPLE DATA CREATION ==========
def create_sample_skills(self):
"""Create sample skills for testing"""
print("📝 Creating sample skills data...")
sample_skills = [
{
'id': 'ATK001',
'name': 'Attack Boost',
'type': 'Attack',
'description': 'Increases attack power',
'max_level': 7,
'level_1_effect': 'Attack +3',
'level_4_effect': 'Attack +5%',
'level_7_effect': 'Attack +10%'
},
{
'id': 'CRT001',
'name': 'Critical Eye',
'type': 'Attack',
'description': 'Increases affinity',
'max_level': 7,
'level_1_effect': 'Affinity +5%',
'level_7_effect': 'Affinity +40%'
},
{
'id': 'HLT001',
'name': 'Health Boost',
'type': 'Defense',
'description': 'Increases maximum health',
'max_level': 3,
'level_1_effect': 'Health +15',
'level_3_effect': 'Health +50'
},
{
'id': 'GRP001',
'name': 'Rathalos Essence',
'type': 'Group',
'description': 'Rathalos set group skill',
'max_level': 1,
'level_1_effect': 'Fire Attack +10%'
},
{
'id': 'SET001',
'name': 'Rathalos Mastery',
'type': 'SetBonus',
'description': 'Rathalos set bonus',
'max_level': 4,
'level_1_effect': 'True Razor Sharp',
'level_4_effect': 'Heaven-sent'
},
]
for data in sample_skills:
if 'group' in data['type'].lower():
skill = GroupSkill(
id=data['id'],
name=data['name'],
skill_type='Group',
description=data['description'],
max_level=data['max_level'],
level_effects={int(k.split('_')[1]): v for k, v in data.items()
if k.startswith('level_') and v}
)
elif 'set' in data['type'].lower():
skill = SetBonusSkill(
id=data['id'],
name=data['name'],
skill_type='SetBonus',
description=data['description'],
max_level=data['max_level'],
level_effects={int(k.split('_')[1]): v for k, v in data.items()
if k.startswith('level_') and v}
)
else:
skill = Skill(
id=data['id'],
name=data['name'],
skill_type=data['type'],
description=data['description'],
max_level=data['max_level'],
level_effects={int(k.split('_')[1]): v for k, v in data.items()
if k.startswith('level_') and v}
)
self.skills[skill.name] = skill
self.skills_by_id[skill.id] = skill
def create_sample_armor(self):
"""Create sample armor for testing"""
print("📝 Creating sample armor data...")
sample_armor = [
ArmorPiece(
id='ARM001',
set_name='Rathalos',
name='Rathalos Helm',
armor_type='head',
set_variant='Alpha',
rank='Master',
rarity=8,
slots=[3, 1, 0],
defense=70,
resistances={'fire': 3, 'water': 0, 'thunder': -2, 'ice': 0, 'dragon': 0},
skills={'Attack Boost': 2},
group_skill='Rathalos Essence',
set_bonus_skill='Rathalos Mastery'
),
ArmorPiece(
id='ARM002',
set_name='Rathalos',
name='Rathalos Mail',
armor_type='chest',
set_variant='Alpha',
rank='Master',
rarity=8,
slots=[2, 0, 0],
defense=72,
resistances={'fire': 3, 'water': 0, 'thunder': -2, 'ice': 0, 'dragon': 0},
skills={'Weakness Exploit': 1},
group_skill='Rathalos Essence',
set_bonus_skill='Rathalos Mastery'
),
]
for armor in sample_armor:
self.armor.append(armor)
if armor.armor_type in self.armor_by_type:
self.armor_by_type[armor.armor_type].append(armor)
if armor.set_name not in self.armor_by_set:
self.armor_by_set[armor.set_name] = []
self.armor_by_set[armor.set_name].append(armor)
def create_sample_decorations(self):
"""Create sample decorations for testing"""
print("📝 Creating sample decorations data...")
sample_decorations = [
Decoration(
id='DEC001',
name='Attack Jewel 4',
skills={'Attack Boost': 1},
size=4
),
Decoration(
id='DEC002',
name='Critical Jewel 2',
skills={'Critical Eye': 1},
size=2
),
Decoration(
id='DEC003',
name='Tenderizer Jewel 2',
skills={'Weakness Exploit': 1},
size=2
),
]
self.decorations.extend(sample_decorations)
def create_sample_weapons(self):
"""Create sample weapons for testing"""
self.weapons = [
Weapon(
name='Rathalos Longsword',
weapon_type='longsword',
attack=210,
skills={'Attack Boost': 1},
slots=[3, 1]
),
Weapon(
name='Rathalos Greatsword',
weapon_type='greatsword',
attack=250,
skills={},
slots=[2, 2]
),
]
def create_sample_charms(self):
"""Create sample charms for testing"""
self.charms = [
Charm(
name='Attack Charm III',
skills={'Attack Boost': 3},
slots=[2, 1]
),
Charm(
name='Critical Eye Charm II',
skills={'Critical Eye': 2},
slots=[3, 0]
),
]
# ========== QUERY METHODS ==========
def get_skill(self, identifier: str) -> Optional[Skill]:
"""Get a skill by name or ID"""
if identifier in self.skills:
return self.skills[identifier]
if identifier in self.skills_by_id:
return self.skills_by_id[identifier]
return None
def search_skills(self, search_term: str) -> List[Skill]:
"""Search for skills by name (case-insensitive)"""
search_term = search_term.lower()
results = []
for skill in self.skills.values():
if search_term in skill.name.lower():
results.append(skill)
return results
def get_skills_by_type(self) -> Dict[str, List[Skill]]:
"""Organize skills by type"""
skills_by_type = {}
for skill in self.skills.values():
if skill.skill_type not in skills_by_type:
skills_by_type[skill.skill_type] = []
skills_by_type[skill.skill_type].append(skill)
# Sort each type's skills alphabetically
for skill_type in skills_by_type:
skills_by_type[skill_type].sort(key=lambda x: x.name)
return skills_by_type
def get_armor_by_slot(self, slot_type: str) -> List[ArmorPiece]:
"""Get armor pieces by slot type (head, chest, etc.)"""
return self.armor_by_type.get(slot_type.lower(), [])
def get_decorations_by_size(self, max_size: Optional[int] = None) -> List[Decoration]:
"""Get decorations, optionally filtered by maximum size"""
if max_size:
return [d for d in self.decorations if d.size <= max_size]
return self.decorations
def get_decorations_by_skill(self, skill_name: str) -> List[Decoration]:
"""Get decorations that provide a specific skill"""
return [d for d in self.decorations if skill_name in d.skills]
def get_armor_by_skill(self, skill_name: str, min_level: int = 1) -> List[ArmorPiece]:
"""Get armor pieces that provide a specific skill at or above min_level"""
results = []
for armor in self.armor:
if skill_name in armor.skills and armor.skills[skill_name] >= min_level:
results.append(armor)
return results
def get_compatible_decorations(self, slot_sizes: List[int]) -> List[Decoration]:
"""Get decorations that can fit in at least one of the given slot sizes"""
compatible = []
for decoration in self.decorations:
for slot_size in slot_sizes:
if slot_size >= decoration.size:
compatible.append(decoration)
break
return compatible
# ========== TEST FUNCTION ==========
def test_data_manager():
"""Test the data manager"""
print("Testing Data Manager...")
manager = DataManager("data")
manager.load_all_data()
print(f"\nTotal skills: {len(manager.skills)}")
print(f"Total armor: {len(manager.armor)}")
print(f"Total decorations: {len(manager.decorations)}")
# Test getting a skill
attack_boost = manager.get_skill("Attack Boost")
if attack_boost:
print(f"\nFound skill: {attack_boost}")
print(f"Type: {attack_boost.skill_type}")
print(f"Max Level: {attack_boost.max_level}")
# Test armor by type
head_armor = manager.get_armor_by_slot("head")
print(f"\nHead armor pieces: {len(head_armor)}")
# Test skill search
print("\nSearching for 'critical':")
for skill in manager.search_skills("critical"):
print(f" - {skill.name} ({skill.skill_type})")
if __name__ == "__main__":
test_data_manager()