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dnd_objects.py
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dnd_objects.py
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#######################################################################################################################
# Name: dnd_creature
# Author: JamieShifter
# Date: 29.01.2020
# Usage: This module contains superclass 'Creature' used for instantiation of concrete creatures throughout the game
#
#######################################################################################################################
# IMPORTS
import dnd_mechanics
import dnd_data
import observer_pattern
import dnd_IC
#######################################################################################################################
# GLOBALS = NONE
#######################################################################################################################
# CLASSES
class Creature(observer_pattern.Observer): #TODO: Turn management, bonus actions, modifiers
"""
This class will serve as an abstract class. It will not be instantiated with default values.
It will be instantiated as a concrete Monster/Character class containing concrete values, when there's a need
to do so.
Parameters will have to be passed as in the example given below:
>>> thadeus = Creature
>>> thadeus.name = 'thadeus'
"""
# ======================================================================================================================
# VARIABLES
# ======================================================================================================================
# METHODS
def __init__(self):
self.name = ""
self.level = 1 # will advance if gained enough xp
self.xp = 0 # experience points
self.hp = 0 # current hp
self.max_hp = 0 # maximum hp for this level
self.ac = 0 # armor class/how much you have to throw to hit somebody
self.eq = {} # list of items
self.eq_on = {} # list of items that you wear
self.physical_state = "normal" # incapacitated, prone, crouch, normal, poisoned
self.mental_state = "" # yet to be implemented
self.engaged = 0 # 1 means you are currently in combat, 0 means you are disengaged
self.trigger_dodge = 0 # 1 means you will try to dodge the next attack coming at you, uses action
self.speed = 0 # your current speed
self.max_speed = 0 # your maximum speed
self.adv = 0 # 1 means you have advantage on chosen activity, -1 means disadvantage
self.hidden = 0 # 1 means you are hidden
self.hit_dice = [] # your hit dice
self.death_saves = {'success': 0, 'failure': 0} # keeping track of your death saving throws, should be reset
self.defined_initiative = 0 # takes any number
self.char_class = "" # class of your character, modifiers are applied
self.passive_perception = 0
self.proficiency_bonus = 0
self.moneybag = {}
self.weight = 0.0
self.watchlist = {"attack": 0, "hide": 0, "disengage": 0, "dodge": 0, "move": 0}
self.actionlist = {"attack": 0, "hide": 0, "disengage": 0, "dodge": 0, "move": 0}
self.target = ''
self.turns_to_skip ={
"quantity": 0,
"reason": ""
}
self.placeholder = {}
# STATS
self.abilities = {
'con': 0,
'int': 0,
'wis': 0,
'cha': 0,
'dex': 0,
'str': 0
}
self.skills = {
'athletics': 0,
'religion': 0,
'nature': 0,
'investigation': 0,
'history': 0,
'arcana': 0,
'survival': 0,
'perception': 0,
'medicine': 0,
'insight': 0,
'animal_handling': 0,
'persuasion': 0,
'performance': 0,
'intimidation': 0,
'deception': 0,
'stealth': 0,
'acrobatics': 0,
'sleigh_of_hand': 0
}
self.proficiency = {}
self.special = []
self.perks = []
self.carrying_cap = 0
self.main_action_counters = {
"attack": 0,
"dodge": 0,
"ready": 0,
"hide": 0,
"use": 0,
"stabilize": 0,
"perk": 0,
"spell": 0,
"dash": 0,
"disengage": 0,
"help": 0,
}
self.bonus_action_counters = {
"knockout": 0,
"kill": 0,
"use": 0,
"move": 0,
"special_perk": 0,
"search": 0,
"other": 0,
}
def weaponUsedNow(self):
eq_on_list = self.eq_on[:]
return eq_on_list[0]
def initiative(self):
score = (self.abilities["dex"] - 10)//2
return score
def watched(self, action):
self.watchlist[action] = 1
def update(self, subject: observer_pattern.Subject):
if self.target != self.name:
if self.actionlist["attack"] == 1:
self.attack(self.weaponUsedNow(), self.target)
self.actionlist["attack"] = 0
elif self.actionlist["hide"] == 1:
self.hide()
self.actionlist["hide"] = 0
elif self.actionlist["disengage"] == 1:
self.disengage()
self.actionlist["disengage"] = 0
elif self.actionlist["dodge"] == 1:
self.dodge()
self.actionlist["dodge"] = 0
elif self.actionlist["move"] == 1:
self.move(int(self.target))
self.actionlist["move"] = 0
dnd_IC.readyTriggerFlag.reset_state()
def skip_turn(self, quantity, reason):
self.turns_to_skip["quantity"] = quantity
self.turns_to_skip["reason"] = reason
def ready(self, observed, trigger, action, target=None):
try:
dnd_IC.readyTriggerFlag.attach(self)
except:
dnd_IC.readyTriggerFlag._observers.append(self)
observed.watched(trigger)
self.actionlist[action] = 1
self.target = target if target != None else self.name
def carryingCap(self):
self.carrying_cap = int(self.abilities["str"]) * 15
def currentWeight(self):
self.weight = 0
for k, v in self.eq.items():
if k != "moneybag":
self.weight += v["weight"]
return self.weight
def weightCheck(self):
# This would need to run every time something is changed in eq
if self.currentWeight() <= self.carrying_cap:
self.speed = self.max_speed
else:
print("You are encumbered")
self.speed /= 2
def resetDeathSavingThrows(self):
self.death_saves['success'] = 0
self.death_saves['failure'] = 0
def deathSavingThrow(self):
if self.physical_state != "dead":
if self.hp <= 0:
roll = dnd_mechanics.roll(20, 1)
if roll == 20:
self.hp = 1
self.resetDeathSavingThrows()
print("Gods blessing! {} wakes up and regains 1 Hit Point".format(self.name))
elif roll == 1:
self.death_saves["failure"] += 2
print("{} feels the cold hand of death on the shoulder\nDeath Save Failures: {}\nDeath Save Successes: {}".format(self.name, self.death_saves["failure"], self.death_saves["success"]))
elif roll >= 10:
self.death_saves["success"] += 1
print("{} doesn't give up on life!\nDeath Save Failures: {}\nDeath Save Successes: {}".format(self.name, self.death_saves["failure"], self.death_saves["success"]))
else:
self.death_saves["failure"] += 1
print("{} is slowly drifting into the abyss...\nDeath Save Failures: {}\nDeath Save Successes: {}".format(self.name, self.death_saves["failure"], self.death_saves["success"]))
if self.death_saves["failure"] >= 3:
self.physical_state = "dead"
print("{} is dead".format(self.name))
self.resetDeathSavingThrows()
elif self.death_saves["success"] >= 3:
self.physical_state = "normal"
self.hp = 1
print("{} is back on feet!".format(self.name))
self.resetDeathSavingThrows()
else:
print("{} is fine!".format(self.name))
else:
print("{} is dead, there's nothing you can do...".format(self.name))
def showHP(self):
print("{0)/{1}".format(self.hp, self.max_hp))
def showSpeed(self):
print("{0)/{1}".format(self.speed, self.max_speed))
def stabilize(self, target):
if self.hp >= 0:
if target.physical_state != "dead":
roll = dnd_mechanics.roll(20, 1)
score = roll + self.skills["medicine"] if self.skills["medicine"] == 1 else roll + self.skills["medicine"] + self.proficiency_bonus
if score >= 10:
target.resetDeathSavingThrows()
target.hp = 0
print("{} managed to stabilize {}".format(self.name, target.name))
else:
print("{} didn't manage to stabilize {}!".format(self.name, target.name))
pass
else:
print("{} is dead, there's nothing {} could do...".format(target.name, self.name))
else:
print("{} can't stabilize {}, {} is dying".format(self.name, target.name, self.name))
def knockOut(self, target):
if self.hp >= 0:
if target.hp <= 0:
print("{} knocked out {}".format(self.name, target.name))
target.physical_state = "knocked-out"
target.hp = 0
else:
print("{} can't knock out {}, {} is on guard!".format(self.name, target.name, target.name))
else:
print("{} can't knock out {}, {} is dying".format(self.name, target.name, self.name))
def kill(self, target):
if self.hp >= 0:
if target.hp <= 0:
print("{} killed {}".format(self.name, target.name))
target.physical_state = "dead"
else:
print("{} can't kill {}, {} is on guard!".format(self.name, target.name, target.name))
else:
print("{} can't kill {}, {} is dying".format(self.name, target.name, self.name))
def checkOnEnemy(self, target):
if target.hp <= 0:
target.physical_state = "unconscious"
print("{} is uncoscious".format(target.name))
else:
pass
def checkOnMe(self): # THIS METHOD CAN BE UPDATED WITHIN IT"S USAGE
self.weightCheck()
if self.hp <= 0 and (self.physical_state != "unconscious" or self.physical_state != "dead"):
self.physical_state = "unconscious"
else:
pass
def usePerk(self, perk, *targets):
targetlist = []
caster = self
if len(targets) == 0:
dnd_IC.usePerk(perk, self)
elif self in targets and len(targets) > 1:
targetlist.append(self)
targets.remove(self)
for i in targets:
targetlist.append(i)
dnd_IC.usePerk(caster, perk, targetlist)
else:
dnd_IC.usePerk(caster, perk, *targets)
def castSpell(self, spell, *targets): # TODO: Add spells and spellcasting
pass
def attack(self, weapon="current", *targets): #TODO: If character has more dexterity than strength, he can choose to use it as a modifier if a weapon is light enough:/
self.placeholder["attack_successful"] = False
wpn = self.weaponUsedNow() if weapon == "current" else dnd_data.items[weapon] #TODO: Sneak attack grants a modifier to dexterity based attacks(check the class sheet)
hit_roll = 0
damage_score = 0
total_ac = 0
for i in targets:
# ============ #
# dodge_mechanics
if i.trigger_dodge != 0:
self.adv = -1
# ============ #
if int(self.hp) >= 0 and i.physical_state != "dead":
# ====== HIT_ROLL ====== #
if self.adv == 0:
hit_roll = dnd_mechanics.roll(20, 1)
print("{} rolls {} on a hit roll".format(self.name, hit_roll))
elif self.adv == 1:
hit_roll = max(dnd_mechanics.roll(20, 1), dnd_mechanics.roll(20, 1))
print("{} has an advantage and rolls {} on a hit roll".format(self.name, hit_roll))
else:
hit_roll = min(dnd_mechanics.roll(20, 1), dnd_mechanics.roll(20, 1))
print("{} has a disadvantage and rolls {} on a hit roll".format(self.name, hit_roll))
dmg_type = self.abilities["dex"] if "RANGED" in wpn["type"] else self.abilities["str"]
modifier = round((dmg_type - 10) / 2)
hit_score = hit_roll + modifier + self.proficiency_bonus
print("... Adding hit roll ({}), modifier ({}) and proficiency bonus ({}), sum is: {}".format(
hit_roll, modifier, self.proficiency_bonus, hit_score))
if "parry" in i.perks:
total_ac += dnd_mechanics.roll(6, 1)
else:
total_ac = i.ac
if hit_roll == 20:
damage_roll = dnd_mechanics.roll(self.hit_dice[0], self.hit_dice[1] * 2)
elif hit_roll != 20 and hit_score >= total_ac:
damage_roll = dnd_mechanics.roll(self.hit_dice[0], self.hit_dice[1])
else:
# ===== MISS ====== #
print("{} missed, hit score({}) is lesser that {} armor class ({})".format(self.name, hit_score,
i.name, total_ac))
break
damage_score = damage_roll + modifier
damage_type = wpn["damage"][2]
if "immunity.{}".format(damage_type) in i.special:
print("{0} hit with {1}, it seems to have no effect!".format(i.name, wpn['name']))
self.checkOnEnemy(i)
self.placeholder["attack_successful"] = False
elif "vulnerability.{}".format(damage_type) in i.special:
i.hp -= damage_score * 2
print("{0} hit with {1}, caused damage is {2}".format(i.name, wpn['name'], damage_score * 2))
self.checkOnEnemy(i)
self.placeholder["attack_successful"] = True
elif "resistance.{}".format(damage_type) in i.special:
i.hp -= damage_score / 2
print("{0} hit with {1}, caused damage is {2}".format(i.name, wpn['name'], damage_score / 2))
self.checkOnEnemy(i)
self.placeholder["attack_successful"] = True
else:
i.hp -= damage_score
print("{0} hit with {1}, caused damage is {2}".format(i.name, wpn['name'], damage_score))
self.checkOnEnemy(i)
self.placeholder["attack_successful"] = True
elif i.hp <= 0 and i.physical_state != "dead":
if damage_score >= i.max_hp:
i.physical_state = "dead"
elif hit_roll == 20 and damage_score << i.max_hp:
i.death_saves["failure"] += 2
elif hit_roll << 20 and damage_score << i.max_hp:
i.death_saves["failure"] += 1
else:
pass
elif int(self.hp) <= 0:
print("{} can't fight with 0 or less hp".format(self.name))
print("{} Current physical state is: {}\n".format(self.name, self.physical_state))
elif i.physical_state == "dead":
print("Chop, chop, {} attacks dead body of {}".format(self.name, i.name))
if self.watchlist["attack"] == 1:
dnd_IC.readyTriggerFlag.change_state()
else:
pass
def move(self, distance: int):
if self.hp >= 0:
if self.speed >= distance:
self.speed -= distance
if self.watchlist["move"] == 1:
dnd_IC.readyTriggerFlag.change_state()
else:
pass
else:
print("{} can't cover that distance, {} has only {} points left!".format(self.name, self.name, self.speed))
else:
print("...{} can't move now, dying".format(self.name))
def dash(self):
if self.hp >= 0:
self.speed *= 2
print("{} used dash! Now it's speed is doubled!".format(self.name))
else:
print("...{} can't use dash right now, dying".format(self.name))
if self.watchlist["dash"] == 1:
dnd_IC.readyTriggerFlag.change_state()
else:
pass
def disengage(self):
if self.hp >= 0:
self.engaged = 0
print("{} is disengaged from combat".format(self.name))
else:
print("...{} can't disengage right now, dying".format(self.name))
if self.watchlist["didengage"] == 1:
dnd_IC.readyTriggerFlag.change_state()
else:
pass
def dodge(self):
if self.physical_state == "incapacitated" or self.speed == 0:
print("{} can't dodge right now, because of current physical state or speed".format(self.name))
pass
elif self.hp <= 0:
print("{} can't dodge right now, dying".format(self.name))
pass
else:
self.trigger_dodge = 1
print("{} is ready to dodge incoming attack!".format(self.name))
if self.watchlist["dodge"] == 1:
dnd_IC.readyTriggerFlag.change_state()
else:
pass
def help(self, target):
if self.hp >= 0:
if target.adv <= 0:
target.adv += 1
print("{} helped {}, now {} has an advantage!".format(self.name, target.name, target.name))
else:
print("%s already has advantage" % target.name)
else:
print("...{} can't help {} right now, {} is dying".format(self.name, target.name, self.name))
def hide(self):
if self.hp >= 0:
if self.hidden == 0:
self.hidden = 1
print("{} is now hidden!".format(self.name))
else:
print("{} is already trying to hide".format(self.name))
if self.watchlist["hide"] == 1:
dnd_IC.readyTriggerFlag.change_state()
else:
pass
else:
print("...{} can't hide right now, {} is dying".format(self.name, self.name))
def search(self, obj, target):
if self.hp >= 0:
print("You're looking for {} in {}".format(target, obj))
score = dnd_mechanics.roll(20, 1)
total = self.skills["perception"] + score
if total >= 10:
print("Success, you've found {}!".format(target))
else:
print("After a while of searching, you didn't manage to find {}".format(target))
else:
print("...{} can't search anything right now, {} is dying".format(self.name, self.name))
def use(self, object):
object.use() # TO BE DONE
def lootAll(self, target):
for k, v in target.eq.items():
if k in self.eq:
if k != "moneybag":
self.eq[k]["quantity"] += 1
else:
for cur, val in v.items():
self.eq["moneybag"][cur] = val
else:
self.eq[k] = v
target.eq = {}
def balancedLootMoney(self, target, *people):
factor = len(people)
if "moneybag" in target.eq:
pool = target.eq["moneybag"].copy()
for cur in target.eq["moneybag"]:
target.eq["moneybag"][cur] = 0
for k, v in pool.items():
v = int(v)
if v >> 0 and v%factor == 0:
for p in people:
if k not in p.eq["moneybag"]:
p.eq["moneybag"][k] = 0
p.eq["moneybag"][k] += v%factor
pool[k] = 0
elif v%factor != 0:
while pool[k] != 0:
for p in people:
if k not in p.eq["moneybag"]:
p.eq["moneybag"][k] = 0
p.eq["moneybag"][k] += 1
pool[k] -= 1
if pool[k] == 0:
break
else:
pass
def addNewItem(self, name, quantity, cost, weight, type, obj):
self.eq[name] = {'name': name, 'quantity': quantity, 'cost': cost, 'weight': weight, 'type': type, 'obj': obj}
#======================================================================================================================
# MAKE CREATURE METHOD
def crude_make_creature(crt_name, crt_type=dnd_data.creatures["fighter1"]):
creature = Creature()
if crt_type["EQUIPMENT"]["money"] is "0":
cur_money = {"gp": 0}
elif "random" in crt_type["EQUIPMENT"]["money"][0]:
level = int(crt_type["EQUIPMENT"]["money"][0].strip(")").split("(")[1])
cur_money = dnd_mechanics.randomize_money(level)
else:
cur_money = {crt_type["EQUIPMENT"]["money"][0].split(" ")[1]: int(crt_type["EQUIPMENT"]["money"][0].split(" ")[0])}
creature.name = crt_name
creature.xp = int(crt_type["MAIN"]["xp"])
creature.hp = int(crt_type["MAIN"]["max_hp"])
creature.max_hp = int(crt_type["MAIN"]["max_hp"])
creature.ac = int(crt_type["MAIN"]["ac"])
try:
creature.proficiency_bonus = int(crt_type["MAIN"]["proficiency_bonus"])
except:
creature.proficiency_bonus = 0
for id in crt_type["EQUIPMENT"]["equipment"]:
try:
spid = id.split(" ")
if spid[0].isdigit():
if len(spid) == 1:
pass
else:
quant = spid[0]
spid.pop(0)
item = '_'.join(spid)
creature.eq[item] = dnd_data.items.get(item).copy()
creature.eq[item]["quantity"] = int(quant)
elif "random" in id:
def yieldItems():
itemlevel = int(id.replace(")", "").split("(")[1])
for i in dnd_mechanics.randomizedItemList(itemlevel):
creature.eq[i] = dnd_data.items.get(i.replace(" ", "_")).copy()
yieldItems()
else:
creature.eq[id.replace(" ", "_")] = dnd_data.items.get(id.replace(" ", "_")).copy()
creature.eq[id.replace(" ", "_")]["quantity"] = 1
except:
if "random" not in id:
creature.eq[id.replace(" ", "_")] = {
'name': id.replace(" ", "_"),
'quantity': 1,
'cost': [0, 'gp'],
'weight': 0.0,
'type': 'OTHER',
'obj': 'misc'
}
else:
pass
for id in crt_type["EQUIPMENT"]["equipment on"]:
if id in creature.eq:
try:
spid = id.split(" ")
if len(spid) == 1 and spid[0].isdigit():
pass
else:
creature.eq_on[id.replace(" ", "_")] = creature.eq[id.replace(" ", "_")]
creature.eq_on[id.replace(" ", "_")]["quantity"] = creature.eq[id.replace(" ", "_")]["quantity"]
except:
raise
elif id == '':
pass
else:
try:
creature.eq[id.replace(" ", "_")] = dnd_data.items.get(id.replace(" ", "_")).copy()
except:
pass
creature.moneybag = dnd_mechanics.calculate_money(cur_money)
creature.eq["moneybag"] = cur_money
creature.physical_state = crt_type['MAIN']['physical_state']
creature.speed = int(crt_type['MAIN']['max_speed'])
creature.max_speed = int(crt_type['MAIN']['max_speed'])
if len(crt_type['MAIN']['hit_dice']) >> 1:
for i in crt_type['MAIN']['hit_dice']:
creature.hit_dice.append(int(i))
else:
for i in crt_type['MAIN']['hit_dice'][0].split("."):
creature.hit_dice.append(int(i))
creature.defined_initiative = crt_type['MAIN']['defined_initiative']
creature.char_class = crt_type["MAIN"]['char_class']
creature.passive_perception = crt_type["MAIN"]['passive_perception']
for k, v in crt_type["ABILITIES"].items():
creature.abilities[k] = int(v)
for k, v in crt_type["SKILLS"].items():
creature.skills[k] = int(v)
creature.perks = crt_type["PERKS"]
creature.special = crt_type["SPECIAL"]
creature.carryingCap()
creature.weight = creature.currentWeight()
char_dict[crt_name] = creature
return creature
char_dict = {}
# ======================================================================================================================
# UNIT TEST
if __name__ == "__main__":
Jelly = crude_make_creature("Jelly", crt_type=dnd_data.creatures["ochre_jelly"])
Jelly.usePerk("split")
# ======================================================================================================================