adding in flask
This commit is contained in:
238
ose.py
Executable file
238
ose.py
Executable file
@@ -0,0 +1,238 @@
|
||||
#!/usr/bin/python3
|
||||
import random
|
||||
|
||||
armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
|
||||
weapons = [
|
||||
{ 'name' : 'battle axe', 'damage-dice' : 8, 'traits' : [ 'melee', 'slow', 'two-handed' ] },
|
||||
{ 'name' : 'club', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt' ] },
|
||||
{ 'name' : 'crossbow', 'damage-dice' : 6, 'traits' : [ 'missile', 'reload','slow','two-handed'], 'ammo' : '20 bolts'},
|
||||
{ 'name' : 'hand axe', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile'] },
|
||||
{ 'name' : 'mace', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] },
|
||||
{ 'name' : 'pole arm', 'damage-dice' : 10, 'traits' : [ 'melee', 'brace', 'slow', 'two-handed' ] },
|
||||
{ 'name' : 'short bow', 'damage-dice' : 6, 'traits' : [ 'missile', 'two-handed' ], 'ammo' : '20 arrows'},
|
||||
{ 'name' : 'short sword', 'damage-dice' : 6, 'traits' : [ 'melee' ] },
|
||||
{ 'name' : 'silver dagger','damage-dice' : 4, 'traits' : [ 'melee', 'missile' ] },
|
||||
{ 'name' : 'sling', 'damage-dice' : 4, 'traits' : [ 'missile', 'blunt' ], 'ammo' : '20 stones'},
|
||||
{ 'name' : 'staff', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt', 'slow', 'two-handed' ] },
|
||||
{ 'name' : 'spear', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile', 'brace' ] },
|
||||
{ 'name' : 'sword', 'damage-dice' : 8, 'traits' : [ 'melee' ] },
|
||||
{ 'name' : 'war hammer', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] }
|
||||
]
|
||||
|
||||
# Player Character Classes
|
||||
class Adventurer:
|
||||
def __init__(self, level=1, attributes={}) -> None:
|
||||
# using a get() method to pull an attribute else use a default value, https://python-academy.org/en/handbook/get
|
||||
self.player_class = None
|
||||
self.level = level
|
||||
self.strength = attributes.get('strength', roll_dice(3,6))
|
||||
self.intelligence = attributes.get('intelligence', roll_dice(3,6))
|
||||
self.wisdom = attributes.get('wisdom', roll_dice(3,6))
|
||||
self.dexterity = attributes.get('dexterity', roll_dice(3,6))
|
||||
self.constitution = attributes.get('constitution', roll_dice(3,6))
|
||||
self.charisma = attributes.get('charisma', roll_dice(3,6))
|
||||
self.hp = 1
|
||||
self.torches = roll_dice(1,6)
|
||||
self.rations = roll_dice(1,6)
|
||||
self.equipment = [ 'backpack', 'tinderbox', 'waterskin' ]
|
||||
# all armor, individual classes may have overrides
|
||||
self.possible_armor = list(armor.keys())
|
||||
# all weapons, individual classes may have overrides
|
||||
self.possible_weapons = weapons
|
||||
self.possible_melee_weapons = list(filter(lambda d: 'melee' in d['traits'], weapons))
|
||||
self.possible_missile_weapons = list(filter(lambda d: 'missile' in d['traits'], weapons))
|
||||
# each character should get 1 melee and 1 random (missle or melee)
|
||||
self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
|
||||
self.armor = random.choice(self.possible_armor)
|
||||
|
||||
def __str__(self):
|
||||
return f"{self.player_class}"
|
||||
|
||||
def character_sheet(self):
|
||||
sheet = []
|
||||
sheet.append('{0: <26}'.format(f"| {self.player_class.title()} - Level {self.level}"))
|
||||
for key, val in self.get_attributes().items():
|
||||
key_string = "| " + '{0:12}'.format(f"{key}").capitalize() + f" {val}"
|
||||
sheet += ['{0: <26}'.format(key_string)]
|
||||
sheet.append('| ----------------------- ')
|
||||
sheet.append('{0: <26}'.format(f"| HP: {self.hp} AC: {self.ac}"))
|
||||
sheet.append('{0: <26}'.format(f"| Torches: {self.torches}"))
|
||||
sheet.append('{0: <26}'.format(f"| Rations: {self.rations}"))
|
||||
sheet.append('{0: <26}'.format(f"| Armor: {self.armor}"))
|
||||
sheet.append('{0: <26}'.format(f"| Weapons:"))
|
||||
sheet.append('{0: <26}'.format(f"| {self.weapons[0]['name'].title()}"))
|
||||
sheet.append('{0: <26}'.format(f"| {self.weapons[1]['name'].title()}"))
|
||||
return sheet
|
||||
|
||||
def get_attributes(self):
|
||||
attribute_list = ['strength', 'intelligence', 'wisdom', 'dexterity', 'constitution', 'charisma']
|
||||
return {k: self.__dict__[k] for k in attribute_list}
|
||||
|
||||
def get_best_prime_attribute(self):
|
||||
attribute_list = [ 'strength', 'intelligence', 'wisdom', 'dexterity' ]
|
||||
prime_attributes = {k: self.__dict__[k] for k in attribute_list}
|
||||
# return highest, found this at https://stackoverflow.com/a/280156
|
||||
return max(prime_attributes, key=prime_attributes.get)
|
||||
|
||||
def roll_equipment(self):
|
||||
print("testing!")
|
||||
|
||||
|
||||
class Fighter(Adventurer):
|
||||
prime_requisite = "strength"
|
||||
requirements = None
|
||||
def __init__(self, level, attributes={}) -> None:
|
||||
Adventurer.__init__(self, level, attributes)
|
||||
self.player_class = "fighter"
|
||||
self.hp = roll_dice(self.level, 8)
|
||||
self.ac = armor[self.armor]
|
||||
|
||||
class MagicUser(Adventurer):
|
||||
prime_requisite = "intelligence"
|
||||
requirements = None
|
||||
def __init__(self, level, attributes={}) -> None:
|
||||
Adventurer.__init__(self, level, attributes)
|
||||
self.player_class = "magic user"
|
||||
self.hp = roll_dice(self.level, 4)
|
||||
self.armor = "None"
|
||||
self.ac = armor[self.armor]
|
||||
self.weapons = [ list(filter(lambda d: 'silver dagger' in d['name'],weapons))[0], { "name" : "" } ]
|
||||
|
||||
|
||||
class Cleric(Adventurer):
|
||||
prime_requisite = "wisdom"
|
||||
requirements = None
|
||||
def __init__(self, level, attributes={}) -> None:
|
||||
Adventurer.__init__(self, level, attributes)
|
||||
self.player_class = "cleric"
|
||||
self.hp = roll_dice(self.level, 6)
|
||||
self.armor = random.choice(list(armor.keys()))
|
||||
self.ac = armor[self.armor]
|
||||
# clerics can only wield blunt weapons
|
||||
self.possible_melee_weapons = list(filter(lambda d: 'blunt' in d['traits'] and 'melee' in d['traits'], weapons))
|
||||
self.possible_weapons = list(filter(lambda d: 'blunt' in d['traits'], weapons))
|
||||
self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
|
||||
|
||||
class Thief(Adventurer):
|
||||
prime_requisite = "dexterity"
|
||||
requirements = None
|
||||
def __init__(self, level, attributes={}) -> None:
|
||||
Adventurer.__init__(self, level, attributes)
|
||||
self.player_class = "thief"
|
||||
self.hp = roll_dice(self.level, 4)
|
||||
self.armor = random.choice(list(armor.keys()))
|
||||
self.ac = armor[self.armor]
|
||||
|
||||
class Dwarf(Adventurer):
|
||||
prime_requisite = "strength"
|
||||
requirements = {'constitution' : 9 }
|
||||
def __init__(self, level, attributes={}) -> None:
|
||||
Adventurer.__init__(self, level, attributes)
|
||||
self.player_class = "dwarf"
|
||||
self.hp = roll_dice(self.level, 8)
|
||||
self.armor = random.choice(list(armor.keys()))
|
||||
self.ac = armor[self.armor]
|
||||
|
||||
class Elf(Adventurer):
|
||||
prime_requisite = "intellgence"
|
||||
requirements = {'intelligence' : 9 }
|
||||
def __init__(self, level, attributes={}) -> None:
|
||||
Adventurer.__init__(self, level, attributes)
|
||||
self.player_class = "elf"
|
||||
self.hp = roll_dice(self.level, 6)
|
||||
self.armor = random.choice(list(armor.keys()))
|
||||
self.ac = armor[self.armor]
|
||||
|
||||
class Halfling(Adventurer):
|
||||
prime_requisite = "dexterity"
|
||||
requirements = {'constitution' : 9, 'dexterity' : 9 }
|
||||
def __init__(self, level, attributes={}) -> None:
|
||||
Adventurer.__init__(self, level, attributes)
|
||||
self.player_class = "halfling"
|
||||
self.hp = roll_dice(self.level, 6)
|
||||
self.armor = random.choice(list(armor.keys()))
|
||||
self.ac = armor[self.armor]
|
||||
|
||||
# Player Class Selector
|
||||
class ClassSelector():
|
||||
def __init__(self, player: Adventurer) -> None:
|
||||
self.player = player
|
||||
# https://stackoverflow.com/questions/3862310/how-to-find-all-the-subclasses-of-a-class-given-its-name
|
||||
# pull classes that do not have requirements
|
||||
self.available_classes = [cls for cls in Adventurer.__subclasses__() if not cls.requirements]
|
||||
# pull classes that do have requirements
|
||||
self.classes_with_reqs = [cls for cls in Adventurer.__subclasses__() if cls.requirements]
|
||||
# run function to randomly select an adventurer class
|
||||
self.selected_class = self.selection()
|
||||
|
||||
def return_class_by_best_attribute(self):
|
||||
# for adventurer classes in available classes, return the one where that classes' prime requisite is equal to the players best attribute
|
||||
return [adv_class for adv_class in self.available_classes if adv_class.prime_requisite == self.player.get_best_prime_attribute()][0]
|
||||
|
||||
def return_classes_with_requirements(self):
|
||||
p_attrs = self.player.get_attributes()
|
||||
possible_classes = []
|
||||
for c in self.classes_with_reqs:
|
||||
match_count = 0
|
||||
for r in c.requirements:
|
||||
if p_attrs[r] >= c.requirements[r]:
|
||||
match_count += 1
|
||||
if match_count >= len(c.requirements):
|
||||
possible_classes.append(c)
|
||||
return possible_classes
|
||||
|
||||
def selection(self):
|
||||
best_prime_attribute = self.player.get_best_prime_attribute()
|
||||
# create an array of possible player classes, add the best choice per player's best core attributes
|
||||
possible_classes = [ self.return_class_by_best_attribute() ]
|
||||
possible_classes += self.return_classes_with_requirements()
|
||||
# randomly select class
|
||||
selected_class = random.choice(possible_classes)
|
||||
return selected_class
|
||||
|
||||
class PartyGenerator():
|
||||
def __init__(self, party_size=4) -> None:
|
||||
self.size = party_size
|
||||
self.adventurers = []
|
||||
self.adventurer_types = []
|
||||
|
||||
def gen_party(self):
|
||||
while len(self.adventurers) < self.size:
|
||||
new_player = Adventurer()
|
||||
attempts = 0
|
||||
while new_player.player_class not in self.adventurer_types:
|
||||
attempts += 1
|
||||
selected_class = ClassSelector(new_player).selection()
|
||||
new_player = selected_class(new_player.level, new_player.get_attributes())
|
||||
# i couldnt randomly generate a scenario where a character couldn't be added, but it seems possible, so this is the hard cut off
|
||||
if (new_player.player_class not in self.adventurer_types) or (attempts > 10):
|
||||
self.adventurers.append(new_player)
|
||||
self.adventurer_types.append(new_player.player_class)
|
||||
|
||||
def get_character_sheets(self):
|
||||
sheet_string = ""
|
||||
for i in range(15):
|
||||
for j in range(len(self.adventurers)):
|
||||
adv = self.adventurers[j]
|
||||
sheet_string += adv.character_sheet()[i]
|
||||
sheet_string += '|\n'
|
||||
return sheet_string
|
||||
|
||||
def __str__(self):
|
||||
return f"{self.adventurers}"
|
||||
|
||||
# functions
|
||||
def roll_dice(count, sides):
|
||||
return sum(random.randint(1,sides) for _ in range(count))
|
||||
|
||||
def returnSheets(foo):
|
||||
print('foo')
|
||||
new_party = PartyGenerator()
|
||||
new_party.gen_party()
|
||||
return new_party.get_character_sheets()
|
||||
|
||||
def main():
|
||||
sheet_string = returnSheets(foo)
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Reference in New Issue
Block a user