adding in flask
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__pycache__/app.cpython-312.pyc
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__pycache__/app.cpython-312.pyc
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__pycache__/ose.cpython-312.pyc
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__pycache__/ose.cpython-312.pyc
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app.py
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app.py
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#!/usr/bin/python3
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from ose import *
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from flask import Flask, render_template
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app = Flask(__name__)
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@app.route('/')
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def index():
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htmlBody = returnSheets('test')
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return render_template("sheet.html", htmlBody=htmlBody)
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59
main.py
59
main.py
@@ -3,22 +3,22 @@ import random
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armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
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armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
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weapons = [
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weapons = [
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{ 'name' : 'battle axe', 'type' : 'melee', 'damage-dice' : 8},
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{ 'name' : 'battle axe', 'damage-dice' : 8, 'traits' : [ 'melee', 'slow', 'two-handed' ] },
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{ 'name' : 'crossbow', 'type' : 'missle', 'damage-dice' : 6, 'ammo' : '20 bolts'},
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{ 'name' : 'club', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt' ] },
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{ 'name' : 'hand axe', 'type' : 'melee', 'damage-dice' : 6 },
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{ 'name' : 'crossbow', 'damage-dice' : 6, 'traits' : [ 'missile', 'reload','slow','two-handed'], 'ammo' : '20 bolts'},
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{ 'name' : 'mace', 'type' : 'melee', 'damage-dice' : 6 , 'traits' : [ 'blunt' ] },
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{ 'name' : 'hand axe', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile'] },
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{ 'name' : 'pole arm', 'type' : 'melee', 'damage-dice' : 10 },
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{ 'name' : 'mace', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] },
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{ 'name' : 'short bow', 'type' : 'missle', 'damage-dice' : 6, 'ammo' : '20 arrows'},
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{ 'name' : 'pole arm', 'damage-dice' : 10, 'traits' : [ 'melee', 'brace', 'slow', 'two-handed' ] },
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{ 'name' : 'short sword', 'type' : 'melee', 'damage-dice' : 6 },
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{ 'name' : 'short bow', 'damage-dice' : 6, 'traits' : [ 'missile', 'two-handed' ], 'ammo' : '20 arrows'},
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{ 'name' : 'silver dagger', 'type' : 'melee', 'damage-dice' : 4 },
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{ 'name' : 'short sword', 'damage-dice' : 6, 'traits' : [ 'melee' ] },
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{ 'name' : 'sling', 'type' : 'missle', 'damage-dice' : 4, 'ammo' : '20 stones', 'traits' : [ 'blunt' ] },
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{ 'name' : 'silver dagger','damage-dice' : 4, 'traits' : [ 'melee', 'missile' ] },
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{ 'name' : 'staff', 'type' : 'melee', 'damage-dice' : 4 , 'traits' : [ 'blunt', 'slow' ] },
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{ 'name' : 'sling', 'damage-dice' : 4, 'traits' : [ 'missile', 'blunt' ], 'ammo' : '20 stones'},
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{ 'name' : 'spear', 'type' : 'melee', 'damage-dice' : 6 },
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{ 'name' : 'staff', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt', 'slow', 'two-handed' ] },
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{ 'name' : 'sword', 'type' : 'melee', 'damage-dice' : 8 },
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{ 'name' : 'spear', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile', 'brace' ] },
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{ 'name' : 'war hammer', 'type' : 'melee', 'damage-dice' : 6 , 'traits' : [ 'blunt' ] }
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{ 'name' : 'sword', 'damage-dice' : 8, 'traits' : [ 'melee' ] },
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{ 'name' : 'war hammer', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] }
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]
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]
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# Player Character Classes
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# Player Character Classes
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class Adventurer:
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class Adventurer:
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def __init__(self, level=1, attributes={}) -> None:
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def __init__(self, level=1, attributes={}) -> None:
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@@ -35,8 +35,15 @@ class Adventurer:
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self.torches = roll_dice(1,6)
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self.torches = roll_dice(1,6)
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self.rations = roll_dice(1,6)
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self.rations = roll_dice(1,6)
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self.equipment = [ 'backpack', 'tinderbox', 'waterskin' ]
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self.equipment = [ 'backpack', 'tinderbox', 'waterskin' ]
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self.weapons = []
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# all armor, individual classes may have overrides
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self.armor = []
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self.possible_armor = list(armor.keys())
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# all weapons, individual classes may have overrides
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self.possible_weapons = weapons
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self.possible_melee_weapons = list(filter(lambda d: 'melee' in d['traits'], weapons))
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self.possible_missile_weapons = list(filter(lambda d: 'missile' in d['traits'], weapons))
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# each character should get 1 melee and 1 random (missle or melee)
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self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
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self.armor = random.choice(self.possible_armor)
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def __str__(self):
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def __str__(self):
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return f"{self.player_class}"
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return f"{self.player_class}"
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@@ -53,8 +60,8 @@ class Adventurer:
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sheet.append('{0: <26}'.format(f"| Rations: {self.rations}"))
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sheet.append('{0: <26}'.format(f"| Rations: {self.rations}"))
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sheet.append('{0: <26}'.format(f"| Armor: {self.armor}"))
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sheet.append('{0: <26}'.format(f"| Armor: {self.armor}"))
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sheet.append('{0: <26}'.format(f"| Weapons:"))
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sheet.append('{0: <26}'.format(f"| Weapons:"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[0]}"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[0]['name'].title()}"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[1]}"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[1]['name'].title()}"))
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return sheet
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return sheet
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def get_attributes(self):
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def get_attributes(self):
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@@ -78,9 +85,7 @@ class Fighter(Adventurer):
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Adventurer.__init__(self, level, attributes)
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Adventurer.__init__(self, level, attributes)
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self.player_class = "fighter"
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self.player_class = "fighter"
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self.hp = roll_dice(self.level, 8)
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self.hp = roll_dice(self.level, 8)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class MagicUser(Adventurer):
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class MagicUser(Adventurer):
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prime_requisite = "intelligence"
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prime_requisite = "intelligence"
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@@ -89,9 +94,10 @@ class MagicUser(Adventurer):
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Adventurer.__init__(self, level, attributes)
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Adventurer.__init__(self, level, attributes)
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self.player_class = "magic user"
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self.player_class = "magic user"
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self.hp = roll_dice(self.level, 4)
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self.hp = roll_dice(self.level, 4)
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self.armor = random.choice(list(armor.keys()))
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self.armor = "None"
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self.ac = armor[self.armor]
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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self.weapons = [ list(filter(lambda d: 'silver dagger' in d['name'],weapons))[0], { "name" : "" } ]
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class Cleric(Adventurer):
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class Cleric(Adventurer):
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prime_requisite = "wisdom"
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prime_requisite = "wisdom"
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@@ -102,7 +108,10 @@ class Cleric(Adventurer):
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self.hp = roll_dice(self.level, 6)
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self.hp = roll_dice(self.level, 6)
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self.armor = random.choice(list(armor.keys()))
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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# clerics can only wield blunt weapons
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self.possible_melee_weapons = list(filter(lambda d: 'blunt' in d['traits'] and 'melee' in d['traits'], weapons))
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self.possible_weapons = list(filter(lambda d: 'blunt' in d['traits'], weapons))
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self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
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class Thief(Adventurer):
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class Thief(Adventurer):
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prime_requisite = "dexterity"
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prime_requisite = "dexterity"
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@@ -113,7 +122,6 @@ class Thief(Adventurer):
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self.hp = roll_dice(self.level, 4)
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self.hp = roll_dice(self.level, 4)
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self.armor = random.choice(list(armor.keys()))
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class Dwarf(Adventurer):
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class Dwarf(Adventurer):
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prime_requisite = "strength"
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prime_requisite = "strength"
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@@ -124,7 +132,6 @@ class Dwarf(Adventurer):
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self.hp = roll_dice(self.level, 8)
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self.hp = roll_dice(self.level, 8)
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self.armor = random.choice(list(armor.keys()))
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class Elf(Adventurer):
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class Elf(Adventurer):
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prime_requisite = "intellgence"
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prime_requisite = "intellgence"
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@@ -135,7 +142,6 @@ class Elf(Adventurer):
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self.hp = roll_dice(self.level, 6)
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self.hp = roll_dice(self.level, 6)
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self.armor = random.choice(list(armor.keys()))
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class Halfling(Adventurer):
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class Halfling(Adventurer):
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prime_requisite = "dexterity"
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prime_requisite = "dexterity"
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@@ -146,7 +152,6 @@ class Halfling(Adventurer):
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self.hp = roll_dice(self.level, 6)
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self.hp = roll_dice(self.level, 6)
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self.armor = random.choice(list(armor.keys()))
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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# Player Class Selector
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# Player Class Selector
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class ClassSelector():
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class ClassSelector():
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238
ose.py
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238
ose.py
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#!/usr/bin/python3
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import random
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armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
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weapons = [
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{ 'name' : 'battle axe', 'damage-dice' : 8, 'traits' : [ 'melee', 'slow', 'two-handed' ] },
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{ 'name' : 'club', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt' ] },
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{ 'name' : 'crossbow', 'damage-dice' : 6, 'traits' : [ 'missile', 'reload','slow','two-handed'], 'ammo' : '20 bolts'},
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{ 'name' : 'hand axe', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile'] },
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{ 'name' : 'mace', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] },
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{ 'name' : 'pole arm', 'damage-dice' : 10, 'traits' : [ 'melee', 'brace', 'slow', 'two-handed' ] },
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{ 'name' : 'short bow', 'damage-dice' : 6, 'traits' : [ 'missile', 'two-handed' ], 'ammo' : '20 arrows'},
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{ 'name' : 'short sword', 'damage-dice' : 6, 'traits' : [ 'melee' ] },
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{ 'name' : 'silver dagger','damage-dice' : 4, 'traits' : [ 'melee', 'missile' ] },
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{ 'name' : 'sling', 'damage-dice' : 4, 'traits' : [ 'missile', 'blunt' ], 'ammo' : '20 stones'},
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{ 'name' : 'staff', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt', 'slow', 'two-handed' ] },
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{ 'name' : 'spear', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile', 'brace' ] },
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{ 'name' : 'sword', 'damage-dice' : 8, 'traits' : [ 'melee' ] },
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{ 'name' : 'war hammer', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] }
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]
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# Player Character Classes
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class Adventurer:
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def __init__(self, level=1, attributes={}) -> None:
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# using a get() method to pull an attribute else use a default value, https://python-academy.org/en/handbook/get
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self.player_class = None
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self.level = level
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self.strength = attributes.get('strength', roll_dice(3,6))
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self.intelligence = attributes.get('intelligence', roll_dice(3,6))
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self.wisdom = attributes.get('wisdom', roll_dice(3,6))
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self.dexterity = attributes.get('dexterity', roll_dice(3,6))
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self.constitution = attributes.get('constitution', roll_dice(3,6))
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self.charisma = attributes.get('charisma', roll_dice(3,6))
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self.hp = 1
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self.torches = roll_dice(1,6)
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self.rations = roll_dice(1,6)
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self.equipment = [ 'backpack', 'tinderbox', 'waterskin' ]
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# all armor, individual classes may have overrides
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self.possible_armor = list(armor.keys())
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# all weapons, individual classes may have overrides
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self.possible_weapons = weapons
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self.possible_melee_weapons = list(filter(lambda d: 'melee' in d['traits'], weapons))
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self.possible_missile_weapons = list(filter(lambda d: 'missile' in d['traits'], weapons))
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# each character should get 1 melee and 1 random (missle or melee)
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self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
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self.armor = random.choice(self.possible_armor)
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def __str__(self):
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return f"{self.player_class}"
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def character_sheet(self):
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sheet = []
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sheet.append('{0: <26}'.format(f"| {self.player_class.title()} - Level {self.level}"))
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for key, val in self.get_attributes().items():
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key_string = "| " + '{0:12}'.format(f"{key}").capitalize() + f" {val}"
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sheet += ['{0: <26}'.format(key_string)]
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sheet.append('| ----------------------- ')
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sheet.append('{0: <26}'.format(f"| HP: {self.hp} AC: {self.ac}"))
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sheet.append('{0: <26}'.format(f"| Torches: {self.torches}"))
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sheet.append('{0: <26}'.format(f"| Rations: {self.rations}"))
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sheet.append('{0: <26}'.format(f"| Armor: {self.armor}"))
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sheet.append('{0: <26}'.format(f"| Weapons:"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[0]['name'].title()}"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[1]['name'].title()}"))
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return sheet
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def get_attributes(self):
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attribute_list = ['strength', 'intelligence', 'wisdom', 'dexterity', 'constitution', 'charisma']
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return {k: self.__dict__[k] for k in attribute_list}
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def get_best_prime_attribute(self):
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attribute_list = [ 'strength', 'intelligence', 'wisdom', 'dexterity' ]
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prime_attributes = {k: self.__dict__[k] for k in attribute_list}
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# return highest, found this at https://stackoverflow.com/a/280156
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return max(prime_attributes, key=prime_attributes.get)
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def roll_equipment(self):
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print("testing!")
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class Fighter(Adventurer):
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prime_requisite = "strength"
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requirements = None
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "fighter"
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self.hp = roll_dice(self.level, 8)
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self.ac = armor[self.armor]
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class MagicUser(Adventurer):
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prime_requisite = "intelligence"
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requirements = None
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "magic user"
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self.hp = roll_dice(self.level, 4)
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self.armor = "None"
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self.ac = armor[self.armor]
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self.weapons = [ list(filter(lambda d: 'silver dagger' in d['name'],weapons))[0], { "name" : "" } ]
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class Cleric(Adventurer):
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prime_requisite = "wisdom"
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requirements = None
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "cleric"
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self.hp = roll_dice(self.level, 6)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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# clerics can only wield blunt weapons
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||||||
|
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()
|
||||||
1
requirements.txt
Normal file
1
requirements.txt
Normal file
@@ -0,0 +1 @@
|
|||||||
|
flash
|
||||||
27
templates/sheet.html
Normal file
27
templates/sheet.html
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
|
||||||
|
|
||||||
|
<!DOCTYPE html>
|
||||||
|
<html>
|
||||||
|
|
||||||
|
<head>
|
||||||
|
<title>FlaskTest</title>
|
||||||
|
<link
|
||||||
|
rel="stylesheet"
|
||||||
|
href="https://cdn.jsdelivr.net/npm/bulma@1.0.2/css/bulma.min.css"
|
||||||
|
>
|
||||||
|
</head>
|
||||||
|
|
||||||
|
<body>
|
||||||
|
|
||||||
|
<div class="columns is-mobile is-centered">
|
||||||
|
<div class="column is-two-thirds">
|
||||||
|
<p class="bd-notification is-primary">
|
||||||
|
<pre>{{htmlBody}}</pre>
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</body>
|
||||||
|
|
||||||
|
</html>
|
||||||
|
|
||||||
Reference in New Issue
Block a user