From 3de42211c2497ed734efb19ec4b86db48f268812 Mon Sep 17 00:00:00 2001 From: Zachary Watts Date: Sat, 18 Apr 2026 00:48:56 -0400 Subject: [PATCH] improving, adding some party mechanisms --- main.py | 53 ++++++++++++++++++++++++++++------------------------- 1 file changed, 28 insertions(+), 25 deletions(-) diff --git a/main.py b/main.py index 70fddd7..ec02234 100755 --- a/main.py +++ b/main.py @@ -15,44 +15,44 @@ class PlayerCharacter: base_attr = self.__dict__.copy() del base_attr['constitution'] del base_attr['charisma'] - # of those grab the highest - max_base_attr = max(base_attr, key=base_attr.get) # https://stackoverflow.com/a/280156 + # of those grab the highest, found this at https://stackoverflow.com/a/280156 + max_base_attr = max(base_attr, key=base_attr.get) # use that to pick the best possible base class best_class = { "strength" : "Fighter", "intelligence" : "Magic User", "wisdom" : "Cleric", "dexterity" : "Thief" } best_base_class = best_class[max_base_attr] # create a list of possible classes - possible_classes = [] - possible_classes.append(best_base_class) + possible_classes = [ best_base_class ] # check if player qualifies for other classes - if self.constitution >= 9: - possible_classes.append("Dwarf") - if self.intelligence >= 9: - possible_classes.append("Elf") - if self.constitution >= 9 and self.dexterity >= 9: - possible_classes.append("Dwarf") - return f"{possible_classes}" + if self.constitution >= 9 : possible_classes.append("Dwarf") + if self.intelligence >= 9 : possible_classes.append("Elf") + if self.constitution >= 9 and self.dexterity >= 9 : possible_classes.append("Halfling") + # randomly select class + selected_class = random.choice(possible_classes) + return f"{selected_class}" - - class Fighter(PlayerCharacter): + prime_requisite = "strength" def __init__(self, attributes: dict) -> None: PlayerCharacter.__init__(self, attributes) self.player_class = "fighter" self.hp = roll_dice(1, 8) class MagicUser(PlayerCharacter): + prime_requisite = "intelligence" def __init__(self, attributes: dict) -> None: PlayerCharacter.__init__(self, name, attributes) self.player_class = "magic-user" self.hp = roll_dice(1, 4) class Cleric(PlayerCharacter): + prime_requisite = "wisdom" def __init__(self, attributes: dict) -> None: PlayerCharacter.__init__(self, name, attributes) self.player_class = "cleric" self.hp = roll_dice(1, 6) class Thief(PlayerCharacter): + prime_requisite = "dexterity" def __init__(self, attributes: dict) -> None: PlayerCharacter.__init__(self, name, attributes) self.player_class = "thief" @@ -63,18 +63,21 @@ def roll_dice(count, sides): return sum(random.randint(1,sides) for _ in range(count)) def main(): - new_player = PlayerCharacter() - - print(new_player.__dict__) - print(new_player.class_selector()) - quit() + adventurer_party = [] + expected_party_size = 4 + while len(adventurer_party) < expected_party_size: + new_player = PlayerCharacter() + selected_class = None + attempts = 0 + while selected_class not in adventurer_party: + attempts += 1 + selected_class = new_player.class_selector() + if selected_class not in adventurer_party: + adventurer_party.append(selected_class) + # i couldnt randomly generate a scenario where a character couldn't be added, but it seems possible, so this is the hard cut off + elif attempts > 10: + adventurer_party.append(selected_class) - # change class to fighter if strength is the highest - if (new_player.strength > new_player.intelligence) and (new_player.strength > new_player.wisdom): - attributes = new_player.__dict__.copy() - new_player = Fighter(attributes) - print(f'fighter\n{new_player.__dict__}') - else: - print('not fighter') + print(f"{adventurer_party}") main()