improving, adding some party mechanisms

This commit is contained in:
Zachary Watts
2026-04-18 00:48:56 -04:00
parent 18aaa30857
commit 3de42211c2

53
main.py
View File

@@ -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()