adding in better classes and methods

This commit is contained in:
Zachary Watts
2026-04-18 12:25:45 -04:00
parent 9323e7c5d5
commit 6b03659ec9

95
main.py
View File

@@ -12,60 +12,105 @@ class Adventurer:
self.constitution = attributes.get('constitution', roll_dice(3,6)) self.constitution = attributes.get('constitution', roll_dice(3,6))
self.charisma = attributes.get('charisma', roll_dice(3,6)) self.charisma = attributes.get('charisma', roll_dice(3,6))
self.player_class = None self.player_class = None
def __str__(self):
return f"{self.player_class}"
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}
# of those remaining, 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): class Fighter(Adventurer):
prime_requisite = "strength" prime_requisite = "strength"
def __init__(self, attributes: dict) -> None: def __init__(self, attributes={}) -> None:
PlayerCharacter.__init__(self, attributes) Adventurer.__init__(self, attributes)
self.player_class = "fighter" self.player_class = "fighter"
self.hp = roll_dice(1, 8) self.hp = roll_dice(1, 8)
class MagicUser(Adventurer): class MagicUser(Adventurer):
prime_requisite = "intelligence" prime_requisite = "intelligence"
def __init__(self, attributes: dict) -> None: def __init__(self, attributes={}) -> None:
PlayerCharacter.__init__(self, name, attributes) Adventurer.__init__(self, attributes)
self.player_class = "magic-user" self.player_class = "magic-user"
self.hp = roll_dice(1, 4) self.hp = roll_dice(1, 4)
class Cleric(Adventurer): class Cleric(Adventurer):
prime_requisite = "wisdom" prime_requisite = "wisdom"
def __init__(self, attributes: dict) -> None: def __init__(self, attributes={}) -> None:
PlayerCharacter.__init__(self, name, attributes) Adventurer.__init__(self, attributes)
self.player_class = "cleric" self.player_class = "cleric"
self.hp = roll_dice(1, 6) self.hp = roll_dice(1, 6)
class Thief(Adventurer): class Thief(Adventurer):
prime_requisite = "dexterity" prime_requisite = "dexterity"
def __init__(self, attributes: dict) -> None: def __init__(self, attributes={}) -> None:
PlayerCharacter.__init__(self, name, attributes) Adventurer.__init__(self, attributes)
self.player_class = "thief" self.player_class = "thief"
self.hp = roll_dice(1, 4)
class Dwarf(Adventurer):
prime_requisite = "strength"
requirements = {'constitution' : 9 }
def __init__(self, attributes={}) -> None:
Adventurer.__init__(self, attributes)
self.player_class = "dwarf"
self.hp = roll_dice(1, 8)
class Elf(Adventurer):
prime_requisite = "intellgence"
requirements = {'intelligence' : 9 }
def __init__(self, attributes={}) -> None:
Adventurer.__init__(self, attributes)
self.player_class = "elf"
self.hp = roll_dice(1, 6)
class Halfling(Adventurer):
prime_requisite = "dexterity"
requirements = {'constitution' : 9, 'dexterity' : 9 }
def __init__(self, attributes={}) -> None:
Adventurer.__init__(self, attributes)
self.player_class = "halfling"
self.hp = roll_dice(1, 6) self.hp = roll_dice(1, 6)
# Player Class Selector # Player Class Selector
class ClassSelector(): class ClassSelector():
def __init__(self, player: Adventurer) -> None: def __init__(self, player: Adventurer) -> None:
self.player = player self.player = player
self.prime_requisites = { "strength" : "Fighter", "intelligence" : "Magic User", "wisdom" : "Cleric", "dexterity" : "Thief" } self.available_classes = [ Fighter(), MagicUser(), Cleric(), Thief() ]
self.classes_with_reqs = [ Dwarf(), Elf(), Halfling() ]
self.selected_class = self.selection() self.selected_class = self.selection()
def get_best_prime_attribute(self): def return_class_by_best_attribute(self):
attributes = self.player.__dict__.copy() # for adventurer classes in available classes, return the one where that classes' prime requisite is equal to the players best attribute
del attributes['player_class'] return [adv_class for adv_class in self.available_classes if adv_class.prime_requisite == self.player.get_best_prime_attribute()][0]
# we should not evaluate these two stats
del attributes['constitution'] def return_classes_with_requirements(self):
del attributes['charisma'] p_attrs = self.player.get_attributes()
# of those remaining, return highest, found this at https://stackoverflow.com/a/280156 possible_classes = []
return max(attributes, key=attributes.get) 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): def selection(self):
best_prime_attribute = self.get_best_prime_attribute() 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 # create an array of possible player classes, add the best choice per player's best core attributes
class_to_add = self.prime_requisites[best_prime_attribute] possible_classes = [ self.return_class_by_best_attribute() ]
possible_classes = [class_to_add] possible_classes += self.return_classes_with_requirements()
# check if player qualifies for other classes
if self.player.constitution >= 9 : possible_classes.append("Dwarf")
if self.player.intelligence >= 9 : possible_classes.append("Elf")
if self.player.constitution >= 9 and self.player.dexterity >= 9 : possible_classes.append("Halfling")
# randomly select class # randomly select class
selected_class = random.choice(possible_classes) selected_class = random.choice(possible_classes)
return f"{selected_class}" return f"{selected_class}"
@@ -81,7 +126,7 @@ class PartyGenerator():
attempts = 0 attempts = 0
while new_player.player_class not in self.adventurers: while new_player.player_class not in self.adventurers:
attempts += 1 attempts += 1
my_adv = ClassSelector(new_player).selected_class my_adv = ClassSelector(new_player).selection()
new_player.player_class = my_adv new_player.player_class = my_adv
if new_player.player_class not in self.adventurers: if new_player.player_class not in self.adventurers:
self.adventurers.append(new_player.player_class) self.adventurers.append(new_player.player_class)