adding classes, yay
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102
main.py
102
main.py
@@ -1,7 +1,8 @@
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#!/usr/bin/python3
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import random
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class PlayerCharacter:
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# Player Character Classes
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class Adventurer:
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def __init__(self, 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.strength = attributes.get('strength', roll_dice(3,6))
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@@ -10,75 +11,94 @@ class PlayerCharacter:
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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.player_class = None
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def class_selector(self):
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# take the 4 primary attribtues
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base_attr = self.__dict__.copy()
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del base_attr['constitution']
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del base_attr['charisma']
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# of those grab the highest, found this at https://stackoverflow.com/a/280156
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max_base_attr = max(base_attr, key=base_attr.get)
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# use that to pick the best possible base class
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best_class = { "strength" : "Fighter", "intelligence" : "Magic User", "wisdom" : "Cleric", "dexterity" : "Thief" }
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best_base_class = best_class[max_base_attr]
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# create a list of possible classes
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possible_classes = [ best_base_class ]
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# check if player qualifies for other classes
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if self.constitution >= 9 : possible_classes.append("Dwarf")
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if self.intelligence >= 9 : possible_classes.append("Elf")
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if self.constitution >= 9 and self.dexterity >= 9 : possible_classes.append("Halfling")
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# randomly select class
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selected_class = random.choice(possible_classes)
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return f"{selected_class}"
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class Fighter(PlayerCharacter):
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class Fighter(Adventurer):
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prime_requisite = "strength"
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def __init__(self, attributes: dict) -> None:
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PlayerCharacter.__init__(self, attributes)
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self.player_class = "fighter"
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self.hp = roll_dice(1, 8)
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class MagicUser(PlayerCharacter):
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class MagicUser(Adventurer):
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prime_requisite = "intelligence"
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def __init__(self, attributes: dict) -> None:
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PlayerCharacter.__init__(self, name, attributes)
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self.player_class = "magic-user"
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self.hp = roll_dice(1, 4)
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class Cleric(PlayerCharacter):
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class Cleric(Adventurer):
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prime_requisite = "wisdom"
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def __init__(self, attributes: dict) -> None:
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PlayerCharacter.__init__(self, name, attributes)
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self.player_class = "cleric"
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self.hp = roll_dice(1, 6)
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class Thief(PlayerCharacter):
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class Thief(Adventurer):
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prime_requisite = "dexterity"
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def __init__(self, attributes: dict) -> None:
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PlayerCharacter.__init__(self, name, attributes)
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self.player_class = "thief"
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self.hp = roll_dice(1, 6)
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# Player Class Selector
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class ClassSelector():
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def __init__(self, player: Adventurer) -> None:
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self.player = player
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self.prime_requisites = { "strength" : "Fighter", "intelligence" : "Magic User", "wisdom" : "Cleric", "dexterity" : "Thief" }
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self.selected_class = self.selection()
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def get_best_prime_attribute(self):
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attributes = self.player.__dict__.copy()
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del attributes['player_class']
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# we should not evaluate these two stats
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del attributes['constitution']
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del attributes['charisma']
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# of those remaining, return highest, found this at https://stackoverflow.com/a/280156
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return max(attributes, key=attributes.get)
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def selection(self):
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best_prime_attribute = self.get_best_prime_attribute()
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# create an array of possible player classes, add the best choice per player's best core attributes
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class_to_add = self.prime_requisites[best_prime_attribute]
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possible_classes = [class_to_add]
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# check if player qualifies for other classes
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if self.player.constitution >= 9 : possible_classes.append("Dwarf")
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if self.player.intelligence >= 9 : possible_classes.append("Elf")
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if self.player.constitution >= 9 and self.player.dexterity >= 9 : possible_classes.append("Halfling")
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# randomly select class
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selected_class = random.choice(possible_classes)
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return f"{selected_class}"
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class PartyGenerator():
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def __init__(self, party_size=4) -> None:
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self.size = party_size
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self.adventurers = []
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def gen_party(self):
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while len(self.adventurers) < self.size:
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new_player = Adventurer()
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attempts = 0
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while new_player.player_class not in self.adventurers:
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attempts += 1
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my_adv = ClassSelector(new_player).selected_class
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new_player.player_class = my_adv
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if new_player.player_class not in self.adventurers:
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self.adventurers.append(new_player.player_class)
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# i couldnt randomly generate a scenario where a character couldn't be added, but it seems possible, so this is the hard cut off
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elif attempts > 10:
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self.adventurers.append(new_player.player_class)
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def __str__(self):
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return f"{self.adventurers}"
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# functions
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def roll_dice(count, sides):
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return sum(random.randint(1,sides) for _ in range(count))
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def main():
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adventurer_party = []
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expected_party_size = 4
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while len(adventurer_party) < expected_party_size:
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new_player = PlayerCharacter()
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selected_class = None
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attempts = 0
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while selected_class not in adventurer_party:
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attempts += 1
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selected_class = new_player.class_selector()
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if selected_class not in adventurer_party:
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adventurer_party.append(selected_class)
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# i couldnt randomly generate a scenario where a character couldn't be added, but it seems possible, so this is the hard cut off
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elif attempts > 10:
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adventurer_party.append(selected_class)
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print(f"{adventurer_party}")
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new_party = PartyGenerator()
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new_party.gen_party()
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print(new_party)
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main()
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