template improved, using multiple .py files now

This commit is contained in:
Zachary Watts
2026-04-26 01:31:43 -04:00
parent 390f062e0a
commit f4d8511ab6
11 changed files with 310 additions and 389 deletions

158
main.py
View File

@@ -1,4 +1,5 @@
#!/usr/bin/python3
from adventurers import *
import random
armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
@@ -19,140 +20,6 @@ weapons = [
{ 'name' : 'war hammer', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] }
]
# Player Character Classes
class Adventurer:
def __init__(self, level=1, attributes={}) -> None:
# using a get() method to pull an attribute else use a default value, https://python-academy.org/en/handbook/get
self.player_class = None
self.level = level
self.strength = attributes.get('strength', roll_dice(3,6))
self.intelligence = attributes.get('intelligence', roll_dice(3,6))
self.wisdom = attributes.get('wisdom', roll_dice(3,6))
self.dexterity = attributes.get('dexterity', roll_dice(3,6))
self.constitution = attributes.get('constitution', roll_dice(3,6))
self.charisma = attributes.get('charisma', roll_dice(3,6))
self.hp = 1
self.torches = roll_dice(1,6)
self.rations = roll_dice(1,6)
self.equipment = [ 'backpack', 'tinderbox', 'waterskin' ]
# all armor, individual classes may have overrides
self.possible_armor = list(armor.keys())
# all weapons, individual classes may have overrides
self.possible_weapons = weapons
self.possible_melee_weapons = list(filter(lambda d: 'melee' in d['traits'], weapons))
self.possible_missile_weapons = list(filter(lambda d: 'missile' in d['traits'], weapons))
# each character should get 1 melee and 1 random (missle or melee)
self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
self.armor = random.choice(self.possible_armor)
def __str__(self):
return f"{self.player_class}"
def character_sheet(self):
sheet = []
sheet.append('{0: <26}'.format(f"| {self.player_class.title()} - Level {self.level}"))
for key, val in self.get_attributes().items():
key_string = "| " + '{0:12}'.format(f"{key}").capitalize() + f" {val}"
sheet += ['{0: <26}'.format(key_string)]
sheet.append('| ----------------------- ')
sheet.append('{0: <26}'.format(f"| HP: {self.hp} AC: {self.ac}"))
sheet.append('{0: <26}'.format(f"| Torches: {self.torches}"))
sheet.append('{0: <26}'.format(f"| Rations: {self.rations}"))
sheet.append('{0: <26}'.format(f"| Armor: {self.armor}"))
sheet.append('{0: <26}'.format(f"| Weapons:"))
sheet.append('{0: <26}'.format(f"| {self.weapons[0]['name'].title()}"))
sheet.append('{0: <26}'.format(f"| {self.weapons[1]['name'].title()}"))
return sheet
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}
# 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):
prime_requisite = "strength"
requirements = None
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "fighter"
self.hp = roll_dice(self.level, 8)
self.ac = armor[self.armor]
class MagicUser(Adventurer):
prime_requisite = "intelligence"
requirements = None
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "magic user"
self.hp = roll_dice(self.level, 4)
self.armor = "None"
self.ac = armor[self.armor]
self.weapons = [ list(filter(lambda d: 'silver dagger' in d['name'],weapons))[0], { "name" : "" } ]
class Cleric(Adventurer):
prime_requisite = "wisdom"
requirements = None
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "cleric"
self.hp = roll_dice(self.level, 6)
self.armor = random.choice(list(armor.keys()))
self.ac = armor[self.armor]
# clerics can only wield blunt weapons
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:
@@ -210,11 +77,16 @@ class PartyGenerator():
self.adventurer_types.append(new_player.player_class)
def get_character_sheets(self):
sheet_string = ""
character_sheets = []
for c in self.adventurers:
character_sheets.append(c.character_sheet())
for i in range(15):
for j in range(len(self.adventurers)):
adv = self.adventurers[j]
print(adv.character_sheet()[i],end='')
print('|\n',end='')
sheet_string += adv.character_sheet()[i]
sheet_string += '|\n'
return character_sheets
def __str__(self):
return f"{self.adventurers}"
@@ -223,9 +95,17 @@ class PartyGenerator():
def roll_dice(count, sides):
return sum(random.randint(1,sides) for _ in range(count))
def main():
def returnSheets(foo):
new_party = PartyGenerator()
new_party.gen_party()
new_party.get_character_sheets()
return new_party.get_character_sheets()
main()
def main():
character_sheets = returnSheets('foo')
for c in character_sheets:
for l in c:
print(f"{l}|")
print()
if __name__ == "__main__":
main()