template improved, using multiple .py files now
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__pycache__/adventurers.cpython-312.pyc
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__pycache__/adventurers.cpython-312.pyc
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__pycache__/equipment.cpython-312.pyc
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__pycache__/equipment.cpython-312.pyc
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__pycache__/main.cpython-312.pyc
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adventurers.py
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adventurers.py
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#!/usr/bin/python3
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import random
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from equipment import *
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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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# Player Character Classes
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class Adventurer:
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def __init__(self, level=1, 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.player_class = None
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self.level = level
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self.strength = attributes.get('strength', roll_dice(3,6))
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self.intelligence = attributes.get('intelligence', roll_dice(3,6))
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self.wisdom = attributes.get('wisdom', roll_dice(3,6))
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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.hp = 1
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self.torches = roll_dice(1,6)
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self.rations = roll_dice(1,6)
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self.equipment = [ 'backpack', 'tinderbox', 'waterskin' ]
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# all armor, individual classes may have overrides
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self.possible_armor = list(armor.keys())
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# all weapons, individual classes may have overrides
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self.possible_weapons = weapons
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self.possible_melee_weapons = list(filter(lambda d: 'melee' in d['traits'], weapons))
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self.possible_missile_weapons = list(filter(lambda d: 'missile' in d['traits'], weapons))
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# each character should get 1 melee and 1 random (missle or melee)
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self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
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self.armor = random.choice(self.possible_armor)
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def __str__(self):
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return f"{self.player_class}"
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def character_sheet(self):
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sheet = []
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sheet.append('{0: <26}'.format(f"| {self.player_class.title()} - Level {self.level}"))
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for key, val in self.get_attributes().items():
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key_string = "| " + '{0:12}'.format(f"{key}").capitalize() + f" {val}"
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sheet += ['{0: <26}'.format(key_string)]
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sheet.append('| ----------------------- ')
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sheet.append('{0: <26}'.format(f"| HP: {self.hp} AC: {self.ac}"))
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sheet.append('{0: <26}'.format(f"| Torches: {self.torches}"))
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sheet.append('{0: <26}'.format(f"| Rations: {self.rations}"))
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sheet.append('{0: <26}'.format(f"| Armor: {self.armor}"))
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sheet.append('{0: <26}'.format(f"| Weapons:"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[0]['name'].title()}"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[1]['name'].title()}"))
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sheet.append('{0: <26}'.format(f"| Equipment:"))
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sheet.append('{0: <26}'.format(f"| "))
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sheet.append('{0: <26}'.format(f"| Gold:"))
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sheet.append('| ----------------------- ')
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for key, val in self.progression[self.level]['saves'].items():
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key_string = "| " + '{0:12}'.format(f"{key}").capitalize() + f" {val}"
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sheet += ['{0: <26}'.format(key_string)]
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sheet.append('| ----------------------- ')
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# append a | to each string, after the formatted whitespace
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sheet = [ line + "|" for line in sheet ]
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return sheet
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def get_attributes(self):
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attribute_list = ['strength', 'intelligence', 'wisdom', 'dexterity', 'constitution', 'charisma']
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return {k: self.__dict__[k] for k in attribute_list}
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def get_best_prime_attribute(self):
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attribute_list = [ 'strength', 'intelligence', 'wisdom', 'dexterity' ]
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prime_attributes = {k: self.__dict__[k] for k in attribute_list}
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# return highest, found this at https://stackoverflow.com/a/280156
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return max(prime_attributes, key=prime_attributes.get)
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def roll_equipment(self):
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print("testing!")
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class Fighter(Adventurer):
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prime_requisite = "strength"
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requirements = None
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progression = [
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{ "level" : 1, "xp" : 0, "hit-dice" : 1, "thac0" : 19, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 14, "breath" : 15, "spells" : 16 }},
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{ "level" : 2, "xp" : 2000, "hit-dice" : 2, "thac0" : 19, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 14, "breath" : 15, "spells" : 16 }},
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{ "level" : 3, "xp" : 4000, "hit-dice" : 3, "thac0" : 19, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 14, "breath" : 15, "spells" : 16 }},
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{ "level" : 4, "xp" : 8000, "hit-dice" : 4, "thac0" : 17, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 12, "breath" : 13, "spells" : 14 }},
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{ "level" : 5, "xp" : 16000, "hit-dice" : 5, "thac0" : 17, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 12, "breath" : 13, "spells" : 14 }},
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{ "level" : 6, "xp" : 32000, "hit-dice" : 6, "thac0" : 17, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 12, "breath" : 13, "spells" : 14 }},
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{ "level" : 7, "xp" : 64000, "hit-dice" : 7, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 10, "breath" : 10, "spells" : 12 }},
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{ "level" : 8, "xp" : 120000, "hit-dice" : 8, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 10, "breath" : 10, "spells" : 12 }},
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{ "level" : 9, "xp" : 240000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 10, "breath" : 10, "spells" : 12 }},
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{ "level" : 10, "xp" : 360000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 8, "spells" : 10 }},
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{ "level" : 11, "xp" : 480000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 8, "spells" : 10 }},
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{ "level" : 12, "xp" : 600000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 8, "spells" : 10 }},
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{ "level" : 13, "xp" : 720000, "hit-dice" : 9, "thac0" : 10, "saves" : { "death" : 4, "wands" : 5, "paralysis" : 6, "breath" : 5, "spells" : 8 }},
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{ "level" : 14, "xp" : 840000, "hit-dice" : 9, "thac0" : 10, "saves" : { "death" : 4, "wands" : 5, "paralysis" : 6, "breath" : 5, "spells" : 8 }}
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]
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "fighter"
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self.progression = Fighter.progression
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self.hp = roll_dice(self.level, 8)
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self.ac = armor[self.armor]
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class MagicUser(Adventurer):
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prime_requisite = "intelligence"
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requirements = None
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progression = [
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{ "level" : 1, "xp" : 0, "hit-dice" : 1, "thac0" : 19, "saves" : { "death" : 13, "wands" : 14, "paralysis" : 13, "breath" : 16, "spells" : 15 }},
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{ "level" : 2, "xp" : 2500, "hit-dice" : 2, "thac0" : 19, "saves" : { "death" : 13, "wands" : 14, "paralysis" : 13, "breath" : 16, "spells" : 15 }},
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{ "level" : 3, "xp" : 5000, "hit-dice" : 3, "thac0" : 19, "saves" : { "death" : 13, "wands" : 14, "paralysis" : 13, "breath" : 16, "spells" : 15 }},
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{ "level" : 4, "xp" : 10000, "hit-dice" : 4, "thac0" : 19, "saves" : { "death" : 13, "wands" : 14, "paralysis" : 13, "breath" : 16, "spells" : 15 }},
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{ "level" : 5, "xp" : 20000, "hit-dice" : 5, "thac0" : 19, "saves" : { "death" : 13, "wands" : 14, "paralysis" : 13, "breath" : 16, "spells" : 15 }},
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{ "level" : 6, "xp" : 40000, "hit-dice" : 6, "thac0" : 17, "saves" : { "death" : 11, "wands" : 12, "paralysis" : 11, "breath" : 11, "spells" : 12 }},
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{ "level" : 7, "xp" : 80000, "hit-dice" : 7, "thac0" : 17, "saves" : { "death" : 11, "wands" : 12, "paralysis" : 11, "breath" : 11, "spells" : 12 }},
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{ "level" : 8, "xp" : 150000, "hit-dice" : 8, "thac0" : 17, "saves" : { "death" : 11, "wands" : 12, "paralysis" : 11, "breath" : 11, "spells" : 12 }},
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{ "level" : 9, "xp" : 300000, "hit-dice" : 9, "thac0" : 17, "saves" : { "death" : 11, "wands" : 12, "paralysis" : 11, "breath" : 11, "spells" : 12 }},
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{ "level" : 10, "xp" : 450000, "hit-dice" : 9, "thac0" : 17, "saves" : { "death" : 11, "wands" : 12, "paralysis" : 11, "breath" : 11, "spells" : 12 }},
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{ "level" : 11, "xp" : 600000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 8, "breath" : 8, "spells" : 8 }},
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{ "level" : 12, "xp" : 750000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 8, "breath" : 8, "spells" : 8 }},
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{ "level" : 13, "xp" : 900000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 8, "breath" : 8, "spells" : 8 }},
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{ "level" : 14, "xp" : 1050000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 8, "breath" : 8, "spells" : 8 }}
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]
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "magic user"
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self.progression = MagicUser.progression
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self.hp = roll_dice(self.level, 4)
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self.armor = "None"
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self.ac = armor[self.armor]
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self.weapons = [ list(filter(lambda d: 'silver dagger' in d['name'],weapons))[0], { "name" : "" } ]
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class Cleric(Adventurer):
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prime_requisite = "wisdom"
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requirements = None
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progression = [
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{ "level" : 1, "xp" : 0, "hit-dice" : 1, "thac0" : 19, "saves" : { "death" : 11, "wands" : 12, "paralysis" : 14, "breath" : 16, "spells" : 15 }},
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{ "level" : 2, "xp" : 1500, "hit-dice" : 2, "thac0" : 19, "saves" : { "death" : 11, "wands" : 12, "paralysis" : 14, "breath" : 16, "spells" : 15 }},
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{ "level" : 3, "xp" : 3000, "hit-dice" : 3, "thac0" : 19, "saves" : { "death" : 11, "wands" : 12, "paralysis" : 14, "breath" : 16, "spells" : 15 }},
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{ "level" : 4, "xp" : 6000, "hit-dice" : 4, "thac0" : 19, "saves" : { "death" : 11, "wands" : 12, "paralysis" : 14, "breath" : 16, "spells" : 15 }},
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{ "level" : 5, "xp" : 12000, "hit-dice" : 5, "thac0" : 17, "saves" : { "death" : 9, "wands" : 10, "paralysis" : 12, "breath" : 14, "spells" : 12 }},
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{ "level" : 6, "xp" : 25000, "hit-dice" : 6, "thac0" : 17, "saves" : { "death" : 9, "wands" : 10, "paralysis" : 12, "breath" : 14, "spells" : 12 }},
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{ "level" : 7, "xp" : 50000, "hit-dice" : 7, "thac0" : 17, "saves" : { "death" : 9, "wands" : 10, "paralysis" : 12, "breath" : 14, "spells" : 12 }},
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{ "level" : 8, "xp" : 100000, "hit-dice" : 8, "thac0" : 17, "saves" : { "death" : 9, "wands" : 10, "paralysis" : 12, "breath" : 14, "spells" : 12 }},
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{ "level" : 9, "xp" : 200000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 9, "breath" : 14, "spells" : 9 }},
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{ "level" : 10, "xp" : 300000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 9, "breath" : 11, "spells" : 9 }},
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{ "level" : 11, "xp" : 400000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 9, "breath" : 11, "spells" : 9 }},
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{ "level" : 12, "xp" : 500000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 9, "breath" : 11, "spells" : 9 }},
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{ "level" : 13, "xp" : 600000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 3, "wands" : 5, "paralysis" : 7, "breath" : 8, "spells" : 7 }},
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{ "level" : 14, "xp" : 700000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 3, "wands" : 5, "paralysis" : 7, "breath" : 8, "spells" : 7 }}
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]
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "cleric"
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self.progression = Cleric.progression
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self.hp = roll_dice(self.level, 6)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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# clerics can only wield blunt weapons
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self.possible_melee_weapons = list(filter(lambda d: 'blunt' in d['traits'] and 'melee' in d['traits'], weapons))
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self.possible_weapons = list(filter(lambda d: 'blunt' in d['traits'], weapons))
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self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
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class Thief(Adventurer):
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prime_requisite = "dexterity"
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requirements = None
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progression = [
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{ "level" : 1, "xp" : 0, "hit-dice" : 1, "thac0" : 19, "saves" : { "death" : 13, "wands" : 14, "paralysis" : 13, "breath" : 16, "spells" : 15 }},
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{ "level" : 2, "xp" : 1200, "hit-dice" : 2, "thac0" : 19, "saves" : { "death" : 13, "wands" : 14, "paralysis" : 13, "breath" : 16, "spells" : 15 }},
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{ "level" : 3, "xp" : 2400, "hit-dice" : 3, "thac0" : 19, "saves" : { "death" : 13, "wands" : 14, "paralysis" : 13, "breath" : 16, "spells" : 15 }},
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{ "level" : 4, "xp" : 4800, "hit-dice" : 4, "thac0" : 19, "saves" : { "death" : 13, "wands" : 14, "paralysis" : 13, "breath" : 16, "spells" : 15 }},
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{ "level" : 5, "xp" : 9600, "hit-dice" : 5, "thac0" : 17, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 11, "breath" : 14, "spells" : 13 }},
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{ "level" : 6, "xp" : 20000, "hit-dice" : 6, "thac0" : 17, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 11, "breath" : 14, "spells" : 13 }},
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{ "level" : 7, "xp" : 40000, "hit-dice" : 7, "thac0" : 17, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 11, "breath" : 14, "spells" : 13 }},
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{ "level" : 8, "xp" : 80000, "hit-dice" : 8, "thac0" : 17, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 11, "breath" : 14, "spells" : 13 }},
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{ "level" : 9, "xp" : 160000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 9, "breath" : 11, "spells" : 10 }},
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{ "level" : 10, "xp" : 280000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 9, "breath" : 11, "spells" : 10 }},
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{ "level" : 11, "xp" : 400000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 9, "breath" : 11, "spells" : 10 }},
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{ "level" : 12, "xp" : 520000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 9, "breath" : 11, "spells" : 10 }},
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{ "level" : 13, "xp" : 640000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 7, "breath" : 10, "spells" : 8 }},
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{ "level" : 14, "xp" : 760000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 7, "breath" : 10, "spells" : 8 }}
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]
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def __init__(self, level, attributes={}) -> None:
|
||||||
|
Adventurer.__init__(self, level, attributes)
|
||||||
|
self.player_class = "thief"
|
||||||
|
self.progression = Fighter.progression
|
||||||
|
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 }
|
||||||
|
progression = [
|
||||||
|
{ "level" : 1, "xp" : 0, "hit-dice" : 1, "thac0" : 19, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 10, "breath" : 13, "spells" : 12 }},
|
||||||
|
{ "level" : 2, "xp" : 2200, "hit-dice" : 2, "thac0" : 19, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 10, "breath" : 13, "spells" : 12 }},
|
||||||
|
{ "level" : 3, "xp" : 4400, "hit-dice" : 3, "thac0" : 19, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 10, "breath" : 13, "spells" : 12 }},
|
||||||
|
{ "level" : 4, "xp" : 8800, "hit-dice" : 4, "thac0" : 17, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 10, "spells" : 10 }},
|
||||||
|
{ "level" : 5, "xp" : 17000, "hit-dice" : 5, "thac0" : 17, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 10, "spells" : 10 }},
|
||||||
|
{ "level" : 6, "xp" : 35000, "hit-dice" : 6, "thac0" : 17, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 10, "spells" : 10 }},
|
||||||
|
{ "level" : 7, "xp" : 70000, "hit-dice" : 7, "thac0" : 14, "saves" : { "death" : 4, "wands" : 5, "paralysis" : 6, "breath" : 7, "spells" : 8 }},
|
||||||
|
{ "level" : 8, "xp" : 140000, "hit-dice" : 8, "thac0" : 14, "saves" : { "death" : 4, "wands" : 5, "paralysis" : 6, "breath" : 7, "spells" : 8 }},
|
||||||
|
{ "level" : 9, "xp" : 270000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 4, "wands" : 5, "paralysis" : 6, "breath" : 7, "spells" : 8 }},
|
||||||
|
{ "level" : 10, "xp" : 400000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 2, "wands" : 3, "paralysis" : 4, "breath" : 4, "spells" : 6 }},
|
||||||
|
{ "level" : 11, "xp" : 530000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 2, "wands" : 3, "paralysis" : 4, "breath" : 4, "spells" : 6 }},
|
||||||
|
{ "level" : 12, "xp" : 660000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 2, "wands" : 3, "paralysis" : 4, "breath" : 4, "spells" : 6 }}
|
||||||
|
]
|
||||||
|
def __init__(self, level, attributes={}) -> None:
|
||||||
|
Adventurer.__init__(self, level, attributes)
|
||||||
|
self.player_class = "dwarf"
|
||||||
|
self.progression = Dwarf.progression
|
||||||
|
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 }
|
||||||
|
progression = [
|
||||||
|
{ "level" : 1, "xp" : 0, "hit-dice" : 1, "thac0" : 19, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 13, "breath" : 15, "spells" : 15 }},
|
||||||
|
{ "level" : 2, "xp" : 4000, "hit-dice" : 2, "thac0" : 19, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 13, "breath" : 15, "spells" : 15 }},
|
||||||
|
{ "level" : 3, "xp" : 8000, "hit-dice" : 3, "thac0" : 19, "saves" : { "death" : 12, "wands" : 13, "paralysis" : 13, "breath" : 15, "spells" : 15 }},
|
||||||
|
{ "level" : 4, "xp" : 16000, "hit-dice" : 4, "thac0" : 17, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 11, "breath" : 13, "spells" : 12 }},
|
||||||
|
{ "level" : 5, "xp" : 32000, "hit-dice" : 5, "thac0" : 17, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 11, "breath" : 13, "spells" : 12 }},
|
||||||
|
{ "level" : 6, "xp" : 64000, "hit-dice" : 6, "thac0" : 17, "saves" : { "death" : 10, "wands" : 11, "paralysis" : 11, "breath" : 13, "spells" : 12 }},
|
||||||
|
{ "level" : 7, "xp" : 120000, "hit-dice" : 7, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 9, "breath" : 10, "spells" : 10 }},
|
||||||
|
{ "level" : 8, "xp" : 250000, "hit-dice" : 8, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 9, "breath" : 10, "spells" : 10 }},
|
||||||
|
{ "level" : 9, "xp" : 400000, "hit-dice" : 9, "thac0" : 14, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 9, "breath" : 10, "spells" : 10 }},
|
||||||
|
{ "level" : 10, "xp" : 600000, "hit-dice" : 9, "thac0" : 12, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 8, "spells" : 8 }}
|
||||||
|
]
|
||||||
|
def __init__(self, level, attributes={}) -> None:
|
||||||
|
Adventurer.__init__(self, level, attributes)
|
||||||
|
self.player_class = "elf"
|
||||||
|
self.progression = Elf.progression
|
||||||
|
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 }
|
||||||
|
progression = [
|
||||||
|
{ "level" : 1, "xp" : 0, "hit-dice" : 1, "thac0" : 19, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 10, "breath" : 13, "spells" : 12 }},
|
||||||
|
{ "level" : 2, "xp" : 2000, "hit-dice" : 2, "thac0" : 19, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 10, "breath" : 13, "spells" : 12 }},
|
||||||
|
{ "level" : 3, "xp" : 4000, "hit-dice" : 3, "thac0" : 19, "saves" : { "death" : 8, "wands" : 9, "paralysis" : 10, "breath" : 13, "spells" : 12 }},
|
||||||
|
{ "level" : 4, "xp" : 8000, "hit-dice" : 4, "thac0" : 17, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 10, "spells" : 10 }},
|
||||||
|
{ "level" : 5, "xp" : 16000, "hit-dice" : 5, "thac0" : 17, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 10, "spells" : 10 }},
|
||||||
|
{ "level" : 6, "xp" : 32000, "hit-dice" : 6, "thac0" : 17, "saves" : { "death" : 6, "wands" : 7, "paralysis" : 8, "breath" : 10, "spells" : 10 }},
|
||||||
|
{ "level" : 7, "xp" : 64000, "hit-dice" : 7, "thac0" : 14, "saves" : { "death" : 4, "wands" : 5, "paralysis" : 6, "breath" : 7, "spells" : 8 }},
|
||||||
|
{ "level" : 8, "xp" : 120000, "hit-dice" : 8, "thac0" : 14, "saves" : { "death" : 4, "wands" : 5, "paralysis" : 6, "breath" : 7, "spells" : 8 }},
|
||||||
|
]
|
||||||
|
def __init__(self, level, attributes={}) -> None:
|
||||||
|
Adventurer.__init__(self, level, attributes)
|
||||||
|
self.player_class = "halfling"
|
||||||
|
self.progression = Halfling.progression
|
||||||
|
self.hp = roll_dice(self.level, 6)
|
||||||
|
self.armor = random.choice(list(armor.keys()))
|
||||||
|
self.ac = armor[self.armor]
|
||||||
6
app.py
6
app.py
@@ -1,11 +1,11 @@
|
|||||||
#!/usr/bin/python3
|
#!/usr/bin/python3
|
||||||
|
|
||||||
from ose import *
|
from main import *
|
||||||
from flask import Flask, render_template
|
from flask import Flask, render_template
|
||||||
|
|
||||||
app = Flask(__name__)
|
app = Flask(__name__)
|
||||||
|
|
||||||
@app.route('/')
|
@app.route('/')
|
||||||
def index():
|
def index():
|
||||||
htmlBody = returnSheets('test')
|
sheets = returnSheets('test')
|
||||||
return render_template("sheet.html", htmlBody=htmlBody)
|
return render_template("sheet.html", sheets=sheets)
|
||||||
|
|||||||
21
equipment.py
Executable file
21
equipment.py
Executable file
@@ -0,0 +1,21 @@
|
|||||||
|
#!/usr/bin/python3
|
||||||
|
|
||||||
|
armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
|
||||||
|
|
||||||
|
weapons = [
|
||||||
|
{ 'name' : 'battle axe', 'damage-dice' : 8, 'traits' : [ 'melee', 'slow', 'two-handed' ] },
|
||||||
|
{ 'name' : 'club', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt' ] },
|
||||||
|
{ 'name' : 'crossbow', 'damage-dice' : 6, 'traits' : [ 'missile', 'reload','slow','two-handed'], 'ammo' : '20 bolts'},
|
||||||
|
{ 'name' : 'hand axe', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile'] },
|
||||||
|
{ 'name' : 'mace', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] },
|
||||||
|
{ 'name' : 'pole arm', 'damage-dice' : 10, 'traits' : [ 'melee', 'brace', 'slow', 'two-handed' ] },
|
||||||
|
{ 'name' : 'short bow', 'damage-dice' : 6, 'traits' : [ 'missile', 'two-handed' ], 'ammo' : '20 arrows'},
|
||||||
|
{ 'name' : 'short sword', 'damage-dice' : 6, 'traits' : [ 'melee' ] },
|
||||||
|
{ 'name' : 'silver dagger','damage-dice' : 4, 'traits' : [ 'melee', 'missile' ] },
|
||||||
|
{ 'name' : 'sling', 'damage-dice' : 4, 'traits' : [ 'missile', 'blunt' ], 'ammo' : '20 stones'},
|
||||||
|
{ 'name' : 'staff', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt', 'slow', 'two-handed' ] },
|
||||||
|
{ 'name' : 'spear', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile', 'brace' ] },
|
||||||
|
{ 'name' : 'sword', 'damage-dice' : 8, 'traits' : [ 'melee' ] },
|
||||||
|
{ 'name' : 'war hammer', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] }
|
||||||
|
]
|
||||||
|
|
||||||
158
main.py
158
main.py
@@ -1,4 +1,5 @@
|
|||||||
#!/usr/bin/python3
|
#!/usr/bin/python3
|
||||||
|
from adventurers import *
|
||||||
import random
|
import random
|
||||||
|
|
||||||
armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
|
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' ] }
|
{ '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
|
# Player Class Selector
|
||||||
class ClassSelector():
|
class ClassSelector():
|
||||||
def __init__(self, player: Adventurer) -> None:
|
def __init__(self, player: Adventurer) -> None:
|
||||||
@@ -210,11 +77,16 @@ class PartyGenerator():
|
|||||||
self.adventurer_types.append(new_player.player_class)
|
self.adventurer_types.append(new_player.player_class)
|
||||||
|
|
||||||
def get_character_sheets(self):
|
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 i in range(15):
|
||||||
for j in range(len(self.adventurers)):
|
for j in range(len(self.adventurers)):
|
||||||
adv = self.adventurers[j]
|
adv = self.adventurers[j]
|
||||||
print(adv.character_sheet()[i],end='')
|
sheet_string += adv.character_sheet()[i]
|
||||||
print('|\n',end='')
|
sheet_string += '|\n'
|
||||||
|
return character_sheets
|
||||||
|
|
||||||
def __str__(self):
|
def __str__(self):
|
||||||
return f"{self.adventurers}"
|
return f"{self.adventurers}"
|
||||||
@@ -223,9 +95,17 @@ class PartyGenerator():
|
|||||||
def roll_dice(count, sides):
|
def roll_dice(count, sides):
|
||||||
return sum(random.randint(1,sides) for _ in range(count))
|
return sum(random.randint(1,sides) for _ in range(count))
|
||||||
|
|
||||||
def main():
|
def returnSheets(foo):
|
||||||
new_party = PartyGenerator()
|
new_party = PartyGenerator()
|
||||||
new_party.gen_party()
|
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()
|
||||||
|
|||||||
238
ose.py
238
ose.py
@@ -1,238 +0,0 @@
|
|||||||
#!/usr/bin/python3
|
|
||||||
import random
|
|
||||||
|
|
||||||
armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
|
|
||||||
weapons = [
|
|
||||||
{ 'name' : 'battle axe', 'damage-dice' : 8, 'traits' : [ 'melee', 'slow', 'two-handed' ] },
|
|
||||||
{ 'name' : 'club', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt' ] },
|
|
||||||
{ 'name' : 'crossbow', 'damage-dice' : 6, 'traits' : [ 'missile', 'reload','slow','two-handed'], 'ammo' : '20 bolts'},
|
|
||||||
{ 'name' : 'hand axe', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile'] },
|
|
||||||
{ 'name' : 'mace', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] },
|
|
||||||
{ 'name' : 'pole arm', 'damage-dice' : 10, 'traits' : [ 'melee', 'brace', 'slow', 'two-handed' ] },
|
|
||||||
{ 'name' : 'short bow', 'damage-dice' : 6, 'traits' : [ 'missile', 'two-handed' ], 'ammo' : '20 arrows'},
|
|
||||||
{ 'name' : 'short sword', 'damage-dice' : 6, 'traits' : [ 'melee' ] },
|
|
||||||
{ 'name' : 'silver dagger','damage-dice' : 4, 'traits' : [ 'melee', 'missile' ] },
|
|
||||||
{ 'name' : 'sling', 'damage-dice' : 4, 'traits' : [ 'missile', 'blunt' ], 'ammo' : '20 stones'},
|
|
||||||
{ 'name' : 'staff', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt', 'slow', 'two-handed' ] },
|
|
||||||
{ 'name' : 'spear', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile', 'brace' ] },
|
|
||||||
{ 'name' : 'sword', 'damage-dice' : 8, 'traits' : [ 'melee' ] },
|
|
||||||
{ '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:
|
|
||||||
self.player = player
|
|
||||||
# https://stackoverflow.com/questions/3862310/how-to-find-all-the-subclasses-of-a-class-given-its-name
|
|
||||||
# pull classes that do not have requirements
|
|
||||||
self.available_classes = [cls for cls in Adventurer.__subclasses__() if not cls.requirements]
|
|
||||||
# pull classes that do have requirements
|
|
||||||
self.classes_with_reqs = [cls for cls in Adventurer.__subclasses__() if cls.requirements]
|
|
||||||
# run function to randomly select an adventurer class
|
|
||||||
self.selected_class = self.selection()
|
|
||||||
|
|
||||||
def return_class_by_best_attribute(self):
|
|
||||||
# for adventurer classes in available classes, return the one where that classes' prime requisite is equal to the players best attribute
|
|
||||||
return [adv_class for adv_class in self.available_classes if adv_class.prime_requisite == self.player.get_best_prime_attribute()][0]
|
|
||||||
|
|
||||||
def return_classes_with_requirements(self):
|
|
||||||
p_attrs = self.player.get_attributes()
|
|
||||||
possible_classes = []
|
|
||||||
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):
|
|
||||||
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
|
|
||||||
possible_classes = [ self.return_class_by_best_attribute() ]
|
|
||||||
possible_classes += self.return_classes_with_requirements()
|
|
||||||
# randomly select class
|
|
||||||
selected_class = random.choice(possible_classes)
|
|
||||||
return selected_class
|
|
||||||
|
|
||||||
class PartyGenerator():
|
|
||||||
def __init__(self, party_size=4) -> None:
|
|
||||||
self.size = party_size
|
|
||||||
self.adventurers = []
|
|
||||||
self.adventurer_types = []
|
|
||||||
|
|
||||||
def gen_party(self):
|
|
||||||
while len(self.adventurers) < self.size:
|
|
||||||
new_player = Adventurer()
|
|
||||||
attempts = 0
|
|
||||||
while new_player.player_class not in self.adventurer_types:
|
|
||||||
attempts += 1
|
|
||||||
selected_class = ClassSelector(new_player).selection()
|
|
||||||
new_player = selected_class(new_player.level, new_player.get_attributes())
|
|
||||||
# i couldnt randomly generate a scenario where a character couldn't be added, but it seems possible, so this is the hard cut off
|
|
||||||
if (new_player.player_class not in self.adventurer_types) or (attempts > 10):
|
|
||||||
self.adventurers.append(new_player)
|
|
||||||
self.adventurer_types.append(new_player.player_class)
|
|
||||||
|
|
||||||
def get_character_sheets(self):
|
|
||||||
sheet_string = ""
|
|
||||||
for i in range(15):
|
|
||||||
for j in range(len(self.adventurers)):
|
|
||||||
adv = self.adventurers[j]
|
|
||||||
sheet_string += adv.character_sheet()[i]
|
|
||||||
sheet_string += '|\n'
|
|
||||||
return sheet_string
|
|
||||||
|
|
||||||
def __str__(self):
|
|
||||||
return f"{self.adventurers}"
|
|
||||||
|
|
||||||
# functions
|
|
||||||
def roll_dice(count, sides):
|
|
||||||
return sum(random.randint(1,sides) for _ in range(count))
|
|
||||||
|
|
||||||
def returnSheets(foo):
|
|
||||||
print('foo')
|
|
||||||
new_party = PartyGenerator()
|
|
||||||
new_party.gen_party()
|
|
||||||
return new_party.get_character_sheets()
|
|
||||||
|
|
||||||
def main():
|
|
||||||
sheet_string = returnSheets(foo)
|
|
||||||
|
|
||||||
if __name__ == "__main__":
|
|
||||||
main()
|
|
||||||
@@ -1,10 +1,8 @@
|
|||||||
|
|
||||||
|
|
||||||
<!DOCTYPE html>
|
<!DOCTYPE html>
|
||||||
<html>
|
<html>
|
||||||
|
|
||||||
<head>
|
<head>
|
||||||
<title>FlaskTest</title>
|
<title>D&D Characters</title>
|
||||||
<link
|
<link
|
||||||
rel="stylesheet"
|
rel="stylesheet"
|
||||||
href="https://cdn.jsdelivr.net/npm/bulma@1.0.2/css/bulma.min.css"
|
href="https://cdn.jsdelivr.net/npm/bulma@1.0.2/css/bulma.min.css"
|
||||||
@@ -13,12 +11,14 @@
|
|||||||
|
|
||||||
<body>
|
<body>
|
||||||
|
|
||||||
<div class="columns is-mobile is-centered">
|
<div class="columns is-centered is-gapless">
|
||||||
<div class="column is-two-thirds">
|
{%for character in sheets%}
|
||||||
<p class="bd-notification is-primary">
|
<div class="column is-narrow" >
|
||||||
<pre>{{htmlBody}}</pre>
|
<p class="bd-notification">
|
||||||
</p>
|
<pre>{{character | join("\n")}}</pre>
|
||||||
</div>
|
</p>
|
||||||
|
</div>
|
||||||
|
{%endfor%}
|
||||||
</div>
|
</div>
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|
|
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</body>
|
</body>
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|
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Reference in New Issue
Block a user