cleaning up code

This commit is contained in:
Zachary Watts
2026-05-03 22:32:50 -04:00
parent 2173733463
commit fbe69be2ac
7 changed files with 117 additions and 74 deletions

77
main.py
View File

@@ -5,7 +5,7 @@ import json
import random
# Player Class Selector
class ClassSelector():
class AdventurerGen():
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
@@ -16,11 +16,11 @@ class ClassSelector():
# run function to randomly select an adventurer class
self.selected_class = self.selection()
def return_class_by_best_attribute(self):
def return_class_by_best_attribute(self) -> Adventurer:
# 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):
def return_classes_with_requirements(self) -> list:
p_attrs = self.player.get_attributes()
possible_classes = []
for c in self.classes_with_reqs:
@@ -32,7 +32,7 @@ class ClassSelector():
possible_classes.append(c)
return possible_classes
def selection(self):
def selection(self) -> Adventurer:
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() ]
@@ -41,7 +41,18 @@ class ClassSelector():
selected_class = random.choice(possible_classes)
return selected_class
class PartyGenerator():
def create_from_dict(character_dict) -> Adventurer:
chosen_class = character_dict['player_class']
c_id = character_dict['identifier']
level = character_dict['level']
adv_dict = Adventurer.get_subclass_dict()
chosen_class = adv_dict[chosen_class]
new_char = chosen_class(c_id=c_id, level=level)
for k, v in character_dict.items():
setattr(new_char,k, v)
return new_char
class PartyGen():
def __init__(self, party_size: int, party_level: int) -> None:
self.size = party_size
self.level = party_level
@@ -56,7 +67,7 @@ class PartyGenerator():
attempts = 0
while new_player.player_class not in self.adventurer_types:
attempts += 1
selected_class = ClassSelector(new_player).selection()
selected_class = AdventurerGen(new_player).selection()
new_player = selected_class(new_player.identifier, 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):
@@ -70,6 +81,24 @@ class PartyGenerator():
self.adventurers = adventurers
self.adventurer_types = []
def get_new_party(party_size, party_level):
# keep variables within expected ranges
if party_size <= 0 or party_size > 5:
party_size = 1
if party_level < 1 or party_level > 5:
party_level = 1
# generate an aventuring party per size and level
new_party = PartyGen(party_size, party_level)
# for adventurers select classes
new_party.gen_party()
# return the created adventurer party
return new_party
def get_character(self, identifer):
for adv in self.adventurers:
if adv.identifier == identifier:
return adv
def get_character_sheets(self):
sheet_string = ""
character_sheets = []
@@ -87,47 +116,15 @@ class PartyGenerator():
def __str__(self):
return f"{self.adventurers}"
def returnParty(party_size, party_level):
# keep variables within expected ranges
if party_size <= 0 or party_size > 5:
party_size = 1
if party_level < 1 or party_level > 5:
party_level = 1
# generate an aventuring party per size and level
new_party = PartyGenerator(party_size, party_level)
# for adventurers select classes
new_party.gen_party()
# return the created adventurer party
return new_party
def returnCharacter(identifer):
for adv in new_party.adventurers:
if adv.identifier == identifier:
return adv
def createCharacterWithDict(character_dict) -> Adventurer:
chosen_class = character_dict['player_class']
c_id = character_dict['identifier']
level = character_dict['level']
adv_dict = Adventurer.get_subclass_dict()
chosen_class = adv_dict[chosen_class]
new_char = chosen_class(c_id=c_id, level=level)
for k, v in character_dict.items():
setattr(new_char,k, v)
return new_char
# used for local testing
def main():
adv_dict = Adventurer.get_subclass_dict()
test_class = adv_dict['cleric']
new_char = test_class(c_id="adv-1",level=2)
print(new_char.adv_class)
print(new_char.level)
print(new_char.hp_rolls)
print(new_char.hp)
print(new_char.atk)
for k,v in new_char.turn_undead[new_char.level].items():
print(k, v)
for line in new_char.vertical_sheet():
print(line)
if __name__ == "__main__":
main()