#!/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()