#!/usr/bin/python3 import random # Player Character Classes class Adventurer: def __init__(self, attributes={}) -> None: # using a get() method to pull an attribute else use a default value, https://python-academy.org/en/handbook/get 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.player_class = None def __str__(self): return f"{self.player_class}" 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} # of those remaining, 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" def __init__(self, attributes={}) -> None: Adventurer.__init__(self, attributes) self.player_class = "fighter" self.hp = roll_dice(1, 8) class MagicUser(Adventurer): prime_requisite = "intelligence" def __init__(self, attributes={}) -> None: Adventurer.__init__(self, attributes) self.player_class = "magic-user" self.hp = roll_dice(1, 4) class Cleric(Adventurer): prime_requisite = "wisdom" def __init__(self, attributes={}) -> None: Adventurer.__init__(self, attributes) self.player_class = "cleric" self.hp = roll_dice(1, 6) class Thief(Adventurer): prime_requisite = "dexterity" def __init__(self, attributes={}) -> None: Adventurer.__init__(self, attributes) self.player_class = "thief" self.hp = roll_dice(1, 4) class Dwarf(Adventurer): prime_requisite = "strength" requirements = {'constitution' : 9 } def __init__(self, attributes={}) -> None: Adventurer.__init__(self, attributes) self.player_class = "dwarf" self.hp = roll_dice(1, 8) class Elf(Adventurer): prime_requisite = "intellgence" requirements = {'intelligence' : 9 } def __init__(self, attributes={}) -> None: Adventurer.__init__(self, attributes) self.player_class = "elf" self.hp = roll_dice(1, 6) class Halfling(Adventurer): prime_requisite = "dexterity" requirements = {'constitution' : 9, 'dexterity' : 9 } def __init__(self, attributes={}) -> None: Adventurer.__init__(self, attributes) self.player_class = "halfling" self.hp = roll_dice(1, 6) # Player Class Selector class ClassSelector(): def __init__(self, player: Adventurer) -> None: self.player = player self.available_classes = [ Fighter(), MagicUser(), Cleric(), Thief() ] self.classes_with_reqs = [ Dwarf(), Elf(), Halfling() ] 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 f"{selected_class}" class PartyGenerator(): def __init__(self, party_size=4) -> None: self.size = party_size self.adventurers = [] def gen_party(self): while len(self.adventurers) < self.size: new_player = Adventurer() attempts = 0 while new_player.player_class not in self.adventurers: attempts += 1 my_adv = ClassSelector(new_player).selection() new_player.player_class = my_adv if new_player.player_class not in self.adventurers: self.adventurers.append(new_player.player_class) # i couldnt randomly generate a scenario where a character couldn't be added, but it seems possible, so this is the hard cut off elif attempts > 10: self.adventurers.append(new_player.player_class) def __str__(self): return f"{self.adventurers}" # functions def roll_dice(count, sides): return sum(random.randint(1,sides) for _ in range(count)) def main(): new_party = PartyGenerator() new_party.gen_party() print(new_party) main()