#!/usr/bin/python3 import random class PlayerCharacter: 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)) def class_selector(self): # take the 4 primary attribtues base_attr = self.__dict__.copy() del base_attr['constitution'] del base_attr['charisma'] # of those grab the highest, found this at https://stackoverflow.com/a/280156 max_base_attr = max(base_attr, key=base_attr.get) # use that to pick the best possible base class best_class = { "strength" : "Fighter", "intelligence" : "Magic User", "wisdom" : "Cleric", "dexterity" : "Thief" } best_base_class = best_class[max_base_attr] # create a list of possible classes possible_classes = [ best_base_class ] # check if player qualifies for other classes if self.constitution >= 9 : possible_classes.append("Dwarf") if self.intelligence >= 9 : possible_classes.append("Elf") if self.constitution >= 9 and self.dexterity >= 9 : possible_classes.append("Halfling") # randomly select class selected_class = random.choice(possible_classes) return f"{selected_class}" class Fighter(PlayerCharacter): prime_requisite = "strength" def __init__(self, attributes: dict) -> None: PlayerCharacter.__init__(self, attributes) self.player_class = "fighter" self.hp = roll_dice(1, 8) class MagicUser(PlayerCharacter): prime_requisite = "intelligence" def __init__(self, attributes: dict) -> None: PlayerCharacter.__init__(self, name, attributes) self.player_class = "magic-user" self.hp = roll_dice(1, 4) class Cleric(PlayerCharacter): prime_requisite = "wisdom" def __init__(self, attributes: dict) -> None: PlayerCharacter.__init__(self, name, attributes) self.player_class = "cleric" self.hp = roll_dice(1, 6) class Thief(PlayerCharacter): prime_requisite = "dexterity" def __init__(self, attributes: dict) -> None: PlayerCharacter.__init__(self, name, attributes) self.player_class = "thief" self.hp = roll_dice(1, 6) # functions def roll_dice(count, sides): return sum(random.randint(1,sides) for _ in range(count)) def main(): adventurer_party = [] expected_party_size = 4 while len(adventurer_party) < expected_party_size: new_player = PlayerCharacter() selected_class = None attempts = 0 while selected_class not in adventurer_party: attempts += 1 selected_class = new_player.class_selector() if selected_class not in adventurer_party: adventurer_party.append(selected_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: adventurer_party.append(selected_class) print(f"{adventurer_party}") main()