Files
ose-character-gen/main.py
2026-04-29 13:55:07 -04:00

116 lines
4.4 KiB
Python
Executable File

#!/usr/bin/python3
from adventurers import *
import base64
import json
import random
# 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: int, party_level: int) -> None:
self.size = party_size
self.size = party_size
self.level = party_level
self.adventurers = []
self.adventurer_types = []
def gen_party(self):
c_id = 0
while len(self.adventurers) < self.size:
c_id += 1
new_player = Adventurer(c_id, self.level)
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.id, 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 = ""
character_sheets = []
for c in self.adventurers:
character_sheets.append(c.vertical_sheet())
return character_sheets
def get_json(self):
party_list = []
for c in self.adventurers:
party_list.append(c.get_json())
party_json = json.dumps(party_list)
return party_json
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(c_id):
for adv in new_party.adventurers:
if adv.id == c_id:
return adv
def main():
adventurer_party = returnParty(party_size=2, party_level=2)
for adv in adventurer_party.adventurers:
print(adv.adv_class)
adv_dict = Adventurer.get_subclass_dict()
test_class = adv_dict['fighter']
new_char = test_class(c_id=1,level=1)
print(new_char.adv_class)
# for line in adv.vertical_sheet:
# print(f"{line}")
# print()
if __name__ == "__main__":
main()