116 lines
4.4 KiB
Python
Executable File
116 lines
4.4 KiB
Python
Executable File
#!/usr/bin/python3
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from adventurers import *
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import base64
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import json
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import random
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# Player Class Selector
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class ClassSelector():
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def __init__(self, player: Adventurer) -> None:
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self.player = player
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# https://stackoverflow.com/questions/3862310/how-to-find-all-the-subclasses-of-a-class-given-its-name
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# pull classes that do not have requirements
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self.available_classes = [cls for cls in Adventurer.__subclasses__() if not cls.requirements]
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# pull classes that do have requirements
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self.classes_with_reqs = [cls for cls in Adventurer.__subclasses__() if cls.requirements]
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# run function to randomly select an adventurer class
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self.selected_class = self.selection()
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def return_class_by_best_attribute(self):
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# for adventurer classes in available classes, return the one where that classes' prime requisite is equal to the players best attribute
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return [adv_class for adv_class in self.available_classes if adv_class.prime_requisite == self.player.get_best_prime_attribute()][0]
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def return_classes_with_requirements(self):
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p_attrs = self.player.get_attributes()
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possible_classes = []
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for c in self.classes_with_reqs:
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match_count = 0
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for r in c.requirements:
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if p_attrs[r] >= c.requirements[r]:
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match_count += 1
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if match_count >= len(c.requirements):
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possible_classes.append(c)
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return possible_classes
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def selection(self):
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best_prime_attribute = self.player.get_best_prime_attribute()
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# create an array of possible player classes, add the best choice per player's best core attributes
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possible_classes = [ self.return_class_by_best_attribute() ]
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possible_classes += self.return_classes_with_requirements()
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# randomly select class
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selected_class = random.choice(possible_classes)
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return selected_class
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class PartyGenerator():
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def __init__(self, party_size: int, party_level: int) -> None:
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self.size = party_size
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self.size = party_size
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self.level = party_level
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self.adventurers = []
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self.adventurer_types = []
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def gen_party(self):
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c_id = 0
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while len(self.adventurers) < self.size:
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c_id += 1
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new_player = Adventurer(c_id, self.level)
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attempts = 0
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while new_player.player_class not in self.adventurer_types:
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attempts += 1
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selected_class = ClassSelector(new_player).selection()
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new_player = selected_class(new_player.id, new_player.level, new_player.get_attributes())
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# i couldnt randomly generate a scenario where a character couldn't be added, but it seems possible, so this is the hard cut off
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if (new_player.player_class not in self.adventurer_types) or (attempts > 10):
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self.adventurers.append(new_player)
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self.adventurer_types.append(new_player.player_class)
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def get_character_sheets(self):
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sheet_string = ""
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character_sheets = []
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for c in self.adventurers:
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character_sheets.append(c.vertical_sheet())
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return character_sheets
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def get_json(self):
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party_list = []
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for c in self.adventurers:
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party_list.append(c.get_json())
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party_json = json.dumps(party_list)
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return party_json
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def __str__(self):
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return f"{self.adventurers}"
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def returnParty(party_size, party_level):
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# keep variables within expected ranges
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if party_size <= 0 or party_size > 5:
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party_size = 1
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if party_level < 1 or party_level > 5:
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party_level = 1
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# generate an aventuring party per size and level
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new_party = PartyGenerator(party_size, party_level)
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# for adventurers select classes
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new_party.gen_party()
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# return the created adventurer party
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return new_party
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def returnCharacter(c_id):
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for adv in new_party.adventurers:
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if adv.id == c_id:
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return adv
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def main():
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adventurer_party = returnParty(party_size=2, party_level=2)
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for adv in adventurer_party.adventurers:
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print(adv.adv_class)
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adv_dict = Adventurer.get_subclass_dict()
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test_class = adv_dict['fighter']
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new_char = test_class(c_id=1,level=1)
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print(new_char.adv_class)
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# for line in adv.vertical_sheet:
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# print(f"{line}")
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# print()
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if __name__ == "__main__":
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main()
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