227 lines
9.7 KiB
Python
Executable File
227 lines
9.7 KiB
Python
Executable File
#!/usr/bin/python3
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import random
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armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
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weapons = [
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{ 'name' : 'battle axe', 'type' : 'melee', 'damage-dice' : 8},
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{ 'name' : 'crossbow', 'type' : 'missle', 'damage-dice' : 6, 'ammo' : '20 bolts'},
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{ 'name' : 'hand axe', 'type' : 'melee', 'damage-dice' : 6 },
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{ 'name' : 'mace', 'type' : 'melee', 'damage-dice' : 6 , 'traits' : [ 'blunt' ] },
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{ 'name' : 'pole arm', 'type' : 'melee', 'damage-dice' : 10 },
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{ 'name' : 'short bow', 'type' : 'missle', 'damage-dice' : 6, 'ammo' : '20 arrows'},
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{ 'name' : 'short sword', 'type' : 'melee', 'damage-dice' : 6 },
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{ 'name' : 'silver dagger', 'type' : 'melee', 'damage-dice' : 4 },
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{ 'name' : 'sling', 'type' : 'missle', 'damage-dice' : 4, 'ammo' : '20 stones', 'traits' : [ 'blunt' ] },
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{ 'name' : 'staff', 'type' : 'melee', 'damage-dice' : 4 , 'traits' : [ 'blunt', 'slow' ] },
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{ 'name' : 'spear', 'type' : 'melee', 'damage-dice' : 6 },
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{ 'name' : 'sword', 'type' : 'melee', 'damage-dice' : 8 },
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{ 'name' : 'war hammer', 'type' : 'melee', 'damage-dice' : 6 , 'traits' : [ 'blunt' ] }
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]
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# Player Character Classes
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class Adventurer:
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def __init__(self, level=1, attributes={}) -> None:
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# using a get() method to pull an attribute else use a default value, https://python-academy.org/en/handbook/get
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self.player_class = None
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self.level = level
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self.strength = attributes.get('strength', roll_dice(3,6))
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self.intelligence = attributes.get('intelligence', roll_dice(3,6))
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self.wisdom = attributes.get('wisdom', roll_dice(3,6))
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self.dexterity = attributes.get('dexterity', roll_dice(3,6))
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self.constitution = attributes.get('constitution', roll_dice(3,6))
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self.charisma = attributes.get('charisma', roll_dice(3,6))
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self.hp = 1
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self.torches = roll_dice(1,6)
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self.rations = roll_dice(1,6)
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self.equipment = [ 'backpack', 'tinderbox', 'waterskin' ]
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self.weapons = []
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self.armor = []
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def __str__(self):
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return f"{self.player_class}"
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def character_sheet(self):
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sheet = []
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sheet.append('{0: <26}'.format(f"| {self.player_class.title()} - Level {self.level}"))
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for key, val in self.get_attributes().items():
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key_string = "| " + '{0:12}'.format(f"{key}").capitalize() + f" {val}"
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sheet += ['{0: <26}'.format(key_string)]
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sheet.append('| ----------------------- ')
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sheet.append('{0: <26}'.format(f"| HP: {self.hp} AC: {self.ac}"))
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sheet.append('{0: <26}'.format(f"| Torches: {self.torches}"))
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sheet.append('{0: <26}'.format(f"| Rations: {self.rations}"))
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sheet.append('{0: <26}'.format(f"| Armor: {self.armor}"))
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sheet.append('{0: <26}'.format(f"| Weapons:"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[0]}"))
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sheet.append('{0: <26}'.format(f"| {self.weapons[1]}"))
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return sheet
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def get_attributes(self):
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attribute_list = ['strength', 'intelligence', 'wisdom', 'dexterity', 'constitution', 'charisma']
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return {k: self.__dict__[k] for k in attribute_list}
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def get_best_prime_attribute(self):
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attribute_list = [ 'strength', 'intelligence', 'wisdom', 'dexterity' ]
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prime_attributes = {k: self.__dict__[k] for k in attribute_list}
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# return highest, found this at https://stackoverflow.com/a/280156
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return max(prime_attributes, key=prime_attributes.get)
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def roll_equipment(self):
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print("testing!")
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class Fighter(Adventurer):
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prime_requisite = "strength"
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requirements = None
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "fighter"
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self.hp = roll_dice(self.level, 8)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class MagicUser(Adventurer):
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prime_requisite = "intelligence"
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requirements = None
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "magic user"
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self.hp = roll_dice(self.level, 4)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class Cleric(Adventurer):
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prime_requisite = "wisdom"
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requirements = None
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "cleric"
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self.hp = roll_dice(self.level, 6)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class Thief(Adventurer):
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prime_requisite = "dexterity"
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requirements = None
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "thief"
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self.hp = roll_dice(self.level, 4)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class Dwarf(Adventurer):
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prime_requisite = "strength"
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requirements = {'constitution' : 9 }
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "dwarf"
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self.hp = roll_dice(self.level, 8)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class Elf(Adventurer):
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prime_requisite = "intellgence"
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requirements = {'intelligence' : 9 }
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "elf"
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self.hp = roll_dice(self.level, 6)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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class Halfling(Adventurer):
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prime_requisite = "dexterity"
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requirements = {'constitution' : 9, 'dexterity' : 9 }
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def __init__(self, level, attributes={}) -> None:
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Adventurer.__init__(self, level, attributes)
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self.player_class = "halfling"
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self.hp = roll_dice(self.level, 6)
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self.armor = random.choice(list(armor.keys()))
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self.ac = armor[self.armor]
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self.weapons = [ "sword", "dagger" ]
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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=4) -> None:
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self.size = party_size
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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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while len(self.adventurers) < self.size:
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new_player = Adventurer()
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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.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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for i in range(15):
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for j in range(len(self.adventurers)):
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adv = self.adventurers[j]
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print(adv.character_sheet()[i],end='')
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print('|\n',end='')
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def __str__(self):
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return f"{self.adventurers}"
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# functions
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def roll_dice(count, sides):
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return sum(random.randint(1,sides) for _ in range(count))
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def main():
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new_party = PartyGenerator()
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new_party.gen_party()
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new_party.get_character_sheets()
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main()
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