Files
ose-character-gen/ose.py
2026-04-23 18:35:11 -04:00

239 lines
11 KiB
Python
Executable File

#!/usr/bin/python3
import random
armor= { 'None' : 9, 'Leather' : 7, 'Leather, Shield' : 6, 'Chain' : 5, 'Chain, Shield' : 4, 'Plate' : 3, 'Plate, Shield' : 2 }
weapons = [
{ 'name' : 'battle axe', 'damage-dice' : 8, 'traits' : [ 'melee', 'slow', 'two-handed' ] },
{ 'name' : 'club', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt' ] },
{ 'name' : 'crossbow', 'damage-dice' : 6, 'traits' : [ 'missile', 'reload','slow','two-handed'], 'ammo' : '20 bolts'},
{ 'name' : 'hand axe', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile'] },
{ 'name' : 'mace', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] },
{ 'name' : 'pole arm', 'damage-dice' : 10, 'traits' : [ 'melee', 'brace', 'slow', 'two-handed' ] },
{ 'name' : 'short bow', 'damage-dice' : 6, 'traits' : [ 'missile', 'two-handed' ], 'ammo' : '20 arrows'},
{ 'name' : 'short sword', 'damage-dice' : 6, 'traits' : [ 'melee' ] },
{ 'name' : 'silver dagger','damage-dice' : 4, 'traits' : [ 'melee', 'missile' ] },
{ 'name' : 'sling', 'damage-dice' : 4, 'traits' : [ 'missile', 'blunt' ], 'ammo' : '20 stones'},
{ 'name' : 'staff', 'damage-dice' : 4, 'traits' : [ 'melee', 'blunt', 'slow', 'two-handed' ] },
{ 'name' : 'spear', 'damage-dice' : 6, 'traits' : [ 'melee', 'missile', 'brace' ] },
{ 'name' : 'sword', 'damage-dice' : 8, 'traits' : [ 'melee' ] },
{ 'name' : 'war hammer', 'damage-dice' : 6, 'traits' : [ 'melee', 'blunt' ] }
]
# Player Character Classes
class Adventurer:
def __init__(self, level=1, attributes={}) -> None:
# using a get() method to pull an attribute else use a default value, https://python-academy.org/en/handbook/get
self.player_class = None
self.level = level
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.hp = 1
self.torches = roll_dice(1,6)
self.rations = roll_dice(1,6)
self.equipment = [ 'backpack', 'tinderbox', 'waterskin' ]
# all armor, individual classes may have overrides
self.possible_armor = list(armor.keys())
# all weapons, individual classes may have overrides
self.possible_weapons = weapons
self.possible_melee_weapons = list(filter(lambda d: 'melee' in d['traits'], weapons))
self.possible_missile_weapons = list(filter(lambda d: 'missile' in d['traits'], weapons))
# each character should get 1 melee and 1 random (missle or melee)
self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
self.armor = random.choice(self.possible_armor)
def __str__(self):
return f"{self.player_class}"
def character_sheet(self):
sheet = []
sheet.append('{0: <26}'.format(f"| {self.player_class.title()} - Level {self.level}"))
for key, val in self.get_attributes().items():
key_string = "| " + '{0:12}'.format(f"{key}").capitalize() + f" {val}"
sheet += ['{0: <26}'.format(key_string)]
sheet.append('| ----------------------- ')
sheet.append('{0: <26}'.format(f"| HP: {self.hp} AC: {self.ac}"))
sheet.append('{0: <26}'.format(f"| Torches: {self.torches}"))
sheet.append('{0: <26}'.format(f"| Rations: {self.rations}"))
sheet.append('{0: <26}'.format(f"| Armor: {self.armor}"))
sheet.append('{0: <26}'.format(f"| Weapons:"))
sheet.append('{0: <26}'.format(f"| {self.weapons[0]['name'].title()}"))
sheet.append('{0: <26}'.format(f"| {self.weapons[1]['name'].title()}"))
return sheet
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}
# 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"
requirements = None
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "fighter"
self.hp = roll_dice(self.level, 8)
self.ac = armor[self.armor]
class MagicUser(Adventurer):
prime_requisite = "intelligence"
requirements = None
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "magic user"
self.hp = roll_dice(self.level, 4)
self.armor = "None"
self.ac = armor[self.armor]
self.weapons = [ list(filter(lambda d: 'silver dagger' in d['name'],weapons))[0], { "name" : "" } ]
class Cleric(Adventurer):
prime_requisite = "wisdom"
requirements = None
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "cleric"
self.hp = roll_dice(self.level, 6)
self.armor = random.choice(list(armor.keys()))
self.ac = armor[self.armor]
# clerics can only wield blunt weapons
self.possible_melee_weapons = list(filter(lambda d: 'blunt' in d['traits'] and 'melee' in d['traits'], weapons))
self.possible_weapons = list(filter(lambda d: 'blunt' in d['traits'], weapons))
self.weapons = [ random.choice(self.possible_melee_weapons), random.choice(self.possible_weapons) ]
class Thief(Adventurer):
prime_requisite = "dexterity"
requirements = None
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "thief"
self.hp = roll_dice(self.level, 4)
self.armor = random.choice(list(armor.keys()))
self.ac = armor[self.armor]
class Dwarf(Adventurer):
prime_requisite = "strength"
requirements = {'constitution' : 9 }
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "dwarf"
self.hp = roll_dice(self.level, 8)
self.armor = random.choice(list(armor.keys()))
self.ac = armor[self.armor]
class Elf(Adventurer):
prime_requisite = "intellgence"
requirements = {'intelligence' : 9 }
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "elf"
self.hp = roll_dice(self.level, 6)
self.armor = random.choice(list(armor.keys()))
self.ac = armor[self.armor]
class Halfling(Adventurer):
prime_requisite = "dexterity"
requirements = {'constitution' : 9, 'dexterity' : 9 }
def __init__(self, level, attributes={}) -> None:
Adventurer.__init__(self, level, attributes)
self.player_class = "halfling"
self.hp = roll_dice(self.level, 6)
self.armor = random.choice(list(armor.keys()))
self.ac = armor[self.armor]
# 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=4) -> None:
self.size = party_size
self.adventurers = []
self.adventurer_types = []
def gen_party(self):
while len(self.adventurers) < self.size:
new_player = Adventurer()
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.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 = ""
for i in range(15):
for j in range(len(self.adventurers)):
adv = self.adventurers[j]
sheet_string += adv.character_sheet()[i]
sheet_string += '|\n'
return sheet_string
def __str__(self):
return f"{self.adventurers}"
# functions
def roll_dice(count, sides):
return sum(random.randint(1,sides) for _ in range(count))
def returnSheets(foo):
print('foo')
new_party = PartyGenerator()
new_party.gen_party()
return new_party.get_character_sheets()
def main():
sheet_string = returnSheets(foo)
if __name__ == "__main__":
main()