Files
ose-character-gen/main.py
Zachary Watts b7ddafddd4 cleaned up main
2026-04-26 01:34:03 -04:00

94 lines
3.7 KiB
Python
Executable File

#!/usr/bin/python3
from adventurers import *
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=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 = ""
character_sheets = []
for c in self.adventurers:
character_sheets.append(c.character_sheet())
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 character_sheets
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):
new_party = PartyGenerator()
new_party.gen_party()
return new_party.get_character_sheets()
def main():
character_sheets = returnSheets('foo')
for c in character_sheets:
for l in c:
print(f"{l}|")
print()
if __name__ == "__main__":
main()