4etools/battleman.py

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#!/usr/bin/python
#
# battleman.py - RPG Battle Manager
#
# A table-top RPG battle flow manager
# Tuned pretty specifically to D&D 4e for now... need a templatized system
# to do anything fancier... may develop that at some point.
#
# future features:
# * keep a pickled file or a shelve db of the current state, and add a --resume option
# for resuming a battle later
# * an option for passing in multiple files that contain combatant definitions
# * down combatants go into a separate list
# * Ability for commands to accept partial data, and continue with selection from there
from dice import Dice
import sys
class CombatGroup():
# What we're mostly getting here is a definition of the *members*
# of the group... then we build them all and stick them in
# the group
@classmethod
def from_input(cls):
name = input_str("Name: ")
hp = input_int('hp')
init_mod = input_int('init mod', 0)
ap = input_int('action points', 0)
surges = input_int('healing surges', 0)
recharges = []
recharge = '-1'
while True:
recharge = input_str("recharge: ").split(',')
if recharge == ['']:
break
else:
recharges.append(recharge)
count = input_int('count', 1)
# Now make the combatants...
members = []
for i in range(count):
members.append(Combatant(name, hp, pc=False, surges=surges, ap=ap, sw=0, recharges=recharges))
if count > 1:
name = name + 's'
return CombatGroup(name, members, init_mod)
def __init__(self, name, members, init_mod=0):
self.name = name
self.members = members
self.init_mod = init_mod
self.init = 0
def roll_init(self):
d = Dice.from_str('1d20+{}'.format(self.init_mod))
self.set_init(d.roll()['total'])
def set_init(self, init):
self.init = init
def add_member(self, c):
self.members.append(c)
def is_solo_group(self):
return len(self.members) == 1
def begin_turn(self):
msg = None
if self.is_solo_group():
msg = '{} has initiative.'.format(self.name)
else:
msg = '{} have initiative.'.format(self.name)
print msg
def end_turn(self):
for c in self.members:
c.end_turn()
class Combatant():
next_index = 0
def __init__(self, name, hp, pc=False, init_mod=0, surges=0, ap=0, sw=0, recharges=[]):
self.name = name
self.max_hp = hp
self.hp = self.max_hp
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self.temp_hp = 0
self.pc = pc
self.surges = surges
self.ap = ap
self.sw = sw
self.recharges = []
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self.conditions = {}
self.index = Combatant.next_index
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self.next_condition_index = 0
Combatant.next_index += 1
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def __str__(self):
return "{}: {} ({})".format(self.index, self.name, self.format_health_summary())
# cond_type can be 's' or 't', for 'save' or 'timed'. If it is 't', condition expires at the end of the players turn
# 'duration' rounds from now
def add_condition(self, name, cond_type, duration=None):
condition = {}
condition['name'] = name
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condition['cond_type'] = cond_type
condition['duration'] = duration
condition['index'] = self.next_condition_index
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if cond_type == 'timed' and duration == None:
print('Error: specified a timed condition with no duration.')
return
self.conditions[self.next_condition_index] = condition
self.next_condition_index += 1
# Removes a condition, prints a message about it, and returns a copy of the condition
def remove_condition(self, index):
if index not in self.conditions:
print "Error: invalid condition index."
return None
c = self.conditions.pop(index)
print('{} is no longer affected by {}.'.format(self, c['name']))
return c
def choose_condition(self):
print self.format_condition_summary()
index = input_int('choice')
if index not in self.conditions:
print 'Error: {} is not a valid index'.format(index)
return self.choose_condition()
return self.conditions[index]
def tick_conditions(self):
for c in self.conditions.values():
if c['cond_type'] == 't':
c['duration'] -= 1
def end_turn(self):
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for (index, c) in self.conditions.items():
if c['cond_type'] == 's':
r = None
if self.pc:
print('{}: save against {}.'.format(self, c['name']))
r = input_int('saving throw')
else:
save_die = Dice.from_str('1d20')
r = save_die.roll()['total']
if r >= 10:
self.remove_condition(index)
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else:
print('{} failed a save against {}.'.format(self, c['name']))
elif c['cond_type'] == 't':
c['duration'] -= 1
if c['duration'] < 0:
self.remove_condition(index)
else:
print('{} is still affected by {} ({} round{} left).'.format(self, c['name'], c['duration']+1, 's'[c['duration']==0:]))
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# fixme: still need to add recharges
def damage(self, amount):
was_bloodied = self.is_bloodied()
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if self.temp_hp > 0:
self.temp_hp -= amount
if self.temp_hp < 0:
amount = abs(self.temp_hp)
self.temp_hp = 0
self.hp -= amount
print '{} took {} points of damage.'.format(self, amount)
if self.is_down():
print('{} is down!'.format(self))
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elif self.is_bloodied() and not was_bloodied:
print('{} is bloodied!'.format(self))
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def heal(self, amount):
was_down = self.is_down()
was_bloodied = self.is_bloodied()
if self.hp < 0:
self.hp = 0
amount_healed = amount
if self.hp + amount_healed > self.max_hp:
amount_healed = self.max_hp - self.hp
self.hp += amount_healed
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if was_down:
print('{} regains consciousness.'.format(self))
print('{} regained {} hit points.'.format(self, amount_healed))
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if was_bloodied and not self.is_bloodied():
print('{} is no longer bloodied.'.format(self))
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elif was_bloodied and self.is_bloodied():
print('{} is still bloodied.'.format(self))
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def add_temp_hp(self, amount):
self.temp_hp += amount
print '{} gained {} temporary hit points.'.format(self, amount)
def use_surge(self, heal=True):
if self.surges <= 0:
print '{} has no healing surges.'.format(self)
return
self.surges -= 1
noheal = ''
if not heal:
noheal = " (but didn't regain hit points)"
print '{} spent a healing surge{}.'.format(self, noheal)
if heal:
self.heal(self.max_hp / 4)
def use_second_wind(self):
if self.sw <= 0:
print "{} doesn't have a second wind.".format(self)
return
self.surges -= 1
print '{} got their second wind!'.format(self)
# Now the actual effects of the SW
self.use_surge()
self.add_condition('Second Wind (+2 all def)', 't', 1)
def is_bloodied(self):
return self.hp <= self.max_hp / 2
def is_down(self):
return self.hp <= 0
def format_health_summary(self):
bloodied = ''
temp_info = ''
if self.is_bloodied():
bloodied = ', bloodied'
if len(self.conditions):
bloodied = bloodied + ', '
if self.temp_hp > 0:
temp_info = ', {} temp hp'.format(self.temp_hp)
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return '{} hp{}{}{}'.format(self.hp, temp_info, bloodied, ', '.join([x['name'] for x in self.conditions.values()]))
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def format_condition_summary(self):
summary = ''
for (index, c) in self.conditions.items():
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type_string = ''
if c['cond_type'] == 's':
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type_string = 'Save Ends'
elif c['cond_type'] == 't':
type_string = '{} Round{}'.format(c['duration'], 's'[ c['duration']==1: ] )
summary = summary + '{}: {} ({})\n'.format(index, c['name'], type_string)
return summary.rstrip()
# data about the battle - includes combatant list, etc
class Battle():
def __init__(self):
self.combatant_hash = {}
self.groups = []
self.current = None
self.round = None
def __str__(self):
ret = ''
if self.is_started():
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ret = 'Battle underway, currently on round {}\n\n'.format(self.round)
else:
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ret = 'Battle not yet started\n\n'
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ret = ret + 'Combatants\n==========\n'
ret = ret + self.format_combatants()
return ret
def is_started(self):
return self.current != None
def add_group(self, group):
self.groups.append(group)
for c in group.members:
self.combatant_hash[c.index] = c
def get_current_group(self):
if self.current != -1:
return self.groups[self.current]
else:
return None
def get_combatant(self, index):
if index in self.combatant_hash:
return self.combatant_hash[index]
else:
return None
def choose_combatant(self):
print self.format_combatants()
index = input_int('choose combatant')
if index not in self.combatant_hash:
print 'Error: {} is not a valid index'.format(index)
return self.choose_combatant()
return self.combatant_hash[index]
def begin(self):
if self.is_started():
print("Error: battle is already running")
for g in self.groups:
if g.is_solo_group() and g.members[0].pc:
g.set_init(input_int('Initiative for {}'.format(g.name)))
else:
g.roll_init()
self.groups.sort(reverse=True, key=lambda group: group.init)
self.current = 0
print '\nInitiative Roster:\n'
for g in self.groups:
print '{} ({})'.format(g.name, g.init)
print ''
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self.next_round()
self.get_current_group().begin_turn()
# Returns a formatted string with all of the combatants
def format_combatants(self):
ret = ''
for g in self.groups:
if g.is_solo_group():
ret = ret + '{}\n'.format(g.members[0])
else:
ret = ret + '{}:\n'.format(g.name)
for c in g.members:
ret = ret + ' {}\n'.format(c)
return ret.rstrip()
# Returns a formatted string with just the current group
def format_current_group(self):
if self.validate_started():
return self.validate_started()
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ret = ''
g = self.groups[self.current]
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if g.is_solo_group():
ret = ret + '{}\n'.format(g.members[0])
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else:
ret = ret + '{}:\n'.format(g.name)
for c in g.members:
ret = ret + ' {}\n'.format(c)
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return ret.rstrip()
def next_combatant(self):
if self.validate_started():
print self.validate_started()
return
g = self.get_current_group()
g.end_turn()
self.current += 1
if self.current >= len(self.groups):
self.current = 0
self.next_round()
g = self.get_current_group()
g.begin_turn()
def next_round(self):
if self.round == None:
self.round = 1
else:
self.round += 1
# Decrement all timed conditions
for c in self.combatant_hash.values():
c.tick_conditions()
print('Beginning round {}'.format(self.round))
def validate_started(self):
if not self.is_started():
return 'Error: you can only run this command after starting the battle'
return None
battle = Battle()
def main():
# hard-coding test cases for now.
# Eventually, use a state-saving text file that's easy to edit
battle.add_group(CombatGroup("Adele", [Combatant("Adele", hp=26, pc=True, surges=8, sw=1)], 2))
battle.add_group(CombatGroup("Aristaire", [Combatant("Aristaire", hp=20, pc=True, surges=6, sw=1)], 0))
battle.add_group(CombatGroup("Foobolds", [Combatant("Foobold", hp=50), Combatant("Foobold", hp=50), Combatant("Foobold", hp=50), Combatant("Foobold", hp=50), Combatant("Foobold", hp=50)], 20))
battle.add_group(CombatGroup("Barglins", [Combatant("Barglin", hp=1), Combatant("Barglin", hp=1)], 3))
battle.add_group(CombatGroup("Orcs of Baz", [Combatant("Orc", hp=32), Combatant("Orc", hp=32)], 1))
# ngroups = input_int('Number of enemy groups:')
# for i in range(1, ngroups+1):
# print("Adding enemy group {}".format(i))
# battle.add_group(CombatGroup.from_input())
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print "Welcome to 4e Battle Manager.\n"
print battle
while True:
do_prompt()
def do_prompt():
print('')
(comm, rdata) = input_str('', default='?', show_default=False, prompt_str='>').partition(' ')[::2]
data = rdata.split(' ')
# To simplify our checks later
if data == ['']:
data = None
if comm == '?':
do_help()
elif comm == 'a':
print('Sorry, this is still a stub function.')
elif comm == 'p':
print battle.format_current_group()
elif comm == 'l':
print battle.format_combatants()
elif comm == 'b':
battle.begin()
elif comm == 'd':
do_damage(data)
elif comm == 'h':
do_heal(data)
elif comm == 't':
do_add_temp_hp(data)
elif comm == 's':
do_surge(data)
elif comm == 'so':
do_surge(data, heal=False)
elif comm == 'sw':
do_second_wind(data)
elif comm == 'c':
do_add_condition(data)
elif comm == 'r':
do_remove_condition(data)
elif comm == 'n':
battle.next_combatant()
elif comm == 'w':
print('Sorry, this is still a stub function.')
elif comm == 'q':
sys.exit(0)
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def do_help():
print("""Possible commands:
? - print this help menu (yay, you already figured that one out)
a - add more combatants (works during battle) [stub]
b - begin the battle
l - list combatants
p - print info for combatant/group with initiative
d - deal damage to someone
h - heal someone
t - add temporary hit points
s - use a healing surge
so - use a healing surge, but don't regain hit points
sw - use a second wind
c - apply a condition
r - remove a condition (this can also happen automatically)
n - next (end the current combat group's turn)
w - wait (remove a combatant from the initiative order and into a separate pool) [stub]
q - quit""")
def do_damage(data):
if (data):
if len(data) != 2:
print ('Error: wrong number of arguments.')
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
amount = int(data[1])
else:
c = battle.choose_combatant()
amount = input_int('damage')
c.damage(amount)
def do_heal(data):
if (data):
if len(data) != 2:
print ('Error: wrong number of arguments')
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
amount = int(data[1])
else:
c = battle.choose_combatant()
amount = input_int('amount')
c.heal(amount)
def do_add_temp_hp(data):
if (data):
if len(data) != 2:
print ('Error: wrong number of arguments')
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
amount = int(data[1])
else:
c = battle.choose_combatant()
amount = input_int('amount')
c.add_temp_hp(amount)
def do_surge(data, heal=True):
if (data):
if len(data) != 1:
print ('Error: wrong number of arguments.')
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
else:
c = battle.choose_combatant()
c.use_surge(heal)
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def do_second_wind(data):
if (data):
if len(data) != 1:
print ('Error: wrong number of arguments.')
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
else:
c = battle.choose_combatant()
c.use_second_wind()
def do_add_condition(data):
duration = None
if data:
if len(data) < 2 or (len(data) == 3 and data[2] == 't'):
print ('Error: wrong number of arguments.')
c = battle.get_combatant(int(data[0]))
name = data[1]
ctype = 's'
if len(data) > 2:
ctype = data[2]
if ctype == 't':
duration = int(data[3])
else:
c = battle.choose_combatant()
name = input_str('condition name')
ctype = input_str('condition type', default='s', show_default=True)
duration=None
if ctype == 't':
duration = input_int('duration')
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c.add_condition(name, ctype, duration)
def do_remove_condition(data):
if data:
if len(data) != 2:
print ('Error: wrong number of arguments.')
return
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
index = int(data[1])
else:
c = battle.choose_combatant()
index = c.choose_condition()['index']
c.remove_condition(index)
def input_str(prompt, default=None, show_default=False, prompt_str=':'):
full_prompt = prompt
if default != None and show_default:
full_prompt = full_prompt + ' [{}]'.format(default)
full_prompt = full_prompt + '{} '.format(prompt_str)
data = raw_input(full_prompt)
if not data:
if default == None:
print 'Error: you must provide a value!'
return input_str(prompt, default, show_default, prompt_str)
else:
return default
else:
return data
def input_int(prompt, default=None, show_default=True, prompt_str=':'):
return int(input_str(prompt, default, show_default))
if __name__ == '__main__':
main()