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
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 = []
while True:
data = []
data = input_str("recharge", default='').split(',')
if len(data) == 2:
recharge = {}
recharge['name'] = data[0]
recharge['value'] = int(data[1])
recharge['used'] = False
recharges.append(recharge)
else:
break
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):
print '{} {} initiative.'.format(self.name, ['has', 'have'][len(self.members) != 1])
for c in self.members:
c.begin_turn()
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
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self.conditions = {}
self.index = Combatant.next_index
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self.next_condition_index = 0
Combatant.next_index += 1
self.recharges = {}
recharge_index = 0
for r in recharges:
r['index'] = recharge_index
r['just_used'] = False
self.recharges[recharge_index] = r
recharge_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, end_type='e'):
condition = {}
condition['name'] = name
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condition['cond_type'] = cond_type
condition['duration'] = duration
condition['end_type'] = end_type
condition['index'] = self.next_condition_index
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if cond_type == 'timed' and duration == None:
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print 'Error: specified a timed condition with no duration.'
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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)
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print '{} is no longer affected by {}.'.format(self, c['name'])
return c
def choose_condition(self):
if not len(self.conditions):
print '{} has no conditions.'.format(self)
return None
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 begin_turn(self):
for c in self.conditions.values():
if c['cond_type'] == 't' and c['end_type'] == 's':
if c['duration'] <= 0:
self.remove_condition(c['index'])
else:
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print '{} is still affected by {} ({} round{} left).'.format(self, c['name'], c['duration'], 's'[c['duration']==1:])
def end_turn(self):
for c in self.conditions.values():
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if c['cond_type'] == 's':
r = None
if self.pc:
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print '{}: save against {}.'.format(self, c['name'])
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r = input_int('saving throw')
else:
save_die = Dice.from_str('1d20')
r = save_die.roll()['total']
if r >= 10:
self.remove_condition(c['index'])
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print '{} successfully saved against {}.'.format(self, c['name'])
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else:
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print '{} failed a save against {}.'.format(self, c['name'])
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elif c['cond_type'] == 't' and c['end_type'] == 'e':
if c['duration'] <= 0:
self.remove_condition(c['index'])
else:
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print '{} is still affected by {} ({} round{} left).'.format(self, c['name'], c['duration'], 's'[c['duration']==1:])
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for r in self.recharges.values():
if r['used']:
if r['just_used']:
r['just_used'] = False
continue
# Roll to recharge
d = Dice.from_str('1d6')
n = d.roll()['total']
if n >= r['value']:
r['used'] = False
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print '{} can use {} again!'.format(self, r['name'])
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():
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print '{} is down!'.format(self)
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elif self.is_bloodied() and not was_bloodied:
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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:
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print '{} regains consciousness.'.format(self)
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print '{} regained {} hit points.'.format(self, amount_healed)
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if was_bloodied and not self.is_bloodied():
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print '{} is no longer bloodied.'.format(self)
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elif was_bloodied and self.is_bloodied():
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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 use_recharge_power(self, index):
if index not in self.recharges:
print "Error: Invalid recharge index"
return
self.recharges[index]['used'] = True
self.recharges[index]['just_used'] = True
def choose_recharge_power(self):
if not len(self.recharges):
print '{} has no rechargable powers.'.format(self)
return None
print self.format_recharge_summary()
index = input_int('choice')
if index not in self.recharges:
print 'Error: {} is not a valid index'.format(index)
return self.choose_recharge_power()
return self.recharges[index]
def is_bloodied(self):
return self.hp <= self.max_hp / 2
def is_down(self):
return self.hp <= 0
def format_full_info(self):
return """{name}
{separator}
index: {index}
hp: {hp}/{max_hp}
temp hp: {temp_hp}
surges: {surge}
ap: {ap}
sw: {sw}
conditions:
{conditions}
recharge powers:
{recharge}""".format(index=self.index, name=self.name, hp=self.hp, max_hp=self.max_hp, temp_hp=self.temp_hp, surge=self.surges, ap=self.ap, sw=self.sw, conditions=self.format_condition_summary(), recharge=self.format_recharge_summary(), separator='='*len(self.name))
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()
def format_recharge_summary(self):
summary = ''
for (index, r) in self.recharges.items():
summary = summary + '{}: {} (Recharge: {}, Available: {})\n'.format(index, r['name'], r['value'], ['Yes', 'No'][ r['used'] ])
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):
# If battle is already going, need to know
# where in the init order the new mooks go
if battle.is_started():
if group.is_solo_group() and group.members[0].pc:
group.set_init(input_int('Initiative for {}'.format(group.name)))
else:
group.roll_init()
added = False
for i in range(len(self.groups)):
if group.init > self.groups[i].init:
self.groups.insert(i, group)
added = True
break
if not added:
self.groups.append(group)
else:
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():
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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 = '{}\n'.format(g.members[0].format_full_info())
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else:
ret = ret + '{}'.format(g.name)
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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()
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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))
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print "Welcome to 4e Battle Manager.\n"
print battle
while True:
do_prompt()
# fixme - change input behavior. If an action has a sensible default, do that when no args are passed - require args to change default behavior
def do_prompt():
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print ''
(comm, rdata) = input_str('', default='?', show_default=False, prompt_str='>').partition(' ')[::2]
data = rdata.split(' ')
if data == ['']:
data = []
if comm == '?':
do_help()
elif comm == 'a':
do_add_combatants(data)
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 == 'T':
do_remove_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 == 'C':
do_remove_condition(data)
elif comm == 'n':
battle.next_combatant()
elif comm == 'r':
do_use_recharge_power(data)
elif comm == 'w':
do_wait(data)
elif comm == 'W':
do_unwait(data)
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)
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
T - remove temporary hit points [stub]
s - use a healing surge
so - use a healing surge, but don't regain hit points
sw - use a second wind
c/C - apply / remove a condition
r - use a rechargable power
n - next (end the current combat group's turn)
w/W - wait / unwait (remove a combatant from the initiative order and into a separate pool, then put them back) [stub]
q - quit""")
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def do_add_combatants(data):
ngroups = input_int('number of groups')
for i in range(1, ngroups+1):
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print "Adding group {}".format(i)
battle.add_group(CombatGroup.from_input())
def do_damage(data):
if len(data) >= 1:
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
else:
c = battle.choose_combatant()
if len(data) >= 2:
amount = int(data[1])
else:
amount = input_int('damage')
c.damage(amount)
def do_heal(data):
if len(data) >= 1:
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
else:
c = battle.choose_combatant()
if len(data) >= 2:
amount = int(data[1])
else:
amount = input_int('amount')
c.heal(amount)
def do_add_temp_hp(data):
if len(data) >= 1:
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
else:
c = battle.choose_combatant()
if len(data) >= 2:
amount = int(data[1])
else:
amount = input_int('amount')
c.add_temp_hp(amount)
def do_remove_temp_hp(data):
do_stub()
def do_surge(data, heal=True):
if len(data) >= 1:
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 len(data) >= 1:
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
end_type = 'e'
if len(data) >= 1:
c = battle.get_combatant(int(data[0]))
else:
c = battle.choose_combatant()
if len(data) >= 2:
name = data[1]
else:
name = input_str('condition name')
if len(data) >= 3:
ctype = data[2]
else:
ctype = input_str('condition type', default='s', show_default=True)
if ctype == 't':
if len(data) >= 4:
duration = int(data[3])
else:
duration = input_int('duration')
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if len(data) >= 5:
end_type = data[4]
else:
end_type = input_str('(s)tart|(e)nd', default='e', show_default=True)
c.add_condition(name, ctype, duration, end_type)
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def do_remove_condition(data):
if len(data) >= 1:
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
else:
c = battle.choose_combatant()
if len(data) >= 2:
index = int(data[1])
else:
cond = c.choose_condition()
index = None
if cond:
index = cond['index']
if index != None:
c.remove_condition(index)
def do_use_recharge_power(data):
if len(data) >= 1:
c = battle.get_combatant(int(data[0]))
if not c:
print ('Error: Invalid combatant index.')
return
else:
c = battle.choose_combatant()
if len(data) >= 2:
index = int(data[1])
else:
r = c.choose_recharge_power()
index = None
if r:
index = r['index']
if index != None:
c.use_recharge_power(index)
def do_wait(data):
do_stub()
def do_unwait(data):
do_stub()
def do_stub():
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print "Sorry, this is a stub function"
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()