battleman.py: Started implementing actual commands.
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battleman.py
170
battleman.py
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@ -6,9 +6,33 @@
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# Tuned pretty specifically to D&D 4e for now... need a templatized system
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# to do anything fancier... may develop that at some point.
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import dice
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class Combatant():
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def __init__(self, name, hp, pc=False, surges=0, ap=0, sw=0, recharges=[], count=1):
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@classmethod
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def from_input(cls):
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name = raw_input("Name: ")
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hp = int(raw_input("hp: "))
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surges = raw_input("surges [0]: ")
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if surges:
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surges = int(surges)
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else:
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surges = 0
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recharges = []
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recharge = '-1'
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while True:
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recharge = raw_input("recharge: ").split(',')
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if recharge == ['']:
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break
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else:
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recharges.append(recharge)
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return Combatant(name, hp, pc=0, surges=surges, recharges=recharges)
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def __init__(self, name, hp, init_mod, pc=False, surges=0, ap=0, sw=0, recharges=[]):
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self.name = name
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self.hp = hp
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self.pc = pc
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@ -16,71 +40,137 @@ class Combatant():
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self.ap = ap
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self.sw = sw
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self.recharges = []
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self.init_mod = init_mod
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self.init = 0
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self.conditions = []
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self.count = count
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def roll_init(self):
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d = Dice.from_desc('1d20+' + self.init_mod)
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self.set_init(d.roll()['total'])
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def set_init(self, init):
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self.init = init
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def add_condition(self, cond_type, duration):
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condition.type = cond_type
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condition.duration = duration
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def add_condition(self, name, cond_type, duration):
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condition = {}
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condition['name'] = name
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condition['type'] = cond_type
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condition['duration'] = duration
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self.conditions.append(condition)
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def turn_begin(self):
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add_msg("Initiative: " + self)
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print("{} has initiative.".format(self))
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def __str__(self):
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return "{} ({hp} hp)".format(self.name, hp=self.hp)
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def combatant_from_input():
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name = raw_input("Name: ")
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hp = int(raw_input("hp: "))
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surges = raw_input("surges [0]: ")
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if surges:
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surges = int(surges)
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else:
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surges = 0
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recharges = []
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recharge = '-1'
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while True:
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recharge = raw_input("recharge: ").split(',')
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if recharge == ['']:
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break
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else:
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recharges.append(recharge)
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count = raw_input("count[1]: ")
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if count:
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count = int(count)
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else:
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count = 1
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return Combatant(name, hp, pc=0, surges=surges, recharges=recharges, count=count)
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# data about the battle - includes combatant list, etc
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battle = {}
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def main():
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combatants = []
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battle['combatants'] = []
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battle['current'] = None
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battle['round'] = -1
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# hard-coding test cases for now.
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# Eventually, use a state-saving text file that's easy to edit
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combatants.append(Combatant("Adele", hp=26, pc=True, surges=8, sw=1))
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combatants.append(Combatant("Aristaire", hp=20, pc=True, surges=6, sw=1))
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battle['combatants'].append(Combatant("Adele", hp=26, init_mod=2, pc=True, surges=8, sw=1))
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battle['combatants'].append(Combatant("Aristaire", hp=20, init_mod=0, pc=True, surges=6, sw=1))
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ngroups = int(raw_input("Num enemy groups: "))
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for i in range(1, ngroups+1):
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print("Adding enemy group {}".format(i))
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combatants.append(combatant_from_input())
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battle['combatants'].append(Combatant.from_input())
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for c in combatants:
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# debug
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for c in battle['combatants']:
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print(c)
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# while True:
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# do_prompt()
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while True:
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do_prompt()
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def do_prompt():
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comm = raw_input('> ')
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# help
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if 'comm' == '?':
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do_help()
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# add more combatants
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elif 'comm' == 'a':
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pass
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# list combatants with indices
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elif 'comm' == 'l':
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do_list_combatants()
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# begin the battle
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elif 'comm' == 'b':
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do_begin_battle()
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# deal damage to a combatant
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elif 'comm' == 'd':
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pass
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# heal damage from a combatant
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elif 'comm' == 'h':
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pass
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# use a healing surge
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elif 'comm' == 's':
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pass
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# apply a condition
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elif 'comm' == 'c':
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pass
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# remove a condition early
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elif 'comm' == 'r':
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pass
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# end the current combatant's turn
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elif 'comm' == 'n':
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pass
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# remove the combatant from the initiative order (delay/prepare)
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elif 'comm' == 'w':
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pass
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def do_help():
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print("""
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Possible commands:
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? - print this help menu (yay, you already figured that one out)
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a - add more combatants (works during battle)
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l - list current combatants
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b - begin the battle
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d - deal damage to someone
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h - heal someone
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s - let someone use a healing surge
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c - apply a condition
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r - remove a condition (this can also happen automatically)
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n - next (end the current combatant's turn)
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w - wait (remove the combatant from the initiative order and into a separate pool)
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""")
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def do_list_combatants():
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index = 0
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for c in battle['combatants']:
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print('{}: {}'.format(index, c.name))
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index += 1
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def do_begin_battle():
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if current != None:
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print("Error: battle is already running")
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return
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for c in battle['combatants']:
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if c.pc:
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raw_input('Initiative for {}: '.format(c.name))
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else:
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c.roll_init()
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battle['combatants'].sort(reverse=True)
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current = 0
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if __name__ == '__main__':
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