battleman.py: Broke program into multiple components - data classes and input functions are now in separate modules.
This commit is contained in:
558
lib/battle.py
Normal file
558
lib/battle.py
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# battle.py
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#
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# A set of classes and convenience functions
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# for representing a D&D 4e battle
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#
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# future features:
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# * down combatants go into a separate list
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from dice import Dice
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import easyinput
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# data about the battle - includes combatant list, etc
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class Battle():
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def __init__(self):
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self.combatant_hash = {}
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self.groups = []
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self.current = None
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self.round = None
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def __str__(self):
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ret = ''
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if self.is_started():
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ret = 'Battle underway, currently on round {}\n\n'.format(self.round)
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else:
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ret = 'Battle not yet started\n\n'
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ret = ret + 'Combatants\n==========\n'
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ret = ret + self.format_combatants()
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return ret
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def is_started(self):
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return self.current != None
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def add_group(self, group):
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# If battle is already going, need to know
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# where in the init order the new mooks go
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if self.is_started():
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if group.is_solo_group() and group.members[0].pc:
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group.set_init(easyinput.input_int('Initiative for {}'.format(group.name)))
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else:
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group.roll_init()
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added = False
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for i in range(len(self.groups)):
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if group.init > self.groups[i].init:
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self.groups.insert(i, group)
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added = True
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break
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if not added:
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self.groups.append(group)
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else:
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self.groups.append(group)
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for c in group.members:
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self.combatant_hash[c.index] = c
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def get_current_group(self):
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if self.current != None:
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return self.groups[self.current]
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else:
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return None
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# If you're in a multi-member group, the first
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# member of the group gets returned.
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def get_current_combatant(self):
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if self.current != None:
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return self.groups[self.current].members[0]
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else:
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return None
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def get_combatant(self, index):
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if index in self.combatant_hash:
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return self.combatant_hash[index]
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else:
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return None
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def choose_combatant(self):
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print self.format_combatants()
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index = easyinput.input_int('choose combatant')
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if index not in self.combatant_hash:
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print 'Error: {} is not a valid index'.format(index)
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return self.choose_combatant()
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return self.combatant_hash[index]
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def begin(self):
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if self.is_started():
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print "Error: battle is already running"
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for g in self.groups:
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if g.is_solo_group() and g.members[0].pc:
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g.set_init(easyinput.input_int('Initiative for {}'.format(g.name)))
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else:
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g.roll_init()
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self.groups.sort(reverse=True, key=lambda group: group.init)
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self.current = 0
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print '\nInitiative Roster:\n'
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for g in self.groups:
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print '{} ({})'.format(g.name, g.init)
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print ''
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self.next_round()
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self.get_current_group().begin_turn()
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# Returns a formatted string with all of the combatants
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def format_combatants(self):
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ret = ''
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for g in self.groups:
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if g.is_solo_group():
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ret = ret + '{}\n'.format(g.members[0])
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else:
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ret = ret + '{}:\n'.format(g.name)
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for c in g.members:
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ret = ret + ' {}\n'.format(c)
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return ret.rstrip()
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# Returns a formatted string with just the current group
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def format_current_group(self):
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if self.validate_started():
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return self.validate_started()
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g = self.groups[self.current]
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if g.is_solo_group():
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return '{}'.format(g.members[0].format_full_info())
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else:
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ret = '{}\n'.format(g.name)
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for c in g.members:
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ret = ret + ' {}\n'.format(c)
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return ret.rstrip()
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def next_combatant(self):
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if self.validate_started():
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print self.validate_started()
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return
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g = self.get_current_group()
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g.end_turn()
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self.current += 1
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if self.current >= len(self.groups):
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self.current = 0
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self.next_round()
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g = self.get_current_group()
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g.begin_turn()
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def next_round(self):
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if self.round == None:
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self.round = 1
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else:
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self.round += 1
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# Decrement all timed conditions
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for c in self.combatant_hash.values():
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c.tick_conditions()
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print 'Beginning round {}'.format(self.round)
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def validate_started(self):
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if not self.is_started():
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return 'Error: you can only run this command after starting the battle'
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return None
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class CombatGroup():
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# What we're mostly getting here is a definition of the *members*
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# of the group... then we build them all and stick them in
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# the group
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@classmethod
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def from_input(cls):
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name = easyinput.input_str("name")
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hp = easyinput.input_int('hp')
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init_mod = easyinput.input_int('init mod', 0)
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ap = easyinput.input_int('action points', 0)
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surges = easyinput.input_int('healing surges', 0)
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recharges = []
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while True:
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data = []
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data = easyinput.input_str("recharge", default='').split(',')
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if len(data) == 2:
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recharge = {}
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recharge['name'] = data[0]
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recharge['value'] = int(data[1])
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recharge['used'] = False
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recharges.append(recharge)
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else:
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break
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count = easyinput.input_int('count', 1)
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# Now make the combatants...
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members = []
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for i in range(count):
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members.append(Combatant(name, hp, pc=False, surges=surges, ap=ap, sw=0, recharges=recharges))
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if count > 1:
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name = name + 's'
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return CombatGroup(name, members, init_mod)
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def __init__(self, name, members, init_mod=0):
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self.name = name
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self.members = members
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self.init_mod = init_mod
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self.init = 0
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def roll_init(self):
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d = Dice.from_str('1d20+{}'.format(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_member(self, c):
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self.members.append(c)
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def is_solo_group(self):
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return len(self.members) == 1
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def begin_turn(self):
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print '{} {} initiative.'.format(self.name, ['has', 'have'][len(self.members) != 1])
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for c in self.members:
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c.begin_turn()
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def end_turn(self):
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for c in self.members:
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c.end_turn()
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class Combatant():
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next_index = 0
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def __init__(self, name, hp, pc=False, init_mod=0, surges=0, ap=0, sw=0, recharges=[]):
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self.name = name
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self.max_hp = hp
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self.hp = self.max_hp
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self.temp_hp = 0
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self.pc = pc
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self.surges = surges
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self.ap = ap
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self.sw = sw
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self.conditions = {}
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self.index = Combatant.next_index
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self.next_condition_index = 0
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Combatant.next_index += 1
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self.recharges = {}
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recharge_index = 0
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for r in recharges:
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r['index'] = recharge_index
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r['just_used'] = False
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self.recharges[recharge_index] = r
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recharge_index += 1
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def __str__(self):
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return "{}: {} ({})".format(self.index, self.name, self.format_health_summary())
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# cond_type can be 's' or 't', for 'save' or 'timed'. If it is 't', condition expires at the end of the players turn
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# 'duration' rounds from now
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def add_condition(self, name, cond_type, duration=None, end_type='e'):
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condition = {}
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condition['name'] = name
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condition['cond_type'] = cond_type
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condition['duration'] = duration
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condition['end_type'] = end_type
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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
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self.conditions[self.next_condition_index] = condition
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self.next_condition_index += 1
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# Removes a condition, prints a message about it, and returns a copy of the condition
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def remove_condition(self, index):
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if index not in self.conditions:
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print "Error: invalid condition index."
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return None
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c = self.conditions.pop(index)
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print '{} is no longer affected by {}.'.format(self, c['name'])
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return c
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def choose_condition(self):
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if not len(self.conditions):
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print '{} has no conditions.'.format(self)
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return None
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print self.format_condition_summary()
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index = easyinput.input_int('choice')
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if index not in self.conditions:
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print 'Error: {} is not a valid index'.format(index)
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return self.choose_condition()
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return self.conditions[index]
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def tick_conditions(self):
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for c in self.conditions.values():
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if c['cond_type'] == 't':
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c['duration'] -= 1
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def begin_turn(self):
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for c in self.conditions.values():
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if c['cond_type'] == 't' and c['end_type'] == 's':
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if c['duration'] <= 0:
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self.remove_condition(c['index'])
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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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def end_turn(self):
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for c in self.conditions.values():
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if c['cond_type'] == 's':
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r = None
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if self.pc:
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print '{}: save against {}.'.format(self, c['name'])
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r = easyinput.input_int('saving throw')
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else:
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save_die = Dice.from_str('1d20')
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r = save_die.roll()['total']
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if r >= 10:
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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':
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if c['duration'] <= 0:
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self.remove_condition(c['index'])
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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():
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if r['used']:
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if r['just_used']:
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r['just_used'] = False
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continue
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# Roll to recharge
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d = Dice.from_str('1d6')
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n = d.roll()['total']
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if n >= r['value']:
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r['used'] = False
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print '{} can use {} again!'.format(self, r['name'])
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def damage(self, amount):
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was_bloodied = self.is_bloodied()
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if self.temp_hp > 0:
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self.temp_hp -= amount
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if self.temp_hp < 0:
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amount = abs(self.temp_hp)
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self.temp_hp = 0
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self.hp -= amount
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print '{} took {} points of damage.'.format(self, amount)
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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):
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was_down = self.is_down()
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was_bloodied = self.is_bloodied()
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if self.hp < 0:
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self.hp = 0
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amount_healed = amount
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if self.hp + amount_healed > self.max_hp:
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amount_healed = self.max_hp - self.hp
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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):
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self.temp_hp += amount
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print '{} gained {} temporary hit points.'.format(self, amount)
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def use_surge(self, heal=True):
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if self.surges <= 0:
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print '{} has no healing surges.'.format(self)
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return
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self.surges -= 1
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noheal = ''
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if not heal:
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noheal = " (but didn't regain hit points)"
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print '{} spent a healing surge{}.'.format(self, noheal)
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if heal:
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self.heal(self.max_hp / 4)
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def use_second_wind(self):
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if self.sw <= 0:
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print "{} doesn't have a second wind.".format(self)
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return
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self.surges -= 1
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print '{} got their second wind!'.format(self)
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# Now the actual effects of the SW
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self.use_surge()
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self.add_condition('Second Wind (+2 all def)', 't', 1)
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def use_recharge_power(self, index):
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if index not in self.recharges:
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print "Error: Invalid recharge index"
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return
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self.recharges[index]['used'] = True
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self.recharges[index]['just_used'] = True
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def choose_recharge_power(self):
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if not len(self.recharges):
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print '{} has no rechargable powers.'.format(self)
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return None
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print self.format_recharge_summary()
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index = easyinput.input_int('choice')
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if index not in self.recharges:
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print 'Error: {} is not a valid index'.format(index)
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return self.choose_recharge_power()
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return self.recharges[index]
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def is_bloodied(self):
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return self.hp <= self.max_hp / 2
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def is_down(self):
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return self.hp <= 0
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def format_full_info(self):
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return """{name}
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{separator}
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index: {index}
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hp: {hp}/{max_hp}
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temp hp: {temp_hp}
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surges: {surge}
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ap: {ap}
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sw: {sw}
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conditions:
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{conditions}
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recharge powers:
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{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))
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def format_health_summary(self):
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bloodied = ''
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temp_info = ''
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if self.is_bloodied():
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bloodied = ', bloodied'
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if len(self.conditions):
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bloodied = bloodied + ', '
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if self.temp_hp > 0:
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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, initial=''):
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summary = ''
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for (index, c) in self.conditions.items():
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type_string = ''
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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(initial, index, c['name'], type_string)
|
||||
|
||||
return summary.rstrip()
|
||||
|
||||
def format_recharge_summary(self, initial):
|
||||
summary = ''
|
||||
for (index, r) in self.recharges.items():
|
||||
summary = summary + '{}{}: {} (Recharge: {}, Available: {})\n'.format(initial, index, r['name'], r['value'], ['Yes', 'No'][ r['used'] ])
|
||||
return summary.rstrip()
|
||||
|
||||
|
||||
|
||||
|
||||
# Data parsing helper function
|
||||
# Modelled on the data_input functions in easyinput
|
||||
def do_combatant_select(battle, data):
|
||||
c = None
|
||||
|
||||
if len(data) >= 1:
|
||||
c = battle.get_combatant(int(data[0]))
|
||||
if not c:
|
||||
print 'Error: Invalid combatant index.'
|
||||
else:
|
||||
c = battle.get_current_combatant()
|
||||
if not c:
|
||||
print 'Error: Battle not started and no combatant specified.'
|
||||
|
||||
return c
|
36
lib/easyinput.py
Normal file
36
lib/easyinput.py
Normal file
@ -0,0 +1,36 @@
|
||||
# easyinput.py
|
||||
#
|
||||
# These are just some simple helper functions for doing input. They produce a prompt, allow default values,
|
||||
# and allow conditional prompting based on the presence or absence of data in a list
|
||||
|
||||
|
||||
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))
|
||||
|
||||
|
||||
def do_data_input_str(data, index, prompt, default=None, show_default=False, prompt_str=':'):
|
||||
if len(data) >= index + 1:
|
||||
return data[index]
|
||||
else:
|
||||
return input_str(prompt, default, show_default, prompt_str)
|
||||
|
||||
|
||||
def do_data_input_int(battle, data, index, prompt, default=None, show_default=True, prompt_str=':'):
|
||||
return int(do_data_select_str(battle, data, index, prompt, default, show_default, prompt_str))
|
Reference in New Issue
Block a user