#!/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 = [] 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 self.temp_hp = 0 self.pc = pc self.surges = surges self.ap = ap self.sw = sw self.recharges = [] self.conditions = {} self.index = Combatant.next_index self.next_condition_index = 0 Combatant.next_index += 1 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 condition['cond_type'] = cond_type condition['duration'] = duration 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 def end_turn(self): 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: cond = self.conditions.pop(index) print('{} successfully saved against {}.'.format(self, cond['name'])) else: print('{} failed a save against {}.'.format(self, c['name'])) elif c['cond_type'] == 't': c['duration'] -= 1 if c['duration'] < 0: cond = self.conditions.pop(index) print('{} no longer affected by {}.'.format(self, cond['name'])) # fixme: still need to add recharges def damage(self, amount): was_bloodied = self.is_bloodied() 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)) elif self.is_bloodied() and not was_bloodied: print('{} is bloodied!'.format(self)) 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 if was_down: print('{} regains consciousness.'.format(self)) print('{} regained {} hit points.'.format(self, amount_healed)) if was_bloodied and not self.is_bloodied(): print('{} is no longer bloodied.'.format(self)) elif was_bloodied and self.is_bloodied(): print('{} is still bloodied.'.format(self)) 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.do_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) return '{} hp{}{}{}'.format(self.hp, temp_info, bloodied, ', '.join([x['name'] for x in self.conditions.values()])) def format_condition_summary(self): summary = self.name + ':\n' for (index, c) in conditions.items(): type_string = '' if c.cond_type == 's': 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'], c['duration']) # 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(): ret = 'Battle underway, currently on round {}\n\n'.format(self.round) else: ret = 'Battle not yet started\n\n' 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.keys(): 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 '' 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() ret = '' g = self.groups[self.current] 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() 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 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()) 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': print('Sorry, this is still a stub function.') elif comm == 'n': battle.next_combatant() elif comm == 'w': print('Sorry, this is still a stub function.') elif comm == 'q': sys.exit(0) 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) 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') c.add_condition(name, ctype, duration) 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 [stub] r - remove a condition (this can also happen automatically) [stub] 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 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()