#!/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. 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 = raw_input("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 = raw_input("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_desc('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 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.pc = pc self.surges = surges self.ap = ap self.sw = sw self.recharges = [] self.conditions = [] self.index = Combatant.next_index Combatant.next_index += 1 def add_condition(self, name, cond_type, duration): condition = {} condition['name'] = name condition['duration'] = duration self.conditions.append(condition) def begin_turn(self): print("{} has initiative.".format(self)) def damage(self, amount): was_bloodied = self.is_bloodied() self.hp -= amount if self.is_bloodied() and not was_bloodied: print('{} ({}) is bloodied! Remaining hp: {}'.format(self.name, self.index, self.hp)) if self.is_down(): print('{} ({}) is down!'.format(self.name, self.index)) def is_bloodied(self): return self.hp <= self.max_hp / 2 def is_down(self): return self.hp <= 0 def get_health_summary(self): bloodied = '' if self.is_bloodied(): bloodied = ', bloodied' if len(self.conditions): bloodied = bloodied + ', ' return '{} hp{}{}'.format(self.hp, bloodied, ', '.join([x.name for x in self.conditions])) def __str__(self): return "{} ({hp} hp)".format(self.name, hp=self.hp) def input_int(prompt, default=-1): if default != -1: prompt = prompt + '[{}]'.format(default) prompt = prompt + ': ' data = raw_input(prompt) if default != -1 and not data: return default else: return int(data) # data about the battle - includes combatant list, etc class Battle(): def __init__(self): self.combatant_hash = {} self.groups = [] self.current = None self.round = -1 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 # fixme: still returns None after battle begins def get_current_group(self): if self.current: return self.groups[self.current] else: return None def begin(self): if self.is_started(): print("Error: battle is already running") return 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 self.round = 1 for g in self.groups: print '{} ({})'.format(g.name, g.init) def list_combatants(self): for g in self.groups: if g.is_solo_group(): print('{}: {}'.format(g.members[0].index, g.name)) else: print('{}:'.format(g.name)) for c in g.members: print('\t{}: {} ({})'.format(c.index, c.name, c.get_health_summary())) def next_combatant(self): print('Sorry, this is still a stub function.') g = self.get_current_group() def deal_damage(self, index, amount): c = self.combatant_hash[index] c.damage(amount) 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()) while True: do_prompt() def do_prompt(): comm = raw_input('> ') if comm == '?': do_help() elif comm == 'a': print('Sorry, this is still a stub function.') elif comm == 'l': battle.list_combatants() elif comm == 'b': battle.begin() elif comm == 'd': do_damage() elif comm == 'h': print('Sorry, this is still a stub function.') elif comm == 's': print('Sorry, this is still a stub function.') elif comm == 'c': print('Sorry, this is still a stub function.') 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(): if not battle.is_started(): print('Error: you can only run this command after starting the battle') return battle.list_combatants() index = input_int('choose combatant', battle.get_current_group().members[0]) amount = input_int('damage') battle.deal_damage(index, amount) def do_help(): print("""Possible commands: ? - print this help menu (yay, you already figured that one out) a - add more combatants (works during battle) l - list current combatants b - begin the battle d - deal damage to someone h - heal someone s - let someone use a healing surge 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) q - quit """) if __name__ == '__main__': main()