4etools/lib/battle.py

639 lines
18 KiB
Python

# battle.py
#
# A set of classes and convenience functions
# for representing a D&D 4e battle
#
# future features:
# * down combatants go into a separate list
from dice import Dice
import easyinput
# data about the battle - includes combatant list, etc
class Battle():
def __init__(self):
self.combatant_hash = {}
self.groups = []
self.wait_list = {}
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 + 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 self.is_started():
if group.is_solo_group() and group.members[0].pc:
group.set_init(easyinput.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 i, c in group.members.items():
self.combatant_hash[i] = c
def get_current_group(self):
if self.current != None:
return self.groups[self.current]
else:
return None
# If you're in a multi-member group, the first
# member of the group gets returned.
def get_current_combatant(self):
if self.current != None:
return self.groups[self.current].get_member_by_pos(0)
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 = easyinput.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():
print "Error: battle is already running"
for g in self.groups:
if g.is_solo_group() and g.get_member_by_pos(0).pc:
g.set_init(easyinput.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 = 'Combatants\n==========\n'
for g in self.groups:
if g.is_solo_group():
ret = ret + '{}\n'.format(g.get_member_by_pos(0))
else:
ret = ret + '{}:\n'.format(g.name)
for c in g.members.values():
ret = ret + ' {}\n'.format(c)
if self.wait_list:
ret = ret + '\nWait List\n=========\n'
for c in self.wait_list.values():
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()
g = self.groups[self.current]
if g.is_solo_group():
return '{}'.format(g.members[0].format_full_info())
else:
ret = '{}\n'.format(g.name)
for c in g.members.values():
ret = ret + ' {}\n'.format(c)
return ret.rstrip()
# Fixme - if someone is waited/unwaited, both them and the person
# after them may have begin_turn() and/or end_turn() called more than once
def next_combatant(self, same_index = False):
if self.validate_started():
print self.validate_started()
return
g = self.get_current_group()
g.end_turn()
if not same_index:
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()
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
def wait(self, index):
v = self.validate_started()
if v:
print v
return
if index in self.wait_list:
print '{} is already waiting.'.format(self.wait_list[index])
else:
c = None
i = 0
for group in self.groups:
c = group.remove_member(index)
if c:
if len(group.members) == 0:
del self.groups[i]
break
i += 1
if c:
self.wait_list[index] = c
print '{} is now in the wait list.'.format(c)
self.next_combatant(same_index = True)
else:
print 'Error: Failed to find combatant {}.'.format(index)
def unwait(self, index):
v = self.validate_started()
if v:
print v
return
if index in self.wait_list:
c = self.wait_list[index]
del self.wait_list[index]
self.groups.insert(self.current, CombatGroup(c.name, {c.index: c}, 0))
print '{} is no longer waiting.'.format(c)
self.next_combatant(same_index = True)
else:
if index in self.combatant_hash:
print '{} is not waiting'.format(self.combatant_hash[index])
else:
print "Error: Failed to find combatant {}".format(index)
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 = easyinput.input_str("name")
hp = easyinput.input_int('hp')
init_mod = easyinput.input_int('init mod', 0)
ap = easyinput.input_int('action points', 0)
surges = easyinput.input_int('healing surges', 0)
recharges = []
while True:
data = []
data = easyinput.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 = easyinput.input_int('count', 1)
# Now make the combatants...
members = {}
for i in range(count):
c = Combatant(name, hp, pc=False, surges=surges, ap=ap, sw=0, recharges=recharges)
members[c.index] = c
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[c.index] = c
# Removes the member from the group and returns her
def remove_member(self, index):
if index not in self.members:
return None
c = self.members[index]
del self.members[index]
return c
def get_member(self, index):
if index in self.members:
return self.members[index]
else:
return None
def get_member_by_pos(self, pos):
if pos >= len(self.members):
return None
else:
return self.members.values()[pos]
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.values():
c.begin_turn()
def end_turn(self):
for c in self.members.values():
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.conditions = {}
self.index = Combatant.next_index
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
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
condition['cond_type'] = cond_type
condition['duration'] = duration
condition['end_type'] = end_type
condition['index'] = self.next_condition_index
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
# 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)
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 = easyinput.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:
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():
if c['cond_type'] == 's':
r = None
if self.pc:
print '{}: save against {}.'.format(self, c['name'])
r = easyinput.input_int('saving throw')
else:
save_die = Dice.from_str('1d20')
r = save_die.roll()['total']
if r >= 10:
self.remove_condition(c['index'])
print '{} successfully saved against {}.'.format(self, c['name'])
else:
print '{} failed a save against {}.'.format(self, c['name'])
elif c['cond_type'] == 't' and c['end_type'] == 'e':
if c['duration'] <= 0:
self.remove_condition(c['index'])
else:
print '{} is still affected by {} ({} round{} left).'.format(self, c['name'], c['duration'], 's'[c['duration']==1:])
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
print '{} can use {} again!'.format(self, r['name'])
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.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 = easyinput.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)
return '{} hp{}{}{}'.format(self.hp, temp_info, bloodied, ', '.join([x['name'] for x in self.conditions.values()]))
def format_condition_summary(self, initial=''):
summary = ''
for (index, c) in self.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(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