4etools/battleman.py

346 lines
9.6 KiB
Python
Executable File

#!/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_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_down():
print('{} ({}) is down!'.format(self.name, self.index))
elif self.is_bloodied() and not was_bloodied:
print('{} ({}) is bloodied! Remaining hp: {}'.format(self.name, self.index, self.hp))
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_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))
# 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 __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.list_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 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
self.round = 1
for g in self.groups:
print '{} ({})'.format(g.name, g.init)
# Returns a formatted string with all of the combatants
def list_combatants(self):
ret = ''
for g in self.groups:
if g.is_solo_group():
ret = ret + '{}: {}\n'.format(g.members[0].index, g.name)
else:
ret = ret + '{}:\n'.format(g.name)
for c in g.members:
ret = ret + '\t{}: {} ({})\n'.format(c.index, c.name, c.get_health_summary())
return ret.rstrip()
# Returns a formatted string with all of the combatants
def list_current_group(self):
ret = ''
g = self.groups[current]
if g.is_solo_group():
ret = ret + '{}: {}\n'.format(g.members[0].index, g.name)
else:
ret = ret + '{}:\n'.format(g.name)
for c in g.members:
ret = ret + '\t{}: {} ({})\n'.format(c.index, c.name, c.get_health_summary())
return ret.rstrip()
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())
print "Welcome to 4e Battle Manager.\n"
print battle
while True:
do_prompt()
def do_prompt():
print('')
comm = input_str('', default='?', show_default=False, prompt_str='>')
if comm == '?':
do_help()
elif comm == 'a':
print('Sorry, this is still a stub function.')
elif comm == 'l':
print battle.list_combatants()
elif comm == 'l':
print battle.list_current_group()
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
print battle.list_combatants()
index = input_int('choose combatant', battle.get_current_group().members[0].index)
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) [stub]
b - begin the battle
l - list combatants
p - print info for combatant/group with initiative
d - deal damage to someone
h - heal someone [stub]
s - let someone use a healing surge [stub]
sw -
c - apply a condition [stub]
r - remove a condition (this can also happen automatically) [stub]
n - next (end the current combat group's turn) [stub]
w - wait (remove a combatant from the initiative order and into a separate pool) [stub]
q - quit""")
if __name__ == '__main__':
main()