updated how weapons are handled

This commit is contained in:
Ben Cook
2019-01-01 17:11:39 -05:00
parent 708a39403c
commit 2d7a25724b
9 changed files with 61 additions and 53 deletions
+3 -16
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@@ -617,30 +617,17 @@ class Character():
"""
# Retrieve the weapon class from the weapons module
if isinstance(weapon, weapons.Weapon):
weapon_ = type(weapon)()
weapon_ = type(weapon)(wielder=self)
elif isinstance(weapon, str):
try:
NewWeapon = findattr(weapons, weapon)
except AttributeError:
raise AttributeError(f'Weapon "{weapon}" is not defined')
weapon_ = NewWeapon()
weapon_ = NewWeapon(wielder=self)
elif issubclass(weapon, weapons.Weapon):
weapon_ = weapon()
weapon_ = weapon(wielder=self)
else:
raise AttributeError(f'Weapon "{weapon}" is not defined')
# check if features add any bonuses
for f in self.features:
weapon_ = f.weapon_func(weapon_)
# Set weapon attributes based on character
if weapon_.is_finesse:
ability_mod = max(self.strength.modifier, self.dexterity.modifier)
else:
ability_mod = getattr(self, weapon_.ability).modifier
weapon_.attack_bonus += ability_mod
weapon_.bonus_damage += ability_mod
# Check for prifiency
if self.is_proficient(weapon_):
weapon_.attack_bonus += self.proficiency_bonus
# Save it to the array
self.weapons.append(weapon_)
+1 -7
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@@ -59,14 +59,8 @@ class Feature():
The weapon to be tested for special bonuses
kwargs
Any other key-word arguments the function may require
Returns
-------
weapon
Updated weapon (perhaps changed damage bonus, etc.)
"""
return weapon
pass
class FeatureSelector(Feature):
-1
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@@ -64,7 +64,6 @@ class MartialArts(Feature):
if int(self.die[1:]) > int(weapon.base_damage.split('d')[-1]):
weapon.base_damage = '1' + str(self.die)
weapon.is_finesse = True
return weapon
class Ki(Feature):
+1 -3
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@@ -72,7 +72,6 @@ class Archery(Feature):
"""
if isinstance(weapon, weapons.RangedWeapon):
weapon.attack_bonus += 2
return weapon
class Defense(Feature):
@@ -98,8 +97,7 @@ class Dueling(Feature):
"""
if (isinstance(weapon, weapons.MeleeWeapon)
and "two-handed" not in weapon.properties.lower()):
weapon.bonus_damage += 2
return weapon
weapon.damage_bonus += 2
class TwoWeaponFighting(Feature):
+7 -10
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@@ -468,14 +468,13 @@ class HexWarrior(Feature):
it is higher than STR/DEX bonus
"""
if weapon.is_finesse:
existing_mod = max(self.owner.strength.modifier,
self.owner.dexterity.modifier)
abils = {'strength': self.owner.strength.modifier,
'dexterity': self.owner.dexterity.modifier,
'charisma': self.owner.charisma.modifier}
else:
existing_mod = self.owner.strength.modifier
cha_mod = self.owner.charisma.modifier
if cha_mod > existing_mod:
weapon.attack_bonus += (cha_mod - existing_mod)
return weapon
abils = {weapon.ability: getattr(self.owner, weapon.ability).modifier,
'charisma': self.owner.charisma.modifier}
weapon.ability = max(abils, key=abils.get)
class AccursedSpecter(Feature):
@@ -958,11 +957,9 @@ class ImprovedPactWeapon(Invocation):
"""
Add +1 to attack and damage if magic is not already magic
"""
if weapon.magic_bonus <= 1:
weapon.magic_bonus = 1
if (weapon.attack_bonus == 0) or (weapon.bonus_damage == 0):
weapon.attack_bonus += 1
weapon.bonus_damage += 1
return weapon
class LanceOfLethargy(Invocation):
+1 -1
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@@ -308,7 +308,7 @@ def create_character_pdf(character, basename, flatten=False):
for _fields, weapon in zip(weapon_fields, character.weapons):
name_field, atk_field, dmg_field = _fields
fields[name_field] = weapon.name
fields[atk_field] = '{:+d}'.format(weapon.attack_bonus)
fields[atk_field] = '{:+d}'.format(weapon.attack_modifier)
fields[dmg_field] = f'{weapon.damage}/{weapon.damage_type}'
# Other attack information
attack_str = f'Armor: {character.armor}'
+43 -10
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@@ -2,24 +2,54 @@ class Weapon():
name = ""
cost = "0 gp"
base_damage = "1d4"
bonus_damage = 0
damage_type = "p"
damage_bonus = 0
attack_bonus = 0
magic_bonus = 0
damage_type = "p"
weight = 1 # In lbs
properties = "Light"
properties = ""
ability = 'strength'
is_finesse = False
features_applied = False
def __init__(self):
self.attack_bonus += self.magic_bonus
self.bonus_damage += self.magic_bonus
def __init__(self, wielder=None):
self.wielder = wielder
def apply_features(self):
if (not self.features_applied) and (self.wielder is not None):
self.features_applied = True
for f in self.wielder.features:
f.weapon_func(self)
@property
def ability_mod(self):
if self.wielder is None:
return 0
else:
if self.is_finesse:
return max(self.wielder.strength.modifier,
self.wielder.dexterity.modifier)
else:
return getattr(self.wielder, self.ability).modifier
@property
def attack_modifier(self):
self.apply_features()
mod = self.attack_bonus
if self.wielder is not None:
mod += self.ability_mod
if self.wielder.is_proficient(self):
mod += self.wielder.proficiency_bonus
return mod
@property
def damage(self):
self.apply_features()
dam_str = str(self.base_damage)
if self.bonus_damage != 0:
dam_str += '{:+d}'.format(self.bonus_damage)
bonus = self.damage_bonus
if self.wielder is not None:
bonus += self.ability_mod
if bonus != 0:
dam_str += '{:+d}'.format(bonus)
return dam_str
def __str__(self):
@@ -31,10 +61,12 @@ class Weapon():
class MeleeWeapon(Weapon):
name = "Melee Weapons"
ability = 'strength'
class RangedWeapon(Weapon):
name = "Ranged Weapons"
ability = 'dexterity'
class SimpleWeapon(Weapon):
@@ -523,7 +555,8 @@ class Musket(Firearm):
# Magic Items
class FlameTongue(Greatsword):
name = "Flame Tongue +1"
magic_bonus = 1
damage_bonus = 1
attack_bonus = 1
base_damage = "4d6"
damage_type = 'f'
+4 -4
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@@ -48,21 +48,21 @@ class TestCharacter(TestCase):
sword = char.weapons[0]
self.assertTrue(isinstance(sword, Weapon))
self.assertTrue(isinstance(sword, Shortsword))
self.assertEqual(sword.attack_bonus, 4) # str + prof
self.assertEqual(sword.bonus_damage, 2) # str
self.assertEqual(sword.attack_modifier, 4) # str + prof
self.assertEqual(sword.damage, '1d6+2') # str
# Check if dexterity is used if it's higher (Finesse weapon)
char.weapons = []
char.dexterity = 16
char.wield_weapon('shortsword')
sword = char.weapons[0]
self.assertEqual(sword.attack_bonus, 5) # dex + prof
self.assertEqual(sword.attack_modifier, 5) # dex + prof
# Check if race weapon proficiencies are considered
char.weapons = []
char.weapon_proficiencies = []
char.race = race.HighElf()
char.wield_weapon('shortsword')
sword = char.weapons[0]
self.assertEqual(sword.attack_bonus, 5)
self.assertEqual(sword.attack_modifier, 5)
def test_str(self):
char = Wizard(name="Inara")
+1 -1
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@@ -9,5 +9,5 @@ class WeaponTestCase(unittest.TestCase):
weapon.base_damage = '1d6'
self.assertEqual(weapon.damage, '1d6')
# Now add some bonus damage
weapon.bonus_damage = 2
weapon.damage_bonus = 2
self.assertEqual(weapon.damage, '1d6+2')