mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-06-07 13:15:53 +02:00
create-character now works for multiclass and subclasses
This commit is contained in:
@@ -6,6 +6,8 @@ class Background():
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skill_proficiencies = ()
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weapon_proficiencies = ()
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proficiencies_text = ()
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skill_choices = ()
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num_skill_choices = 0
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features = ()
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languages = ()
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@@ -35,7 +37,7 @@ class Spy(Criminal):
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class Entertainer(Background):
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name = "Entertainer"
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skill_proficiencies = ('acrobatic', 'performance')
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skill_proficiencies = ('acrobatics', 'performance')
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class Gladiator(Entertainer):
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@@ -106,10 +108,20 @@ class Urchin(Background):
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class UrbanBountyHunter(Background):
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name = 'Urban Bounty Hunter'
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skill_proficiencies = ('[choose one]', '[choose one]')
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skill_proficiencies = ()
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skill_choices = ('Deception', 'Insight', 'Persuasion', 'Stealth')
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num_skill_choices = 2
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class FarTraveler(Background):
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name = 'Far Traveler'
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skill_proficiencies = ('insight', 'perception')
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languages = ('[choose one]',)
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available_backgrounds = [Acolyte, Charlatan, Criminal, Spy, Entertainer,
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Gladiator, FolkHero, GuildArtisan, GuildMerchant,
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Hermit, Noble, Knight, Outlander, Sage, Sailor,
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Pirate, Soldier, Urchin, UrbanBountyHunter,
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FarTraveler]
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+21
-19
@@ -74,24 +74,24 @@ class Character():
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proficiencies_extra = tuple()
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languages = ""
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# Skills
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acrobatics = Skill(ability='dexterity')
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animal_handling = Skill(ability='wisdom')
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arcana = Skill(ability='intelligence')
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athletics = Skill(ability='strength')
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deception = Skill(ability='charisma')
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history = Skill(ability='intelligence')
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insight = Skill(ability='wisdom')
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intimidation = Skill(ability='charisma')
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investigation = Skill(ability='intelligence')
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medicine = Skill(ability='wisdom')
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nature = Skill(ability='intelligence')
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perception = Skill(ability='wisdom')
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performance = Skill(ability='charisma')
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persuasion = Skill(ability='charisma')
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religion = Skill(ability='intelligence')
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sleight_of_hand = Skill(ability='dexterity')
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stealth = Skill(ability='dexterity')
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survival = Skill(ability='wisdom')
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acrobatics = Skill(ability='dexterity', name='acrobatics')
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animal_handling = Skill(ability='wisdom', name='animal handling')
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arcana = Skill(ability='intelligence', name='arcana')
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athletics = Skill(ability='strength', name='athletics')
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deception = Skill(ability='charisma', name='deception')
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history = Skill(ability='intelligence', name='history')
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insight = Skill(ability='wisdom', name='insight')
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intimidation = Skill(ability='charisma', name='intimidation')
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investigation = Skill(ability='intelligence', name='investigation')
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medicine = Skill(ability='wisdom', name='medicine')
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nature = Skill(ability='intelligence', name='nature')
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perception = Skill(ability='wisdom', name='perception')
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performance = Skill(ability='charisma', name='performance')
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persuasion = Skill(ability='charisma', name='persuasion')
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religion = Skill(ability='intelligence', name='religion')
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sleight_of_hand = Skill(ability='dexterity', name='sleight of hand')
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stealth = Skill(ability='dexterity', name='stealth')
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survival = Skill(ability='wisdom', name='survival')
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# Characteristics
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attacks_and_spellcasting = ""
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personality_traits = ""
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@@ -255,9 +255,11 @@ class Character():
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self.other_weapon_proficiencies = tuple([findattr(weapons, w)
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for w in val])
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elif attr == 'race':
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if val is not None:
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MyRace = findattr(race, val)
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self.race = MyRace()
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elif attr == 'background':
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if val is not None:
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MyBackground = findattr(background, val)
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self.background = MyBackground()
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elif attr == 'armor':
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@@ -397,7 +399,7 @@ class Character():
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directly.
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"""
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if new_armor not in ('', None):
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if new_armor not in ('', 'None', None):
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if isinstance(new_armor, armor.Armor):
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new_armor = new_armor
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else:
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@@ -18,10 +18,14 @@ class CharClass():
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spellcasting_ability = None
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spell_slots_by_level = None
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subclass = None
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subclasses_available = ()
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features_by_level = defaultdict(list)
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def __init__(self, level, subclass=None, **params):
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self.class_level = level
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if subclass in [None, '', 'None']:
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self.subclass = None
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else:
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self.subclass = subclass
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for k, v in params.items():
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setattr(self, k, v)
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@@ -15,7 +15,7 @@ class Monk(CharClass):
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weapon_proficiencies = (weapons.Shortsword, weapons.Unarmed) + weapons.simple_weapons
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class_skill_choices = ('Acrobatics', 'Athletics', 'History', 'Insight',
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'Religion', 'Stealth')
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subclasses_available = ('SunSoul', 'OpenHand')
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features_by_level = defaultdict(list)
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martial_arts = features.MartialArts()
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features_by_level[1] = [features.UnarmoredDefense(),
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+248
-181
@@ -58,15 +58,7 @@ races = {
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}
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backgrounds = (background.Acolyte, background.Charlatan,
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background.Criminal, background.Spy,
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background.Entertainer, background.Gladiator,
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background.FolkHero, background.GuildArtisan,
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background.GuildMerchant, background.Hermit,
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background.Noble, background.Knight,
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background.Outlander, background.Sage,
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background.Sailor, background.Pirate,
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background.Soldier, background.Urchin)
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backgrounds = background.available_backgrounds
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backgrounds = {bg.name: bg for bg in backgrounds}
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@@ -75,119 +67,240 @@ class App(npyscreen.NPSAppManaged):
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character = None
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def save_character(self):
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# Create the template context
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context = dict(
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char=self.character,
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dungeonsheets_version=read_version(),
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)
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# Render the template
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src_path = os.path.dirname(__file__)
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src_filename = 'character_template.txt'
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text = jinja2.Environment(
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loader=jinja2.FileSystemLoader(src_path or './')
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).get_template(src_filename).render(context)
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# Save the file
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filename = self.getForm("SAVE").filename.value
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with open(filename, mode='w') as f:
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f.write(text)
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self.character.save(filename)
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# Create the PDF character sheet
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if self.getForm('SAVE').make_pdf.value:
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log.debug("Creating PDF")
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subprocess.call(['makesheets', filename])
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@property
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def character_class(self, *args, **kwargs):
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return self.character_class
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@character_class.setter
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def character_class(self, NewClass):
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log.debug("Replacing character")
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basic_info = self.getForm('MAIN')
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self.character = NewClass(
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name=basic_info.name.value,
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player_name=basic_info.player_name.value,
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level=int(basic_info.level.value),
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strength=-1, dexterity=-1, constitution=-1,
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intelligence=-1, wisdom=-1, charisma=-1)
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def add_class(self, NewClass):
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log.debug("Adding Class: {:s}".format(NewClass.class_name))
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# basic_info = self.getForm('MAIN')
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# self.character = NewClass(
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# name=basic_info.name.value,
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# player_name=basic_info.player_name.value,
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# level=int(basic_info.level.value),
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# strength=-1, dexterity=-1, constitution=-1,
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# intelligence=-1, wisdom=-1, charisma=-1)
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self.character.class_list.append(NewClass)
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self.update_max_hp()
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# Reset form widgets
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log.debug("Resetting forms")
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self.getForm('ABILITIES').reset()
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# @property
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# def character_class(self, *args, **kwargs):
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# return self.character_class
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# @character_class.setter
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# def character_class(self, NewClass):
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# log.debug("Adding Class: {:s}".format(NewClass.class_name))
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# # basic_info = self.getForm('MAIN')
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# # self.character = NewClass(
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# # name=basic_info.name.value,
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# # player_name=basic_info.player_name.value,
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# # level=int(basic_info.level.value),
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# # strength=-1, dexterity=-1, constitution=-1,
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# # intelligence=-1, wisdom=-1, charisma=-1)
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# self.character.class_list.append(NewClass)
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# self.update_max_hp()
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# # Reset form widgets
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# log.debug("Resetting forms")
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# self.getForm('ABILITIES').reset()
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def update_max_hp(self):
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# Update max HP based on the class
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max_hp_fld = self.getForm('ABILITIES').max_hp
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if max_hp_fld.value == '':
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# Calculate the new value
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hit_dice = dice.read_dice_str(self.character.hit_dice)
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hit_dice = [dice.read_dice_str(d)
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for d in self.character.hit_dice.split(' + ')]
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const = self.character.constitution.modifier
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max_hp = hit_dice.faces + const
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for d in range(hit_dice.num - 1):
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max_hp += math.ceil(hit_dice.faces/2) + const
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# Assume first hd given is from primary class
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max_hp = math.floor(hit_dice[0].faces/2) + const
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for hd in hit_dice:
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for d in range(hd.num - 1):
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max_hp += math.ceil(hd.faces/2) + const
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log.debug("Updating max hp: %d", max_hp)
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max_hp_fld.value = str(max_hp)
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def onStart(self):
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self.character = character.Character()
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self.addForm("MAIN", BasicInfoForm, name="Basic Info:")
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self.addForm("CLASS", CharacterClassForm, name="Select your character's class:")
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self.addForm("RACE", RaceForm, name="Select your character's race:")
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self.addForm("CLASS", CharacterClassForm, name="Select your character's primary class:")
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self.addForm("SUBCLASS", SubclassForm, name="Select your subclass:")
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self.addForm("BACKGROUND", BackgroundForm, name="Choose background:")
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self.addForm("ALIGNMENT", AlignmentForm, name="Select your character's alignment:")
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self.addForm("ABILITIES", AbilityScoreForm, name="Choose ability scores:")
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self.addForm("BACKGROUND", BackgroundForm, name="Choose background:")
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self.addForm("SKILLS", SkillForm, name="Choose skill proficiencies")
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self.addForm("SAVE", SaveForm, name="Save character:")
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class SkillForm(npyscreen.ActionForm):
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def while_editing(self):
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# Update the static skills for race and background
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bg_skills = self.parentApp.character.background.skill_proficiencies
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self.bg_skills.value = str(bg_skills)[1:-1].replace("'", "")
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race_skills = self.parentApp.character.race.skill_proficiencies
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self.race_skills.value = str(race_skills)[1:-1].replace("'", "")
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# Now set the available discretionary choices
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choices = self.parentApp.character.class_skill_choices
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static_skills = bg_skills + race_skills
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choices = (c for c in choices if c.lower() not in static_skills)
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self.skill_proficiencies.set_values(tuple(choices))
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self.update_remaining()
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def update_remaining(self, widget=None):
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num_choices = self.parentApp.character.num_skill_choices
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num_selected = len(self.skill_proficiencies.value)
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remaining = num_choices - num_selected
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log.debug(f'Remaining: {remaining}')
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self.remaining.value = str(remaining)
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self.display()
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class BasicInfoForm(npyscreen.ActionForm):
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def create(self):
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self.bg_skills = self.add(
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npyscreen.TitleText, name="Background:",
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value="", editable=False)
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self.race_skills = self.add(
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npyscreen.TitleText, name="Racial:",
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value="", editable=False)
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self.remaining = self.add(
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npyscreen.TitleText, name="Remaining:",
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value=0, editable=False)
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self.skill_proficiencies = self.add(
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npyscreen.TitleMultiSelect, name="Skill Proficiencies:",
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values=self.parentApp.character.class_skill_choices,
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value_changed_callback=self.update_remaining)
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self.name = self.add(
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npyscreen.TitleText, name="Character Name:", use_two_lines=False)
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self.player_name = self.add(
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npyscreen.TitleText, name="Player Name:", use_two_lines=False)
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def on_ok(self):
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new_skills = self.skill_proficiencies.get_selected_objects()
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if new_skills is not None:
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new_skills = tuple(s.lower() for s in new_skills)
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# Update the default filename
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name = self.name.value
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if name == '':
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filename = 'new_character.py'
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else:
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new_skills = ()
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bg_skills = tuple(self.parentApp.character.background.skill_proficiencies)
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race_skills = tuple(self.parentApp.character.race.skill_proficiencies)
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all_skills = new_skills + bg_skills + race_skills
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self.parentApp.character.skill_proficiencies = all_skills
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log.debug(f"Skill proficiencies: {all_skills}")
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self.parentApp.setNextForm('SAVE')
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filename = f'{name.split(" ")[0].lower()}.py'
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save_form = self.parentApp.getForm('SAVE')
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save_form.filename.value = filename
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# Move to the next form
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self.parentApp.setNextForm('RACE')
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def on_cancel(self):
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raise KeyboardInterrupt
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class RaceForm(npyscreen.ActionForm):
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def create(self):
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self.race = self.add(
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npyscreen.TitleMultiLine, name="Race:", values=tuple(races.keys()))
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def on_ok(self):
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if self.race.value is not None:
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selected_race = self.race.values[self.race.value]
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SelectedRace = races[selected_race]
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log.debug('Selected character race: %s', SelectedRace.name)
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self.parentApp.character.race = SelectedRace()
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self.parentApp.setNextForm('CLASS')
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def on_cancel(self):
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self.parentApp.setNextForm('MAIN')
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class CharacterClassForm(npyscreen.ActionForm):
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char_options = list(char_classes.keys())
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def create(self):
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self.level = self.add(
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npyscreen.TitleText, name='Level:', value="1", use_two_lines=False)
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self.subclass = self.add(npyscreen.Checkbox, name="Choose a Subclass?", value=False)
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self.multiclass = self.add(npyscreen.Checkbox, name="Multiclass?", value=False)
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self.character_class = self.add(
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npyscreen.TitleMultiLine, name="Class:", values=tuple(self.char_options))
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def setup_multiclass(self):
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self.character_class.values = self.char_options
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self.name = "Select your character's class #{:d}".format(1 + self.parentApp.character.num_classes)
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self.multiclass.name = "Add another class?"
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self.level.value = '1'
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self.subclass.value = False
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self.multiclass.value = False
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self.character_class.value = None
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def on_ok(self):
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if self.character_class.value is not None:
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# make sure this option can't be selected again
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selected_class = self.character_class.values[self.character_class.value]
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self.char_options.remove(selected_class)
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selected_class = char_classes[selected_class]
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log.debug('Selected character class %s', selected_class.class_name)
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if self.subclass.value:
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sc = self.parentApp.getForm('SUBCLASS')
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sc.when_done = 'CLASS' if self.multiclass.value else 'BACKGROUND'
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if self.multiclass:
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self.setup_multiclass()
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sc.prepare_for_class(selected_class, int(self.level.value))
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self.parentApp.setNextForm('SUBCLASS')
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else:
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self.parentApp.add_class(selected_class(level=int(self.level.value),
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subclass=None))
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if self.multiclass.value:
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self.setup_multiclass()
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self.parentApp.setNextForm('CLASS')
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else:
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self.parentApp.setNextForm('BACKGROUND')
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def on_cancel(self):
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if self.parentApp.character.num_classes > 1:
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self.parentApp.setNextForm('BACKGROUND')
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self.parentApp.setNextForm('RACE')
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class SubclassForm(npyscreen.ActionForm):
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subclass_options = ('None',)
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parent_class = None
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level = 1
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when_done = 'BACKGROUND'
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name_formatter = "Select your {:s} subclass:"
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def create(self):
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self.subclass = self.add(
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npyscreen.TitleMultiLine, name="Subclass:",
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values=tuple(self.subclass_options))
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def prepare_for_class(self, parent_class, level):
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self.subclass_options = parent_class.subclasses_available or ('None',)
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self.parent_class = parent_class
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self.level = level
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self.name = self.name_formatter.format(parent_class.class_name)
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self._clear_all_widgets()
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self.create()
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def on_ok(self):
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if self.subclass.value in [None, '', 'None']:
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newclass = self.parent_class(level=self.level,
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subclass=None)
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else:
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newclass = self.parent_class(level=self.level,
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subclass=self.subclass.value)
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self.parentApp.add_class(newclass)
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self.parentApp.setNextForm(self.when_done)
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||||
def on_cancel(self):
|
||||
self.parentApp.setNextForm('CLASS')
|
||||
|
||||
|
||||
class BackgroundForm(npyscreen.ActionForm):
|
||||
|
||||
def create(self):
|
||||
self.background = self.add(
|
||||
npyscreen.TitleMultiLine,
|
||||
name="Background:", values=tuple(backgrounds.keys()))
|
||||
|
||||
def on_ok(self):
|
||||
if self.background.value is not None:
|
||||
selected_bg = self.background.values[self.background.value]
|
||||
Background = backgrounds[selected_bg]
|
||||
self.parentApp.character.background = Background()
|
||||
# Update the languages based on background and race
|
||||
race_languages = self.parentApp.character.race.languages
|
||||
languages = Background.languages + race_languages
|
||||
self.parentApp.character.languages = ', '.join(languages)
|
||||
log.debug("Selected character background: %s", Background.name)
|
||||
self.parentApp.setNextForm('ALIGNMENT')
|
||||
|
||||
def on_cancel(self):
|
||||
self.parentApp.setNextForm('CLASS')
|
||||
|
||||
|
||||
class AlignmentForm(npyscreen.ActionForm):
|
||||
"""Choose your character's alignment."""
|
||||
alignments = ('Lawful good', 'Neutral good', 'Chaotic good',
|
||||
'Lawful neutral', 'True neutral', 'Chaotic neutral',
|
||||
'Lawful evil', 'Neutral evil', 'Chaotic evil', )
|
||||
|
||||
def create(self):
|
||||
self.alignment = self.add(
|
||||
npyscreen.TitleMultiLine, name="Alignment:", values=self.alignments)
|
||||
|
||||
def on_ok(self):
|
||||
if self.alignment.value is not None:
|
||||
selected_alignment = self.alignment.values[self.alignment.value]
|
||||
log.debug('Selected character alignment %s', selected_alignment)
|
||||
self.parentApp.character.alignment = selected_alignment
|
||||
self.parentApp.setNextForm('ABILITIES')
|
||||
|
||||
def on_cancel(self):
|
||||
self.parentApp.setNextForm('BACKGROUND')
|
||||
@@ -255,114 +368,68 @@ class AbilityScoreForm(npyscreen.ActionForm):
|
||||
self.max_hp = self.add(npyscreen.TitleText, name="Max HP:")
|
||||
|
||||
def on_ok(self):
|
||||
self.parentApp.setNextForm('BACKGROUND')
|
||||
|
||||
def on_cancel(self):
|
||||
self.parentApp.setNextForm('ALIGNMENT')
|
||||
|
||||
|
||||
class CharacterClassForm(npyscreen.ActionForm):
|
||||
def create(self):
|
||||
self.character_class = self.add(
|
||||
npyscreen.TitleMultiLine, name="Class:", values=tuple(char_classes.keys()))
|
||||
|
||||
def on_ok(self):
|
||||
if self.character_class.value is not None:
|
||||
selected_class = self.character_class.values[self.character_class.value]
|
||||
selected_class = char_classes[selected_class]
|
||||
log.debug('Selected character class %s', selected_class.class_name)
|
||||
self.parentApp.character_class = selected_class
|
||||
self.parentApp.setNextForm('RACE')
|
||||
|
||||
def on_cancel(self):
|
||||
self.parentApp.setNextForm('MAIN')
|
||||
|
||||
|
||||
class BackgroundForm(npyscreen.ActionForm):
|
||||
|
||||
def create(self):
|
||||
self.background = self.add(
|
||||
npyscreen.TitleMultiLine,
|
||||
name="Background:", values=tuple(backgrounds.keys()))
|
||||
|
||||
def on_ok(self):
|
||||
if self.background.value is not None:
|
||||
selected_bg = self.background.values[self.background.value]
|
||||
Background = backgrounds[selected_bg]
|
||||
self.parentApp.character.background = Background()
|
||||
# Update the languages based on background and race
|
||||
race_languages = self.parentApp.character.race.languages
|
||||
languages = Background.languages + race_languages
|
||||
self.parentApp.character.languages = ', '.join(languages)
|
||||
log.debug("Selected character background: %s", Background.name)
|
||||
self.parentApp.setNextForm('SKILLS')
|
||||
|
||||
def on_cancel(self):
|
||||
self.parentApp.setNextForm('ABILITIES')
|
||||
|
||||
|
||||
class RaceForm(npyscreen.ActionForm):
|
||||
def create(self):
|
||||
self.race = self.add(
|
||||
npyscreen.TitleMultiLine, name="Race:", values=tuple(races.keys()))
|
||||
|
||||
def on_ok(self):
|
||||
if self.race.value is not None:
|
||||
selected_race = self.race.values[self.race.value]
|
||||
SelectedRace = races[selected_race]
|
||||
log.debug('Selected character race: %s', SelectedRace.name)
|
||||
self.parentApp.character.race = SelectedRace()
|
||||
self.parentApp.setNextForm('ALIGNMENT')
|
||||
|
||||
def on_cancel(self):
|
||||
self.parentApp.setNextForm('CLASS')
|
||||
|
||||
class SkillForm(npyscreen.ActionForm):
|
||||
def while_editing(self):
|
||||
# Update the static skills for race and background
|
||||
bg_skills = self.parentApp.character.background.skill_proficiencies
|
||||
self.bg_skills.value = str(bg_skills)[1:-1].replace("'", "")
|
||||
race_skills = self.parentApp.character.race.skill_proficiencies
|
||||
self.race_skills.value = str(race_skills)[1:-1].replace("'", "")
|
||||
# Now set the available discretionary choices
|
||||
choices = (self.parentApp.character.primary_class.class_skill_choices +
|
||||
self.parentApp.character.race.skill_choices +
|
||||
self.parentApp.character.background.skill_choices)
|
||||
static_skills = bg_skills + race_skills
|
||||
choices = set([c for c in choices if c.lower() not in static_skills])
|
||||
self.skill_proficiencies.set_values(tuple(choices))
|
||||
self.update_remaining()
|
||||
|
||||
|
||||
class AlignmentForm(npyscreen.ActionForm):
|
||||
"""Choose your character's alignment."""
|
||||
alignments = ('Lawful good', 'Neutral good', 'Chaotic good',
|
||||
'Lawful neutral', 'True neutral', 'Chaotic neutral',
|
||||
'Lawful evil', 'Neutral evil', 'Chaotic evil', )
|
||||
def update_remaining(self, widget=None):
|
||||
num_choices = (self.parentApp.character.num_skill_choices +
|
||||
self.parentApp.character.race.num_skill_choices +
|
||||
self.parentApp.character.background.num_skill_choices)
|
||||
num_selected = len(self.skill_proficiencies.value)
|
||||
remaining = num_choices - num_selected
|
||||
log.debug(f'Remaining: {remaining}')
|
||||
self.remaining.value = str(remaining)
|
||||
self.display()
|
||||
|
||||
def create(self):
|
||||
self.alignment = self.add(
|
||||
npyscreen.TitleMultiLine, name="Alignment:", values=self.alignments)
|
||||
self.bg_skills = self.add(
|
||||
npyscreen.TitleText, name="Background:",
|
||||
value="", editable=False)
|
||||
self.race_skills = self.add(
|
||||
npyscreen.TitleText, name="Racial:",
|
||||
value="", editable=False)
|
||||
self.remaining = self.add(
|
||||
npyscreen.TitleText, name="Remaining:",
|
||||
value=0, editable=False)
|
||||
self.skill_proficiencies = self.add(
|
||||
npyscreen.TitleMultiSelect, name="Skill Proficiencies:",
|
||||
values=self.parentApp.character.class_skill_choices,
|
||||
value_changed_callback=self.update_remaining)
|
||||
|
||||
def on_ok(self):
|
||||
if self.alignment.value is not None:
|
||||
selected_alignment = self.alignment.values[self.alignment.value]
|
||||
log.debug('Selected character alignment %s', selected_alignment)
|
||||
self.parentApp.character.alignment = selected_alignment
|
||||
self.parentApp.setNextForm('ABILITIES')
|
||||
|
||||
def on_cancel(self):
|
||||
self.parentApp.setNextForm('RACE')
|
||||
|
||||
|
||||
class BasicInfoForm(npyscreen.ActionForm):
|
||||
def create(self):
|
||||
self.name = self.add(
|
||||
npyscreen.TitleText, name="Character Name:", use_two_lines=False)
|
||||
self.player_name = self.add(
|
||||
npyscreen.TitleText, name="Player Name:", use_two_lines=False)
|
||||
self.level = self.add(
|
||||
npyscreen.TitleText, name='Level:', value="1")
|
||||
|
||||
def on_ok(self):
|
||||
# Update the default filename
|
||||
name = self.name.value
|
||||
if name == '':
|
||||
filename = 'new_character.py'
|
||||
new_skills = self.skill_proficiencies.get_selected_objects()
|
||||
if new_skills is not None:
|
||||
new_skills = tuple(s.lower() for s in new_skills)
|
||||
else:
|
||||
filename = f'{name.split(" ")[0].lower()}.py'
|
||||
save_form = self.parentApp.getForm('SAVE')
|
||||
save_form.filename.value = filename
|
||||
# Move to the next form
|
||||
self.parentApp.setNextForm('CLASS')
|
||||
new_skills = ()
|
||||
bg_skills = tuple(self.parentApp.character.background.skill_proficiencies)
|
||||
race_skills = tuple(self.parentApp.character.race.skill_proficiencies)
|
||||
all_skills = new_skills + bg_skills + race_skills
|
||||
self.parentApp.character.skill_proficiencies = all_skills
|
||||
log.debug(f"Skill proficiencies: {all_skills}")
|
||||
self.parentApp.setNextForm('SAVE')
|
||||
|
||||
def on_cancel(self):
|
||||
raise KeyboardInterrupt
|
||||
self.parentApp.setNextForm('ABILITIES')
|
||||
|
||||
|
||||
class SaveForm(npyscreen.ActionForm):
|
||||
|
||||
@@ -33,12 +33,13 @@ def rst_to_latex(rst):
|
||||
tex = ""
|
||||
else:
|
||||
tex = rst
|
||||
for c in ['\\']:
|
||||
tex = tex.replace(c, '\\' + c)
|
||||
tex = bold_re.sub(r'\\textbf{\1}', tex)
|
||||
tex = it_re.sub(r'\\textit{\1}', tex)
|
||||
tex = dice_re.sub(r'\\texttt{\1}', tex)
|
||||
tex = tt_re.sub(r'\\texttt{\1}', tex)
|
||||
for c in ['\\', '#', '$', '%', '&', '~', '_', '^',
|
||||
'{', '}', '(', ')', '[', ']']:
|
||||
for c in ['#', '$', '%', '&', '~', '_', '^']:
|
||||
tex = tex.replace(c, '\\' + c)
|
||||
return tex
|
||||
|
||||
|
||||
@@ -17,6 +17,8 @@ class Race():
|
||||
proficiencies_text = tuple()
|
||||
weapon_proficiences = tuple()
|
||||
skill_proficiencies = ()
|
||||
skill_choices = ()
|
||||
num_skill_choices = 0
|
||||
features = tuple()
|
||||
strength_bonus = 0
|
||||
dexterity_bonus = 0
|
||||
|
||||
@@ -74,12 +74,13 @@ class Ability():
|
||||
class Skill():
|
||||
"""An ability-based skill, such as athletics."""
|
||||
|
||||
def __init__(self, ability):
|
||||
def __init__(self, ability, name):
|
||||
self.ability_name = ability
|
||||
|
||||
def __set_name__(self, character, name):
|
||||
self.skill_name = name
|
||||
self.character = character
|
||||
|
||||
# def __set_name__(self, character, name):
|
||||
# self.skill_name = name
|
||||
# self.character = character
|
||||
|
||||
def __get__(self, character, owner):
|
||||
ability = getattr(character, self.ability_name)
|
||||
|
||||
Reference in New Issue
Block a user