mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-06-06 21:01:26 +02:00
added first version of multiclass options. Need to test
This commit is contained in:
+125
-338
@@ -1,37 +1,36 @@
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"""Tools for describing a player character."""
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import re
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import os
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import warnings
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import math
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from . import exceptions
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import importlib.util
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from .stats import Ability, Skill, findattr
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from .dice import read_dice_str
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from . import weapons, race, spells, armor, monsters, exceptions
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from . import (weapons, race, background, spells, armor, monsters,
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exceptions, classes)
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from .weapons import Weapon
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from .armor import Armor, NoArmor, Shield, NoShield
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dice_re = re.compile('(\d+)d(\d+)')
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__all__ = ('Barbarian', 'Bard', 'Cleric', 'Druid', 'Fighter', 'Monk',
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'Paladin', 'Ranger', 'Rogue', 'Sorceror', 'Warlock', 'Wizard', )
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class Character():
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"""A generic player character. Intended to be subclasses by the
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various classes.
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"""A generic player character.
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"""
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# General attirubtes
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name = ""
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class_name = ""
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player_name = ""
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background = ""
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level = 1
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alignment = "Neutral"
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class_list = []
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race = None
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background = None
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xp = 0
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# Hit points
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hp_max = 10
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hit_dice_faces = 2
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# Base stats (ability scores)
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strength = Ability()
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dexterity = Ability()
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@@ -79,7 +78,7 @@ class Character():
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gp = 0
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pp = 0
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equipment = ""
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weapons = [] # Replaced in __init__ constructor
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weapons = [] # Replaced in __init__ constructor
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armor = None
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shield = None
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_proficiencies_text = tuple()
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@@ -98,11 +97,36 @@ class Character():
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def __repr__(self):
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return f"<{self.class_name}: {self.name}>"
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@property
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def speed(self):
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return getattr(self.race, 'speed', 30)
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@property
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def level(self):
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return sum(c.class_level for c in self.class_list)
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@property
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def primary_class(self):
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# for now, assume first class given must be primary class
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return self.class_list[0]
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@property
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def saving_throw_proficiencies(self):
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return self.primary_class.saving_throw_proficiencies
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@property
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def spellcasting_classes(self):
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return [c for c in self.class_list if c.is_spellcaster]
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@property
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def is_spellcaster(self):
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return (len(self.spellcasting_classes) > 0)
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def spell_slots(self, spell_level):
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# TODO: Update this for Multiclassing
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return self.spellcasting_classes[0].spell_slots(spell_level)
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def set_attrs(self, **attrs):
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"""Bulk setting of attributes. Useful for loading a character from a
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dictionary."""
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@@ -116,6 +140,9 @@ class Character():
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elif attr == 'race':
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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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MyBackground = findattr(background, val)
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self.race = MyBackground()
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elif attr == 'armor':
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self.wear_armor(val)
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elif attr == 'shield':
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@@ -147,26 +174,15 @@ class Character():
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RuntimeWarning)
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# Lookup general attributes
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setattr(self, attr, val)
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@property
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def is_spellcaster(self):
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result = (self.spellcasting_ability is not None)
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return result
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@property
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def spell_save_dc(self):
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ability_mod = getattr(self, self.spellcasting_ability).modifier
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def spell_save_dc(self, class_type):
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ability_mod = getattr(self, class_type.spellcasting_ability).modifier
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return (8 + self.proficiency_bonus + ability_mod)
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@property
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def spell_attack_bonus(self):
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ability_mod = getattr(self, self.spellcasting_ability).modifier
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def spell_attack_bonus(self, class_type):
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ability_mod = getattr(self, class_type.spellcasting_ability).modifier
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return (self.proficiency_bonus + ability_mod)
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def spell_slots(self, spell_level):
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"""How many spells slots are available for this spell level."""
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return self.spell_slots_by_level[self.level][spell_level]
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def is_proficient(self, weapon: Weapon):
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"""Is the character proficient with this item?
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@@ -179,7 +195,8 @@ class Character():
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"""
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all_proficiencies = tuple(self.weapon_proficiencies)
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all_proficiencies += tuple(getattr(self.race, 'weapon_proficiencies', tuple()))
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all_proficiencies += tuple(getattr(self.race, 'weapon_proficiencies',
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tuple()))
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is_proficient = any((isinstance(weapon, W) for W in all_proficiencies))
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return is_proficient
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@@ -292,6 +309,8 @@ class Character():
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@property
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def armor_class(self):
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"""Armor class, including contributions from worn armor and shield."""
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# ## TODO:
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# Implement AC functions by class
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# Retrieve current armor (or a generic armor substitute)
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armor = self.armor if self.armor is not None else NoArmor()
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shield = self.shield if self.shield is not None else NoShield()
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@@ -304,318 +323,86 @@ class Character():
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ac = armor.base_armor_class + shield.base_armor_class + modifier
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return ac
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class Barbarian(Character):
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class_name = 'Barbarian'
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hit_dice_faces = 12
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saving_throw_proficiencies = ('strength', 'constitution')
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_proficiencies_text = ('light armor', 'medium armor', 'shields',
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'simple weapons', 'martial weapons')
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weapon_proficiencies = (weapons.simple_weapons + weapons.martial_weapons)
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class_skill_choices = ('Animal Handling', 'Athletics',
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'Intimidation', 'Nature', 'Perception', 'Survival')
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@classmethod
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def load(cls, character_file):
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# Create a character from the character definition
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char_props = read_character_file(character_file)
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classes_levels = char_props.pop('classes_levels', [])
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if isinstance(classes_levels, str):
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classes_levels = [classes_levels]
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subclasses = char_props.pop('subclasses', [])
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if isinstance(subclasses, str):
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subclasses = [subclasses]
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assert len(classes_levels) == len(subclasses), (
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'the length of classes_levels {:d} does not match length of '
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'subclasses {:d}'.format(len(classes_levels), len(subclasses)))
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class_list = []
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for cl, sub in zip(classes_levels, subclasses):
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try:
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c, lvl = cl.strip().split(' ') # " wizard 3 " => "wizard", "3"
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except ValueError:
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raise ValueError(
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'classes_levels not properly formatted. Each entry should '
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'be formatted \"class level\", but got {:s}'.format(cl))
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try:
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this_class = getattr(classes, c)
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this_level = int(lvl)
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except AttributeError:
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raise AttributeError(
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'class was not recognized from classes.py: {:s}'.format(c))
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except ValueError:
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raise ValueError(
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'level was not recognizable as an int: {:s}'.format(lvl))
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class_list += [this_class(this_level, subclass=sub)]
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# accept backwards compatability for single-class characters
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if len(class_list) == 0:
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class_name = char_props.pop('character_class').lower().capitalize()
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class_level = char_props.pop('level')
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CharClass = getattr(classes, class_name)
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class_list = [CharClass(class_level)]
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char_props['class_list'] = class_list
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# Create the character with loaded properties
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char = cls(**char_props)
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return char
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class Bard(Character):
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class_name = 'Bard'
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hit_dice_faces = 8
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saving_throw_proficiencies = ('dexterity', 'charisma')
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_proficiencies_text = (
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'Light armor', 'simple weapons', 'hand crossbows', 'longswords',
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'rapiers', 'shortswords', 'three musical instruments of your choice')
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weapon_proficiencies = ((weapons.HandCrossbow, weapons.Longsword,
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weapons.Rapier, weapons.Shortsword) +
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weapons.simple_weapons)
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class_skill_choices = ('Acrobatics', 'Animal Handling', 'Arcana',
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'Athletics', 'Deception', 'History', 'Insight',
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'Intimidation', 'Investigation', 'Medicine', 'Nature',
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'Perception', 'Performance', 'Persuasion', 'Religion',
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'Sleight of Hand', 'Stealth', 'Survival')
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num_skill_choices = 3
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class Cleric(Character):
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class_name = 'Cleric'
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hit_dice_faces = 8
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saving_throw_proficiencies = ('wisdom', 'charisma')
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_proficiencies_text = ('light armor', 'medium armor', 'shields',
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'all simple weapons')
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weapon_proficiencies = weapons.simple_weapons
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class_skill_choices = ('History', 'Insight', 'Medicine',
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'Persuasion', 'Religion')
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class Druid(Character):
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class_name = 'Druid'
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circle = "" # Moon, land
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_wild_shapes = ()
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hit_dice_faces = 8
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saving_throw_proficiencies = ('intelligence', 'wisdom')
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spellcasting_ability = 'wisdom'
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languages = 'Druidic'
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_proficiencies_text = (
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'Light armor', 'medium armor',
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'shields (druids will not wear armor or use shields made of metal)',
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'clubs', 'daggers', 'darts', 'javelins', 'maces', 'quarterstaffs',
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'scimitars', 'sickles', 'slings', 'spears')
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weapon_proficiencies = (weapons.Club, weapons.Dagger, weapons.Dart,
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weapons.Javelin, weapons.Mace, weapons.Quarterstaff,
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weapons.Scimitar, weapons.Sickle, weapons.Sling, weapons.Spear)
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class_skill_choices = ('Arcana', 'Animal Handling', 'Insight',
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'Medicine', 'Nature', 'Perception', 'Religion', 'Survival')
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spell_slots_by_level = {
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1: (2, 2, 0, 0, 0, 0, 0, 0, 0, 0),
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2: (2, 3, 0, 0, 0, 0, 0, 0, 0, 0),
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3: (2, 4, 2, 0, 0, 0, 0, 0, 0, 0),
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4: (3, 4, 3, 0, 0, 0, 0, 0, 0, 0),
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5: (3, 4, 3, 2, 0, 0, 0, 0, 0, 0),
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6: (3, 4, 3, 3, 0, 0, 0, 0, 0, 0),
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7: (3, 4, 3, 3, 1, 0, 0, 0, 0, 0),
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8: (3, 4, 3, 3, 2, 0, 0, 0, 0, 0),
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9: (3, 4, 3, 3, 3, 1, 0, 0, 0, 0),
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10: (4, 4, 3, 3, 3, 2, 0, 0, 0, 0),
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11: (4, 4, 3, 3, 3, 2, 1, 0, 0, 0),
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12: (4, 4, 3, 3, 3, 2, 1, 0, 0, 0),
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13: (4, 4, 3, 3, 3, 2, 1, 1, 0, 0),
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14: (4, 4, 3, 3, 3, 2, 1, 1, 0, 0),
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15: (4, 4, 3, 3, 3, 2, 1, 1, 1, 0),
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16: (4, 4, 3, 3, 3, 2, 1, 1, 1, 0),
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17: (4, 4, 3, 3, 3, 2, 1, 1, 1, 1),
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18: (4, 4, 3, 3, 3, 3, 1, 1, 1, 1),
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19: (4, 4, 3, 3, 3, 3, 2, 1, 1, 1),
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20: (4, 4, 3, 3, 3, 3, 2, 2, 1, 1),
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}
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def read_character_file(filename):
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"""Create a character object from the given definition file.
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@property
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def all_wild_shapes(self):
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"""Return all wild shapes, regardless of validity."""
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return self._wild_shapes
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The definition file should be an importable python file, filled
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with variables describing the character.
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@property
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def wild_shapes(self):
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"""Return a list of valid wild shapes for this Druid."""
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valid_shapes = []
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for shape in self._wild_shapes:
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# Check if shape can be transformed into
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if self.can_assume_shape(shape):
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valid_shapes.append(shape)
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return valid_shapes
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Parameters
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----------
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filename : str
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The path to the file that will be imported.
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@wild_shapes.setter
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def wild_shapes(self, new_shapes):
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actual_shapes = []
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# Retrieve the actual monster classes if possible
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for shape in new_shapes:
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if isinstance(shape, monsters.Monster):
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# Already a monster shape so just add it as is
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new_shape = shape
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else:
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# Not already a monster so see if we can find one
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try:
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NewMonster = findattr(monsters, shape)
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new_shape = NewMonster()
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except AttributeError:
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msg = f'Wild shape "{shape}" not found. Please add it to ``monsters.py``'
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raise exceptions.MonsterError(msg)
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actual_shapes.append(new_shape)
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# Save the updated list for later
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self._wild_shapes = actual_shapes
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def can_assume_shape(self, shape: monsters.Monster)-> bool:
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"""Determine if a given shape meets the requirements for transforming.
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See Pg 66 of player's handbook.
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Parameters
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==========
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shape
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A monster that the Druid wishes to transform into.
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Returns
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=======
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can_assume
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True if the monster meets the C/R, swim and flying speed
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restrictions.
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"""
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# Determine acceptable states based on druid level
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if self.level < 2:
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max_cr = -1
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max_swim = 0
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max_fly = 0
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elif self.level < 4:
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max_cr = 1/4
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max_swim = 0
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max_fly = 0
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elif self.level < 8:
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max_cr = 1/2
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max_swim = None
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max_fly = 0
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else:
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max_cr = 1
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max_swim = None
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max_fly = None
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# Make adjustments for moon cirlce druids
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if self.circle.lower() == "moon":
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if 2 <= self.level < 6:
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max_cr = 1
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elif self.level >= 6:
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max_cr = math.floor(self.level / 3)
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# Check if the beast shape can be assumed
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valid_cr = (max_cr is None or shape.challenge_rating <= max_cr)
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valid_swim = (max_swim is None or shape.swim_speed <= max_swim)
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valid_fly = (max_fly is None or shape.fly_speed <= max_fly)
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can_assume = shape.is_beast and valid_cr and valid_swim and valid_fly
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return can_assume
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@property
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def spells(self):
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return tuple(S() for S in self.spells_prepared)
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@spells.setter
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def spells(self, val):
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if len(val) > 0:
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warnings.warn("Druids cannot learn spells, "
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"use ``spells_prepared`` instead.",
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RuntimeWarning)
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class Fighter(Character):
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class_name = 'Fighter'
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hit_dice_faces = 10
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saving_throw_proficiencies = ('strength', 'constitution')
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_proficiencies_text = ('All armar', 'shields', 'simple weapons', 'martial weapons')
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weapon_proficiencies = weapons.simple_weapons + weapons.martial_weapons
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class_skill_choices = ('Acrobatics', 'Animal Handling',
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'Athletics', 'History', 'Insight', 'Intimidation', 'Perception',
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'Survival')
|
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|
||||
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class Monk(Character):
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class_name = 'Monk'
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hit_dice_faces = 8
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saving_throw_proficiencies = ('strength', 'dexterity')
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_proficiencies_text = (
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'simple weapons', 'shortswords',
|
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"one type of artisan's tools or one musical instrument")
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weapon_proficiencies = (weapons.Shortsword,) + weapons.simple_weapons
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class_skill_choices = ('Acrobatics', 'Athletics', 'History', 'Insight', 'Religion', 'Stealth')
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class Paladin(Character):
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class_name = 'Paladin'
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hit_dice_faces = 10
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saving_throw_proficiencies = ('wisdom', 'charisma')
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_proficiencies_text = ('All armor', 'shields', 'simple weapons',
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'martial weapons')
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weapon_proficiencies = weapons.simple_weapons + weapons.martial_weapons
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class_skill_choices = ("Athletics", 'Insight', 'Intimidation',
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'Medicine', 'Persuasion', 'Religion')
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class Ranger(Character):
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class_name = 'Ranger'
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hit_dice_faces = 10
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saving_throw_proficiencies = ('strength', 'dexterity')
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_proficiencies_text = ("light armor", "medium armor", "shields",
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"simple weapons", "martial weapons")
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weapon_proficiencies = weapons.simple_weapons + weapons.martial_weapons
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class_skill_choices = ('Animal Handling', 'Athletics', 'Insight',
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'Investigation', 'Nature', 'Perception', 'Stealth', 'Survival')
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num_skill_choices = 3
|
||||
|
||||
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class Rogue(Character):
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class_name = 'Rogue'
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||||
hit_dice_faces = 8
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||||
saving_throw_proficiencies = ('dexterity', 'intelligence')
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||||
_proficiencies_text = (
|
||||
'light armor', 'simple weapons', 'hand crossbows', 'longswords',
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||||
'rapiers', 'shortswords', "thieves' tools")
|
||||
weapon_proficiencies = (weapons.HandCrossbow, weapons.Longsword,
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weapons.Rapier, weapons.Shortsword) + weapons.simple_weapons
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||||
class_skill_choices = ('Acrobatics', 'Athletics', 'Deception',
|
||||
'Insight', 'Intimidation', 'Investigation', 'Perception',
|
||||
'Performance', 'Persuasion', 'Sleight of Hand', 'Stealth')
|
||||
|
||||
|
||||
class Sorceror(Character):
|
||||
class_name = 'Sorceror'
|
||||
hit_dice_faces = 6
|
||||
saving_throw_proficiencies = ('constitution', 'charisma')
|
||||
_proficiencies_text = ('daggers', 'darts', 'slings',
|
||||
'quarterstaffs', 'light crossbows')
|
||||
weapon_proficiencies = (weapons.Dagger, weapons.Dart,
|
||||
weapons.Sling, weapons.Quarterstaff,
|
||||
weapons.LightCrossbow)
|
||||
class_skill_choices = ('Arcana', 'Deception', 'Insight',
|
||||
'Intimidation' ,'Persuasion', 'Religion')
|
||||
|
||||
|
||||
class Warlock(Character):
|
||||
class_name = 'Warlock'
|
||||
hit_dice_faces = 8
|
||||
saving_throw_proficiencies = ('wisdom', 'charisma')
|
||||
_proficiencies_text = ("light Armor", "simple weapons")
|
||||
class_skill_choices = ('Arcana', 'Deception', 'History',
|
||||
'Intimidation', 'Investigation', 'Nature', 'Religion')
|
||||
weapon_proficiencies = weapons.simple_weapons
|
||||
spellcasting_ability = 'charisma'
|
||||
spell_slots_by_level = {
|
||||
1: (2, 1, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
2: (2, 2, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
3: (2, 0, 2, 0, 0, 0, 0, 0, 0, 0),
|
||||
4: (3, 0, 2, 0, 0, 0, 0, 0, 0, 0),
|
||||
5: (3, 0, 0, 3, 0, 0, 0, 0, 0, 0),
|
||||
6: (3, 0, 0, 3, 0, 0, 0, 0, 0, 0),
|
||||
7: (3, 0, 0, 0, 2, 0, 0, 0, 0, 0),
|
||||
8: (3, 0, 0, 0, 2, 0, 0, 0, 0, 0),
|
||||
9: (3, 0, 0, 0, 0, 2, 0, 0, 0, 0),
|
||||
10: (4, 0, 0, 0, 0, 2, 0, 0, 0, 0),
|
||||
11: (4, 0, 0, 0, 0, 3, 0, 0, 0, 0),
|
||||
12: (4, 0, 0, 0, 0, 3, 0, 0, 0, 0),
|
||||
13: (4, 0, 0, 0, 0, 3, 0, 0, 0, 0),
|
||||
14: (4, 0, 0, 0, 0, 3, 0, 0, 0, 0),
|
||||
15: (4, 0, 0, 0, 0, 3, 0, 0, 0, 0),
|
||||
16: (4, 0, 0, 0, 0, 3, 0, 0, 0, 0),
|
||||
17: (4, 0, 0, 0, 0, 4, 0, 0, 0, 0),
|
||||
18: (4, 0, 0, 0, 0, 4, 0, 0, 0, 0),
|
||||
19: (4, 0, 0, 0, 0, 4, 0, 0, 0, 0),
|
||||
20: (4, 0, 0, 0, 0, 4, 0, 0, 0, 0),
|
||||
}
|
||||
|
||||
|
||||
class Wizard(Character):
|
||||
class_name = 'Wizard'
|
||||
hit_dice_faces = 6
|
||||
saving_throw_proficiencies = ('intelligence', 'wisdom')
|
||||
_proficiencies_text = ('daggers', 'darts', 'slings',
|
||||
'quarterstaffs', 'light crossbows')
|
||||
weapon_proficiencies = (weapons.Dagger, weapons.Dart,
|
||||
weapons.Sling, weapons.Quarterstaff,
|
||||
weapons.LightCrossbow)
|
||||
class_skill_choices = ('Arcana', 'History', 'Investigation',
|
||||
'Medicine', 'Religion')
|
||||
spellcasting_ability = 'intelligence'
|
||||
spell_slots_by_level = {
|
||||
# char_lvl: (cantrips, 1st, 2nd, 3rd, ...)
|
||||
1: (3, 2, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
2: (3, 3, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
3: (3, 4, 2, 0, 0, 0, 0, 0, 0, 0),
|
||||
4: (4, 4, 3, 0, 0, 0, 0, 0, 0, 0),
|
||||
5: (4, 4, 3, 2, 0, 0, 0, 0, 0, 0),
|
||||
6: (4, 4, 3, 3, 0, 0, 0, 0, 0, 0),
|
||||
7: (4, 4, 3, 3, 1, 0, 0, 0, 0, 0),
|
||||
8: (4, 4, 3, 3, 2, 0, 0, 0, 0, 0),
|
||||
9: (4, 4, 3, 3, 3, 1, 0, 0, 0, 0),
|
||||
10: (5, 4, 3, 3, 3, 2, 0, 0, 0, 0),
|
||||
11: (5, 4, 3, 3, 3, 2, 1, 0, 0, 0),
|
||||
12: (5, 4, 3, 3, 3, 2, 1, 0, 0, 0),
|
||||
13: (5, 4, 3, 3, 3, 2, 1, 1, 0, 0),
|
||||
14: (5, 4, 3, 3, 3, 2, 1, 1, 0, 0),
|
||||
15: (5, 4, 3, 3, 3, 2, 1, 1, 1, 0),
|
||||
16: (5, 4, 3, 3, 3, 2, 1, 1, 1, 0),
|
||||
17: (5, 4, 3, 3, 3, 2, 1, 1, 1, 1),
|
||||
18: (5, 4, 3, 3, 3, 3, 1, 1, 1, 1),
|
||||
19: (5, 4, 3, 3, 3, 3, 2, 1, 1, 1),
|
||||
20: (5, 4, 3, 3, 3, 3, 2, 2, 1, 1),
|
||||
}
|
||||
"""
|
||||
# Parse the file name
|
||||
dir_, fname = os.path.split(os.path.abspath(filename))
|
||||
module_name, ext = os.path.splitext(fname)
|
||||
if ext != '.py':
|
||||
raise ValueError(f"Character definition {filename} is not a python file.")
|
||||
# Check if this file contains the version string
|
||||
version_re = re.compile('dungeonsheets_version\s*=\s*[\'"]([0-9.]+)[\'"]')
|
||||
with open(filename, mode='r') as f:
|
||||
version = None
|
||||
for line in f:
|
||||
match = version_re.match(line)
|
||||
if match:
|
||||
version = match.group(1)
|
||||
break
|
||||
if version is None:
|
||||
# Not a valid DND character file
|
||||
raise exceptions.CharacterFileFormatError(
|
||||
f"No ``dungeonsheets_version = `` entry in `{filename}`.")
|
||||
# Import the module to extract the information
|
||||
spec = importlib.util.spec_from_file_location('module', filename)
|
||||
module = importlib.util.module_from_spec(spec)
|
||||
spec.loader.exec_module(module)
|
||||
# Prepare a list of properties for this character
|
||||
char_props = {}
|
||||
for prop_name in dir(module):
|
||||
if prop_name[0:2] != '__':
|
||||
char_props[prop_name] = getattr(module, prop_name)
|
||||
return char_props
|
||||
|
||||
Reference in New Issue
Block a user