mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-06-07 13:15:53 +02:00
added first version of multiclass options. Need to test
This commit is contained in:
@@ -0,0 +1,2 @@
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Add multiclassing hit dice
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Add Character.save() option to save to text file
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@@ -1,3 +1,3 @@
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from . import weapons, character
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__VERSION__ = "0.6.1"
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__VERSION__ = "0.7.0"
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@@ -3,6 +3,9 @@ class Background():
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skill_proficiencies = ()
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languages = ()
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def __str__(self):
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return self.name
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class Acolyte(Background):
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name = "Acolyte"
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+119
-332
@@ -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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@@ -103,6 +102,31 @@ class Character():
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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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@@ -148,25 +175,14 @@ class Character():
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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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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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@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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@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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@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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@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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NewMonster = findattr(monsters, shape)
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new_shape = NewMonster()
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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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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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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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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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def read_character_file(filename):
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"""Create a character object from the given definition file.
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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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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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filename : str
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The path to the file that will be imported.
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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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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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||||
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||||
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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 = (
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||||
'light armor', 'simple weapons', 'hand crossbows', 'longswords',
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||||
'rapiers', 'shortswords', "thieves' tools")
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||||
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',
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||||
'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
|
||||
|
||||
@@ -0,0 +1,475 @@
|
||||
__all__ = ('Barbarian', 'Bard', 'Cleric', 'Druid', 'Fighter', 'Monk',
|
||||
'Paladin', 'Ranger', 'Rogue', 'Sorceror', 'Warlock', 'Wizard', )
|
||||
|
||||
from .stats import findattr
|
||||
from . import (weapons, monsters, exceptions)
|
||||
import math
|
||||
import warnings
|
||||
|
||||
|
||||
class CharClass():
|
||||
"""
|
||||
A generic Character Class (not to be confused with builtin class)
|
||||
"""
|
||||
class_name = ""
|
||||
class_level = 1
|
||||
hit_dice_faces = None
|
||||
_proficiencies_text = ()
|
||||
weapon_proficiencies = ()
|
||||
multiclass_weapon_proficiencies = ()
|
||||
languages = ()
|
||||
class_skill_choices = ()
|
||||
num_skill_choices = 2
|
||||
spellcasing_ability = None
|
||||
spell_slots_by_level = None
|
||||
subclass = None
|
||||
class_features_by_level = {lvl: () for lvl in range(1, 21)}
|
||||
|
||||
def __init__(self, level, subclass=None, **params):
|
||||
self.class_level = level
|
||||
self.subclass = subclass
|
||||
for k, v in params:
|
||||
setattr(self, k, v)
|
||||
|
||||
@property
|
||||
def class_features(self):
|
||||
features = ()
|
||||
for lvl in range(1, self.class_level+1):
|
||||
features += tuple(self.class_features_by_level[lvl])
|
||||
if self.subclass is not None:
|
||||
features += tuple(self.subclass.features_by_level[lvl])
|
||||
return features
|
||||
|
||||
@property
|
||||
def is_spellcaster(self):
|
||||
result = (self.spellcasting_ability is not None)
|
||||
return result
|
||||
|
||||
def spell_slots(self, spell_level):
|
||||
"""How many spells slots are available for this spell level."""
|
||||
if self.spell_slots_by_level is None:
|
||||
return 0
|
||||
else:
|
||||
return self.spell_slots_by_level[self.class_level][spell_level]
|
||||
|
||||
|
||||
class Barbarian(CharClass):
|
||||
class_name = 'Barbarian'
|
||||
hit_dice_faces = 12
|
||||
saving_throw_proficiencies = ('strength', 'constitution')
|
||||
_proficiencies_text = ('light armor', 'medium armor', 'shields',
|
||||
'simple weapons', 'martial weapons')
|
||||
weapon_proficiencies = (weapons.simple_weapons + weapons.martial_weapons)
|
||||
class_skill_choices = ('Animal Handling', 'Athletics',
|
||||
'Intimidation', 'Nature', 'Perception', 'Survival')
|
||||
|
||||
|
||||
class Bard(CharClass):
|
||||
class_name = 'Bard'
|
||||
hit_dice_faces = 8
|
||||
saving_throw_proficiencies = ('dexterity', 'charisma')
|
||||
_proficiencies_text = (
|
||||
'Light armor', 'simple weapons', 'hand crossbows', 'longswords',
|
||||
'rapiers', 'shortswords', 'three musical instruments of your choice')
|
||||
weapon_proficiencies = ((weapons.HandCrossbow, weapons.Longsword,
|
||||
weapons.Rapier, weapons.Shortsword) +
|
||||
weapons.simple_weapons)
|
||||
class_skill_choices = ('Acrobatics', 'Animal Handling', 'Arcana',
|
||||
'Athletics', 'Deception', 'History', 'Insight',
|
||||
'Intimidation', 'Investigation', 'Medicine',
|
||||
'Nature', 'Perception', 'Performance', 'Persuasion',
|
||||
'Religion', 'Sleight of Hand', 'Stealth',
|
||||
'Survival')
|
||||
num_skill_choices = 3
|
||||
spellcasting_ability = 'charisma'
|
||||
spell_slots_by_level = {
|
||||
# char_lvl: (cantrips, 1st, 2nd, 3rd, ...)
|
||||
1: (2, 2, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
2: (2, 3, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
3: (2, 4, 2, 0, 0, 0, 0, 0, 0, 0),
|
||||
4: (3, 4, 3, 0, 0, 0, 0, 0, 0, 0),
|
||||
5: (3, 4, 3, 2, 0, 0, 0, 0, 0, 0),
|
||||
6: (3, 4, 3, 3, 0, 0, 0, 0, 0, 0),
|
||||
7: (3, 4, 3, 3, 1, 0, 0, 0, 0, 0),
|
||||
8: (3, 4, 3, 3, 2, 0, 0, 0, 0, 0),
|
||||
9: (4, 4, 3, 3, 3, 1, 0, 0, 0, 0),
|
||||
10: (4, 4, 3, 3, 3, 2, 0, 0, 0, 0),
|
||||
11: (4, 4, 3, 3, 3, 2, 1, 0, 0, 0),
|
||||
12: (4, 4, 3, 3, 3, 2, 1, 0, 0, 0),
|
||||
13: (4, 4, 3, 3, 3, 2, 1, 1, 0, 0),
|
||||
14: (4, 4, 3, 3, 3, 2, 1, 1, 0, 0),
|
||||
15: (4, 4, 3, 3, 3, 2, 1, 1, 1, 0),
|
||||
16: (4, 4, 3, 3, 3, 2, 1, 1, 1, 0),
|
||||
17: (4, 4, 3, 3, 3, 2, 1, 1, 1, 1),
|
||||
18: (4, 4, 3, 3, 3, 3, 1, 1, 1, 1),
|
||||
19: (4, 4, 3, 3, 3, 3, 2, 1, 1, 1),
|
||||
20: (4, 4, 3, 3, 3, 3, 2, 2, 1, 1),
|
||||
}
|
||||
|
||||
|
||||
class Cleric(CharClass):
|
||||
class_name = 'Cleric'
|
||||
hit_dice_faces = 8
|
||||
saving_throw_proficiencies = ('wisdom', 'charisma')
|
||||
_proficiencies_text = ('light armor', 'medium armor', 'shields',
|
||||
'all simple weapons')
|
||||
weapon_proficiencies = weapons.simple_weapons
|
||||
class_skill_choices = ('History', 'Insight', 'Medicine',
|
||||
'Persuasion', 'Religion')
|
||||
spellcasting_ability = 'wisdom'
|
||||
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),
|
||||
}
|
||||
|
||||
|
||||
class Druid(CharClass):
|
||||
class_name = 'Druid'
|
||||
circle = "" # Moon, land
|
||||
_wild_shapes = ()
|
||||
hit_dice_faces = 8
|
||||
saving_throw_proficiencies = ('intelligence', 'wisdom')
|
||||
spellcasting_ability = 'wisdom'
|
||||
languages = 'Druidic'
|
||||
_proficiencies_text = (
|
||||
'Light armor', 'medium armor',
|
||||
'shields (druids will not wear armor or use shields made of metal)',
|
||||
'clubs', 'daggers', 'darts', 'javelins', 'maces', 'quarterstaffs',
|
||||
'scimitars', 'sickles', 'slings', 'spears')
|
||||
weapon_proficiencies = (weapons.Club, weapons.Dagger, weapons.Dart,
|
||||
weapons.Javelin, weapons.Mace,
|
||||
weapons.Quarterstaff, weapons.Scimitar,
|
||||
weapons.Sickle, weapons.Sling, weapons.Spear)
|
||||
class_skill_choices = ('Arcana', 'Animal Handling', 'Insight',
|
||||
'Medicine', 'Nature', 'Perception', 'Religion',
|
||||
'Survival')
|
||||
spell_slots_by_level = {
|
||||
1: (2, 2, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
2: (2, 3, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
3: (2, 4, 2, 0, 0, 0, 0, 0, 0, 0),
|
||||
4: (3, 4, 3, 0, 0, 0, 0, 0, 0, 0),
|
||||
5: (3, 4, 3, 2, 0, 0, 0, 0, 0, 0),
|
||||
6: (3, 4, 3, 3, 0, 0, 0, 0, 0, 0),
|
||||
7: (3, 4, 3, 3, 1, 0, 0, 0, 0, 0),
|
||||
8: (3, 4, 3, 3, 2, 0, 0, 0, 0, 0),
|
||||
9: (3, 4, 3, 3, 3, 1, 0, 0, 0, 0),
|
||||
10: (4, 4, 3, 3, 3, 2, 0, 0, 0, 0),
|
||||
11: (4, 4, 3, 3, 3, 2, 1, 0, 0, 0),
|
||||
12: (4, 4, 3, 3, 3, 2, 1, 0, 0, 0),
|
||||
13: (4, 4, 3, 3, 3, 2, 1, 1, 0, 0),
|
||||
14: (4, 4, 3, 3, 3, 2, 1, 1, 0, 0),
|
||||
15: (4, 4, 3, 3, 3, 2, 1, 1, 1, 0),
|
||||
16: (4, 4, 3, 3, 3, 2, 1, 1, 1, 0),
|
||||
17: (4, 4, 3, 3, 3, 2, 1, 1, 1, 1),
|
||||
18: (4, 4, 3, 3, 3, 3, 1, 1, 1, 1),
|
||||
19: (4, 4, 3, 3, 3, 3, 2, 1, 1, 1),
|
||||
20: (4, 4, 3, 3, 3, 3, 2, 2, 1, 1),
|
||||
}
|
||||
|
||||
@property
|
||||
def all_wild_shapes(self):
|
||||
"""Return all wild shapes, regardless of validity."""
|
||||
return self._wild_shapes
|
||||
|
||||
@property
|
||||
def wild_shapes(self):
|
||||
"""Return a list of valid wild shapes for this Druid."""
|
||||
valid_shapes = []
|
||||
for shape in self._wild_shapes:
|
||||
# Check if shape can be transformed into
|
||||
if self.can_assume_shape(shape):
|
||||
valid_shapes.append(shape)
|
||||
return valid_shapes
|
||||
|
||||
@wild_shapes.setter
|
||||
def wild_shapes(self, new_shapes):
|
||||
actual_shapes = []
|
||||
# Retrieve the actual monster classes if possible
|
||||
for shape in new_shapes:
|
||||
if isinstance(shape, monsters.Monster):
|
||||
# Already a monster shape so just add it as is
|
||||
new_shape = shape
|
||||
else:
|
||||
# Not already a monster so see if we can find one
|
||||
try:
|
||||
NewMonster = findattr(monsters, shape)
|
||||
new_shape = NewMonster()
|
||||
except AttributeError:
|
||||
msg = f'Wild shape "{shape}" not found. Please add it to ``monsters.py``'
|
||||
raise exceptions.MonsterError(msg)
|
||||
actual_shapes.append(new_shape)
|
||||
# Save the updated list for later
|
||||
self._wild_shapes = actual_shapes
|
||||
|
||||
def can_assume_shape(self, shape: monsters.Monster)-> bool:
|
||||
"""Determine if a given shape meets the requirements for transforming.
|
||||
|
||||
See Pg 66 of player's handbook.
|
||||
|
||||
Parameters
|
||||
==========
|
||||
shape
|
||||
A monster that the Druid wishes to transform into.
|
||||
|
||||
Returns
|
||||
=======
|
||||
can_assume
|
||||
True if the monster meets the C/R, swim and flying speed
|
||||
restrictions.
|
||||
|
||||
"""
|
||||
# Determine acceptable states based on druid level
|
||||
if self.class_level < 2:
|
||||
max_cr = -1
|
||||
max_swim = 0
|
||||
max_fly = 0
|
||||
elif self.class_level < 4:
|
||||
max_cr = 1/4
|
||||
max_swim = 0
|
||||
max_fly = 0
|
||||
elif self.class_level < 8:
|
||||
max_cr = 1/2
|
||||
max_swim = None
|
||||
max_fly = 0
|
||||
else:
|
||||
max_cr = 1
|
||||
max_swim = None
|
||||
max_fly = None
|
||||
# Make adjustments for moon cirlce druids
|
||||
if self.circle.lower() == "moon":
|
||||
if 2 <= self.class_level < 6:
|
||||
max_cr = 1
|
||||
elif self.class_level >= 6:
|
||||
max_cr = math.floor(self.class_level / 3)
|
||||
# Check if the beast shape can be assumed
|
||||
valid_cr = (max_cr is None or shape.challenge_rating <= max_cr)
|
||||
valid_swim = (max_swim is None or shape.swim_speed <= max_swim)
|
||||
valid_fly = (max_fly is None or shape.fly_speed <= max_fly)
|
||||
can_assume = shape.is_beast and valid_cr and valid_swim and valid_fly
|
||||
return can_assume
|
||||
|
||||
@property
|
||||
def spells(self):
|
||||
return tuple(S() for S in self.spells_prepared)
|
||||
|
||||
@spells.setter
|
||||
def spells(self, val):
|
||||
if len(val) > 0:
|
||||
warnings.warn("Druids cannot learn spells, "
|
||||
"use ``spells_prepared`` instead.",
|
||||
RuntimeWarning)
|
||||
|
||||
|
||||
class Fighter(CharClass):
|
||||
class_name = 'Fighter'
|
||||
hit_dice_faces = 10
|
||||
saving_throw_proficiencies = ('strength', 'constitution')
|
||||
_proficiencies_text = ('All armor', 'shields', 'simple weapons',
|
||||
'martial weapons')
|
||||
weapon_proficiencies = weapons.simple_weapons + weapons.martial_weapons
|
||||
class_skill_choices = ('Acrobatics', 'Animal Handling',
|
||||
'Athletics', 'History', 'Insight', 'Intimidation',
|
||||
'Perception', 'Survival')
|
||||
|
||||
|
||||
class Monk(CharClass):
|
||||
class_name = 'Monk'
|
||||
hit_dice_faces = 8
|
||||
saving_throw_proficiencies = ('strength', 'dexterity')
|
||||
_proficiencies_text = (
|
||||
'simple weapons', 'shortswords',
|
||||
"one type of artisan's tools or one musical instrument")
|
||||
weapon_proficiencies = (weapons.Shortsword,) + weapons.simple_weapons
|
||||
class_skill_choices = ('Acrobatics', 'Athletics', 'History', 'Insight',
|
||||
'Religion', 'Stealth')
|
||||
|
||||
|
||||
class Paladin(CharClass):
|
||||
class_name = 'Paladin'
|
||||
hit_dice_faces = 10
|
||||
saving_throw_proficiencies = ('wisdom', 'charisma')
|
||||
_proficiencies_text = ('All armor', 'shields', 'simple weapons',
|
||||
'martial weapons')
|
||||
weapon_proficiencies = weapons.simple_weapons + weapons.martial_weapons
|
||||
class_skill_choices = ("Athletics", 'Insight', 'Intimidation',
|
||||
'Medicine', 'Persuasion', 'Religion')
|
||||
spellcasting_ability = 'charisma'
|
||||
spell_slots_by_level = {
|
||||
# char_lvl: (cantrips, 1st, 2nd, 3rd, ...)
|
||||
1: (0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
2: (0, 2, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
3: (0, 3, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
4: (0, 3, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
5: (0, 4, 2, 0, 0, 0, 0, 0, 0, 0),
|
||||
6: (0, 4, 2, 0, 0, 0, 0, 0, 0, 0),
|
||||
7: (0, 4, 3, 0, 0, 0, 0, 0, 0, 0),
|
||||
8: (0, 4, 3, 0, 0, 0, 0, 0, 0, 0),
|
||||
9: (0, 4, 3, 2, 0, 0, 0, 0, 0, 0),
|
||||
10: (0, 4, 3, 2, 0, 0, 0, 0, 0, 0),
|
||||
11: (0, 4, 3, 3, 0, 0, 0, 0, 0, 0),
|
||||
12: (0, 4, 3, 3, 0, 0, 0, 0, 0, 0),
|
||||
13: (0, 4, 3, 3, 1, 0, 0, 0, 0, 0),
|
||||
14: (0, 4, 3, 3, 1, 0, 0, 0, 0, 0),
|
||||
15: (0, 4, 3, 3, 2, 0, 0, 0, 0, 0),
|
||||
16: (0, 4, 3, 3, 2, 0, 0, 0, 0, 0),
|
||||
17: (0, 4, 3, 3, 3, 1, 0, 0, 0, 0),
|
||||
18: (0, 4, 3, 3, 3, 1, 0, 0, 0, 0),
|
||||
19: (0, 4, 3, 3, 3, 2, 0, 0, 0, 0),
|
||||
20: (0, 4, 3, 3, 3, 2, 0, 0, 0, 0),
|
||||
}
|
||||
|
||||
|
||||
class Ranger(CharClass):
|
||||
class_name = 'Ranger'
|
||||
hit_dice_faces = 10
|
||||
saving_throw_proficiencies = ('strength', 'dexterity')
|
||||
_proficiencies_text = ("light armor", "medium armor", "shields",
|
||||
"simple weapons", "martial weapons")
|
||||
weapon_proficiencies = weapons.simple_weapons + weapons.martial_weapons
|
||||
class_skill_choices = ('Animal Handling', 'Athletics', 'Insight',
|
||||
'Investigation', 'Nature', 'Perception', 'Stealth',
|
||||
'Survival')
|
||||
num_skill_choices = 3
|
||||
spellcasting_ability = 'wisdom'
|
||||
spell_slots_by_level = {
|
||||
# char_lvl: (cantrips, 1st, 2nd, 3rd, ...)
|
||||
1: (0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
2: (0, 2, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
3: (0, 3, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
4: (0, 3, 0, 0, 0, 0, 0, 0, 0, 0),
|
||||
5: (0, 4, 2, 0, 0, 0, 0, 0, 0, 0),
|
||||
6: (0, 4, 2, 0, 0, 0, 0, 0, 0, 0),
|
||||
7: (0, 4, 3, 0, 0, 0, 0, 0, 0, 0),
|
||||
8: (0, 4, 3, 0, 0, 0, 0, 0, 0, 0),
|
||||
9: (0, 4, 3, 2, 0, 0, 0, 0, 0, 0),
|
||||
10: (0, 4, 3, 2, 0, 0, 0, 0, 0, 0),
|
||||
11: (0, 4, 3, 3, 0, 0, 0, 0, 0, 0),
|
||||
12: (0, 4, 3, 3, 0, 0, 0, 0, 0, 0),
|
||||
13: (0, 4, 3, 3, 1, 0, 0, 0, 0, 0),
|
||||
14: (0, 4, 3, 3, 1, 0, 0, 0, 0, 0),
|
||||
15: (0, 4, 3, 3, 2, 0, 0, 0, 0, 0),
|
||||
16: (0, 4, 3, 3, 2, 0, 0, 0, 0, 0),
|
||||
17: (0, 4, 3, 3, 3, 1, 0, 0, 0, 0),
|
||||
18: (0, 4, 3, 3, 3, 1, 0, 0, 0, 0),
|
||||
19: (0, 4, 3, 3, 3, 2, 0, 0, 0, 0),
|
||||
20: (0, 4, 3, 3, 3, 2, 0, 0, 0, 0),
|
||||
}
|
||||
|
||||
|
||||
class Rogue(CharClass):
|
||||
class_name = 'Rogue'
|
||||
hit_dice_faces = 8
|
||||
saving_throw_proficiencies = ('dexterity', 'intelligence')
|
||||
_proficiencies_text = (
|
||||
'light armor', 'simple weapons', 'hand crossbows', 'longswords',
|
||||
'rapiers', 'shortswords', "thieves' tools")
|
||||
weapon_proficiencies = weapons.simple_weapons + (
|
||||
weapons.HandCrossbow, weapons.Longsword, weapons.Rapier,
|
||||
weapons.Shortsword)
|
||||
class_skill_choices = ('Acrobatics', 'Athletics', 'Deception',
|
||||
'Insight', 'Intimidation', 'Investigation',
|
||||
'Perception', 'Performance', 'Persuasion',
|
||||
'Sleight of Hand', 'Stealth')
|
||||
|
||||
|
||||
class Sorceror(CharClass):
|
||||
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(CharClass):
|
||||
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(CharClass):
|
||||
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),
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
__all__ = ['load_character_file']
|
||||
|
||||
|
||||
|
||||
@@ -14,8 +14,8 @@ from fdfgen import forge_fdf
|
||||
import pdfrw
|
||||
from jinja2 import Environment, PackageLoader
|
||||
|
||||
from dungeonsheets import character, exceptions
|
||||
from dungeonsheets.stats import mod_str
|
||||
from . import character, exceptions, classes
|
||||
from .stats import mod_str
|
||||
|
||||
|
||||
"""Program to take character definitions and build a PDF of the
|
||||
@@ -67,64 +67,23 @@ def text_box(string):
|
||||
return new_string
|
||||
|
||||
|
||||
def load_character_file(filename):
|
||||
"""Create a character object from the given definition file.
|
||||
|
||||
The definition file should be an importable python file, filled
|
||||
with variables describing the character.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
filename : str
|
||||
The path to the file that will be imported.
|
||||
|
||||
"""
|
||||
# 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
|
||||
|
||||
|
||||
def create_druid_shapes_pdf(character, basename):
|
||||
def create_druid_shapes_pdf(char, basename):
|
||||
template = jinja_env.get_template('druid_shapes_template.tex')
|
||||
return create_latex_pdf(character, basename, template)
|
||||
return create_latex_pdf(char, basename, template)
|
||||
|
||||
|
||||
def create_spellbook_pdf(character, basename):
|
||||
def create_spellbook_pdf(char, basename):
|
||||
template = jinja_env.get_template('spellbook_template.tex')
|
||||
return create_latex_pdf(character, basename, template)
|
||||
return create_latex_pdf(char, basename, template)
|
||||
|
||||
|
||||
def create_latex_pdf(character, basename, template):
|
||||
tex = template.render(character=character)
|
||||
def create_latex_pdf(char, basename, template):
|
||||
tex = template.render(character=char)
|
||||
# Create tex document
|
||||
tex_file = f'{basename}.tex'
|
||||
with open(tex_file, mode='w') as f:
|
||||
f.write(tex)
|
||||
|
||||
# Convenience function for removing temporary files
|
||||
def remove_temp_files(basename_):
|
||||
filenames = [f'{basename_}.tex', f'{basename_}.aux',
|
||||
@@ -150,28 +109,28 @@ def create_latex_pdf(character, basename, template):
|
||||
raise exceptions.LatexError(f'Processing of {basename}.tex failed.')
|
||||
|
||||
|
||||
def create_spells_pdf(character, basename, flatten=False):
|
||||
class_level = (character.class_name + ' ' + str(character.level))
|
||||
def create_spells_pdf(char, spell_class, basename, flatten=False):
|
||||
class_level = (spell_class.class_name + ' ' + str(spell_class.level))
|
||||
spell_level = lambda x : (x or '')
|
||||
fields = {
|
||||
'Spellcasting Class 2': class_level,
|
||||
'SpellcastingAbility 2': character.spellcasting_ability.capitalize(),
|
||||
'SpellSaveDC 2': character.spell_save_dc,
|
||||
'SpellAtkBonus 2': mod_str(character.spell_attack_bonus),
|
||||
'SpellcastingAbility 2': spell_class.spellcasting_ability.capitalize(),
|
||||
'SpellSaveDC 2': char.spell_save_dc(spell_class),
|
||||
'SpellAtkBonus 2': mod_str(char.spell_attack_bonus(spell_class)),
|
||||
# Number of spell slots
|
||||
'SlotsTotal 19': spell_level(character.spell_slots(1)),
|
||||
'SlotsTotal 20': spell_level(character.spell_slots(2)),
|
||||
'SlotsTotal 21': spell_level(character.spell_slots(3)),
|
||||
'SlotsTotal 22': spell_level(character.spell_slots(4)),
|
||||
'SlotsTotal 23': spell_level(character.spell_slots(5)),
|
||||
'SlotsTotal 24': spell_level(character.spell_slots(6)),
|
||||
'SlotsTotal 25': spell_level(character.spell_slots(7)),
|
||||
'SlotsTotal 26': spell_level(character.spell_slots(8)),
|
||||
'SlotsTotal 27': spell_level(character.spell_slots(9)),
|
||||
'SlotsTotal 19': spell_level(char.spell_slots(1)),
|
||||
'SlotsTotal 20': spell_level(char.spell_slots(2)),
|
||||
'SlotsTotal 21': spell_level(char.spell_slots(3)),
|
||||
'SlotsTotal 22': spell_level(char.spell_slots(4)),
|
||||
'SlotsTotal 23': spell_level(char.spell_slots(5)),
|
||||
'SlotsTotal 24': spell_level(char.spell_slots(6)),
|
||||
'SlotsTotal 25': spell_level(char.spell_slots(7)),
|
||||
'SlotsTotal 26': spell_level(char.spell_slots(8)),
|
||||
'SlotsTotal 27': spell_level(char.spell_slots(9)),
|
||||
}
|
||||
# Cantrips
|
||||
cantrip_fields = (f'Spells 10{i}' for i in (14, 16, 17, 18, 19, 20, 21, 22))
|
||||
cantrips = (spl for spl in character.spells if spl.level == 0)
|
||||
cantrips = (spl for spl in char.spells if spl.level == 0)
|
||||
for spell, field_name in zip(cantrips, cantrip_fields):
|
||||
fields[field_name] = str(spell)
|
||||
# Spells for each level
|
||||
@@ -198,12 +157,13 @@ def create_spells_pdf(character, basename, flatten=False):
|
||||
9: (327, 326, 3079, 3080, 3081, 3082, 3083, ),
|
||||
}
|
||||
for level in field_numbers.keys():
|
||||
spells = tuple(spl for spl in character.spells if spl.level == level)
|
||||
spells = tuple(spl for spl in char.spells if spl.level == level)
|
||||
field_names = tuple(f'Spells {i}' for i in field_numbers[level])
|
||||
prep_names = tuple(f'Check Box {i}' for i in prep_numbers[level])
|
||||
for spell, field, chk_field in zip(spells, field_names, prep_names):
|
||||
fields[field] = str(spell)
|
||||
is_prepared = any([isinstance(spell, Spl) for Spl in character.spells_prepared])
|
||||
is_prepared = any([isinstance(spell, Spl)
|
||||
for Spl in char.spells_prepared])
|
||||
fields[chk_field] = CHECKBOX_ON if is_prepared else CHECKBOX_OFF
|
||||
# # Uncomment to post field names instead:
|
||||
# for field in field_names:
|
||||
@@ -214,14 +174,15 @@ def create_spells_pdf(character, basename, flatten=False):
|
||||
make_pdf(fields, src_pdf=src_pdf, basename=basename, flatten=flatten)
|
||||
|
||||
|
||||
def create_character_pdf(character, basename, flatten=False):
|
||||
def create_character_pdf(char, basename, flatten=False):
|
||||
# Prepare the list of fields
|
||||
class_level = f"{character.class_name} {character.level}"
|
||||
class_level = ' / '.join([f'{c.class_name} {c.class_level}'
|
||||
for c in char.class_list])
|
||||
fields = {
|
||||
# Character description
|
||||
'CharacterName': character.name,
|
||||
'ClassLevel': class_level,
|
||||
'Background': character.background,
|
||||
'Background': str(character.background),
|
||||
'PlayerName': character.player_name,
|
||||
'Race ': str(character.race),
|
||||
'Alignment': character.alignment,
|
||||
@@ -346,7 +307,8 @@ def create_character_pdf(character, basename, flatten=False):
|
||||
# Prepare the actual PDF
|
||||
dirname = os.path.dirname(os.path.abspath(__file__))
|
||||
src_pdf = os.path.join(dirname, 'blank-character-sheet-default.pdf')
|
||||
return make_pdf(fields, src_pdf=src_pdf, basename=basename, flatten=flatten)
|
||||
return make_pdf(fields, src_pdf=src_pdf, basename=basename,
|
||||
flatten=flatten)
|
||||
|
||||
|
||||
def make_pdf(fields: dict, src_pdf: str, basename: str, flatten: bool=False):
|
||||
@@ -445,20 +407,21 @@ def _make_pdf_pdftk(fields, src_pdf, basename, flatten=False):
|
||||
os.remove(fdfname)
|
||||
|
||||
|
||||
def make_sheet(character_file, flatten=False):
|
||||
def make_sheet(character_file, char=None, flatten=False):
|
||||
"""Prepare a PDF character sheet from the given character file.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
character_file : str
|
||||
File (.py) to load character from. Will save PDF using same name
|
||||
char : Character, optional
|
||||
If provided, will not load from the character file, just use file
|
||||
for PDF name
|
||||
flatten : bool, optional
|
||||
If true, the resulting PDF will not be a fillable form.
|
||||
|
||||
If true, the resulting PDF will look better and won't be fillable form.
|
||||
"""
|
||||
# Create a character from the character definition
|
||||
char_props = load_character_file(character_file)
|
||||
class_name = char_props.pop('character_class').lower().capitalize()
|
||||
CharClass = getattr(character, class_name)
|
||||
char = CharClass(**char_props)
|
||||
if char is None:
|
||||
char = character.Character.load(character_file)
|
||||
# Set the fields in the FDF
|
||||
char_base = os.path.splitext(character_file)[0] + '_char'
|
||||
sheets = [char_base + '.pdf']
|
||||
@@ -466,11 +429,17 @@ def make_sheet(character_file, flatten=False):
|
||||
char_pdf = create_character_pdf(character=char, basename=char_base,
|
||||
flatten=flatten)
|
||||
pages.append(char_pdf)
|
||||
if char.is_spellcaster:
|
||||
# Create spell sheet
|
||||
spell_base = os.path.splitext(character_file)[0] + '_spells'
|
||||
create_spells_pdf(character=char, basename=spell_base, flatten=flatten)
|
||||
for spell_class in char.spellcasting_classes:
|
||||
# Create spell sheet (one for each class)
|
||||
# Even though each sheet will include same spells,
|
||||
# this will list all modifiers
|
||||
spell_base = '{:s}_{:s}_spells'.format(
|
||||
os.path.splitext(character_file)[0],
|
||||
spell_class.class_name)
|
||||
create_spells_pdf(char=char, spell_class=spell_class,
|
||||
basename=spell_base, flatten=flatten)
|
||||
sheets.append(spell_base + '.pdf')
|
||||
if char.is_spellcaster:
|
||||
# Create spell book
|
||||
spellbook_base = os.path.splitext(character_file)[0] + '_spellbook'
|
||||
try:
|
||||
@@ -495,6 +464,7 @@ def make_sheet(character_file, flatten=False):
|
||||
final_pdf = os.path.splitext(character_file)[0] + '.pdf'
|
||||
merge_pdfs(sheets, final_pdf, clean_up=True)
|
||||
|
||||
|
||||
def merge_pdfs(src_filenames, dest_filename, clean_up=False):
|
||||
"""Merge several PDF files into a single final file.
|
||||
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
dungeonsheets_version = "0.4.2"
|
||||
|
||||
# Basic information
|
||||
name = 'Inara Serradon'
|
||||
# classes_levels: specify class and level or, if multiclass, specify as list
|
||||
# example:
|
||||
classes_levels = ['figher 2'] # 2nd level fighter
|
||||
subclasses = [None]
|
||||
# also accepted, as long as only one class
|
||||
# classes_levels = 'fighter 2'
|
||||
# subclasses = None
|
||||
# multiclass example
|
||||
# classes_levels = ['wizard 3', 'fighter 1', 'rogue 1'] # 5th level total
|
||||
subclasses = ['necromancer', None, None]
|
||||
player_name = 'Mark'
|
||||
background = "Acolyte"
|
||||
race = "High-Elf"
|
||||
# level = 3 # no longer used
|
||||
alignment = "Chaotic good"
|
||||
xp = 2190
|
||||
hp_max = 16
|
||||
|
||||
# Ability Scores
|
||||
strength = 10
|
||||
dexterity = 15
|
||||
constitution = 14
|
||||
intelligence = 16
|
||||
wisdom = 12
|
||||
charisma = 8
|
||||
|
||||
# Proficiencies and languages
|
||||
skill_proficiencies = [
|
||||
'arcana',
|
||||
'insight',
|
||||
'investigation',
|
||||
'perception',
|
||||
'religion',
|
||||
]
|
||||
languages = "Common, Elvish, Draconic, Dwarvish, Goblin."
|
||||
|
||||
# Inventory
|
||||
cp = 316
|
||||
sp = 283
|
||||
ep = 28
|
||||
gp = 125
|
||||
pp = 0
|
||||
weapons = ('shortsword', 'longsword')
|
||||
equipment = (
|
||||
"""Gallon of ale, red cloak, shortsword, longsword, jar of salt, vodka
|
||||
(500mL), potion of vitality, wand of magic missiles (7/7),
|
||||
component pouch, spellbook, backpack, bottle of ink, ink pen, 10
|
||||
sheets of parchment, small knife, tome of historical lore, holy
|
||||
symbol, prayer book, set of common clothes, pouch.""")
|
||||
|
||||
# List of known spells
|
||||
spells = ('blindness deafness', 'burning hands', 'detect magic',
|
||||
'false life', 'mage armor', 'mage hand', 'magic missile',
|
||||
'prestidigitation', 'ray of frost', 'ray of sickness', 'shield',
|
||||
'shocking grasp', 'sleep',)
|
||||
# Which spells have been prepared (not including cantrips)
|
||||
spells_prepared = ('blindness deafness', 'false life', 'mage armor',
|
||||
'ray of sickness', 'shield', 'sleep',)
|
||||
|
||||
# Backstory
|
||||
personality_traits = """I use polysyllabic words that convey the impression of
|
||||
erudition. Also, I’ve spent so long in the temple that I have little
|
||||
experience dealing with people on a casual basis."""
|
||||
|
||||
ideals = """Knowledge. The path to power and self-improvement is through
|
||||
knowledge."""
|
||||
|
||||
bonds = """The tome I carry with me is the record of my life’s work so far,
|
||||
and no vault is secure enough to keep it safe."""
|
||||
|
||||
flaws = """I’ll do just about anything to uncover historical secrets that
|
||||
would add to my research."""
|
||||
|
||||
features_and_traits = (
|
||||
"""Spellcasting Ability: Intelligence is your spellcasting ability for
|
||||
your spells. The saving throw DC to resist a spell you cast is
|
||||
13. Your attack bonus when you make an attack with a spell is
|
||||
+5. See the rulebook for rules on casting your spells.
|
||||
|
||||
Arcane Recovery: You can regain some of your magical energy by
|
||||
studying your spellbook. Once per day during a short rest, you can
|
||||
choose to recover expended spell slots with a combined level equal
|
||||
to or less than half your wizard level (rounded up).
|
||||
|
||||
Darkvision: You see in dim light within a 60-foot radius of you as
|
||||
if it were bright light, and in darkness in that radius as if it
|
||||
were dim light. You can’t discern color in darkness, only shades
|
||||
of gray.
|
||||
|
||||
Fey Ancestry: You have advantage on saving throws against being
|
||||
charmed, and magic can’t put you to sleep.
|
||||
|
||||
Trance: Elves don’t need to sleep. They meditate deeply, remaining
|
||||
semiconscious, for 4 hours a day and gain the same benefit a human
|
||||
does from 8 hours of sleep.
|
||||
|
||||
Shelter of the Faithful: As a servant of Oghma, you command the
|
||||
respect of those who share your faith, and you can perform the
|
||||
rites of Oghma. You and your companions can expect to receive free
|
||||
healing and care at a temple, shrine, or other established
|
||||
presence of Oghma’s faith. Those who share your religion will
|
||||
support you (and only you) at a modest lifestyle. You also have
|
||||
ties to the temple of Oghma in Neverwinter, where you have a
|
||||
residence. When you are in Neverwinter, you can call upon the
|
||||
priests there for assistance that won’t endanger them.""")
|
||||
Reference in New Issue
Block a user