reorganized spells by name, and added directory for features for each class"

This commit is contained in:
Ben Cook
2018-12-20 09:09:38 -05:00
parent 0ed7262fc8
commit b93b1ac6d7
52 changed files with 5768 additions and 5458 deletions
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from ..stats import findattr
from .. import (weapons, monsters, exceptions)
from .. import features as feats
from .classes import CharClass
import warnings
import math
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),
}
def __init__(self, level, subclass=None, **params):
if subclass is not None:
sc = str(subclass).lower()
if 'moon' in sc:
self.circle = 'moon'
params.pop('circle', '')
elif 'land' in sc:
self.circle = 'land'
params.pop('circle', '')
super().__init__(level, **params)
@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 circle 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)