mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-05-18 20:23:27 +02:00
Added armor and shields to calculate armor class.
This commit is contained in:
@@ -0,0 +1,159 @@
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class Shield():
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"""A shield that can be worn on one hand."""
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name = "Shield"
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cost = "10 gp"
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base_armor_class = 2
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def __str__(self):
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return self.name
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class NoShield(Shield):
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"""If a character is carrying no shield."""
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name = "No shield"
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cost = "0"
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base_armor_class = 0
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def __str__(self):
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return self.name
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class Armor():
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"""A piece of armor that can be worn.
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Attributes
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----------
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name : str
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Human-readable name for this armor.
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cost : str
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Cost and currency for this armor.
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base_armor_class : int
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Armor class granted before modifiers.
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dexterity_mod_max : int
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How much dexterity can the user contribute. ``0`` for no
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dexterity modifier, ``None`` for unlimited dexterity modifier.
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strength_required : int
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Minimum strength needed to use this armor properly.
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stealth_disadvantage : bool
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If true, the armor causes disadvantage on stealth rolls.
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weight : int
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In lbs.
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"""
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name = "Unknown Armor"
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cost = "0 gp"
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base_armor_class = 10
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dexterity_mod_max = None
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strength_required = None
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stealth_disadvantage = False
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weight = 0 # In lbs
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def __str__(self):
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return self.name
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class NoArmor(Armor):
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name = "No armor"
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class LightPaddedArmor(Armor):
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name = "Light padded armor"
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cost = "5 gp"
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base_armor_class = 11
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weight = 8
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stealth_disadvantage = True
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class LightLeatherArmor(Armor):
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name = "Light leather armor"
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cost = "10 gp"
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base_armor_class = 11
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weight = 10
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class LightStuddedArmor(Armor):
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name = "Light studded armor"
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cost = "45 gp"
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base_armor_class = 12
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weight = 13
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class MediumHideArmor(Armor):
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name = "Medium hide armor"
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cost = "10 gp"
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base_armor_class = 12
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dexterity_mod_max = 2
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weight = 12
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class MediumChainShirtArmor(Armor):
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name = "Medium chain shirt armor"
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cost = "50 gp"
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base_armor_class = 13
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dexterity_mod_max = 2
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weight = 20
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class MediumScaleMailArmor(Armor):
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name = "Medium scale mail armor"
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cost = "50 gp"
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base_armor_class = 14
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dexterity_mod_max = 2
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stealth_disadvantage = True
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weight = 45
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class MediumBrassplateArmor(Armor):
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name = "Medium brassplate armor"
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cost = "400 gp"
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base_armor_class = 14
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dexterity_mod_max = 2
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weight = 20
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class MediumHalfPlateArmor(Armor):
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name = "Medium half plate armor"
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cost = "750 gp"
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base_armor_class = 15
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dexterity_mod_max = 2
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stealth_disadvantage = True
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weight = 40
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class HeavyRingMailArmor(Armor):
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name = "Heavy ring mail armor"
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cost = "30 gp"
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base_armor_class = 14
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dexterity_mod_max = 0
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stealth_disadvantage = True
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weight = 40
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class HeavyChainMailArmor(Armor):
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name = "Heavy chain mail armor"
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cost = "75 gp"
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base_armor_class = 16
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dexterity_mod_max = 0
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strength_required = 13
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stealth_disadvantage = True
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weight = 55
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class HeavySplintArmor(Armor):
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name = "Heavy splint armor"
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cost = "200 gp"
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base_armor_class = 17
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dexterity_mod_max = 0
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strength_required = 15
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stealth_disadvantage = True
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weight = 60
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class HeavyPlateArmor(Armor):
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name = "Heavy splint armor"
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cost = "1,500 gp"
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base_armor_class = 18
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dexterity_mod_max = 0
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strength_required = 15
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stealth_disadvantage = True
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weight = 65
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@@ -5,8 +5,9 @@ import warnings
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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
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from . import weapons, race, spells, armor
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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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@@ -73,6 +74,8 @@ class Character():
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pp = 0
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equipment = ""
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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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# Magic
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spellcasting_ability = None
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@@ -105,6 +108,10 @@ 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 == 'armor':
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self.wear_armor(val)
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elif attr == 'shield':
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self.wield_shield(val)
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elif (attr == 'spells') or (attr == 'spells_prepared'):
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# Create a list of actual spell objects
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_spells = []
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@@ -185,6 +192,40 @@ class Character():
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final_text += '.'
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return final_text
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def wear_armor(self, new_armor):
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"""Accepts a string or Armor class and replaces the current armor.
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If a string is given, then a subclass of
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:py:class:`~dungeonsheets.armor.Armor` is retrived from the
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``armor.py`` file. Otherwise, an subclass of
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:py:class:`~dungeonsheets.armor.Armor` can be provided
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directly.
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"""
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try:
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NewArmor = findattr(armor, new_armor)
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except AttributeError:
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# Not a string, so just treat it as Armor
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NewArmor = new_armor
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self.armor = NewArmor()
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def wield_shield(self, shield):
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"""Accepts a string or Shield class and replaces the current armor.
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If a string is given, then a subclass of
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:py:class:`~dungeonsheets.armor.Shield` is retrived from the
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``armor.py`` file. Otherwise, an subclass of
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:py:class:`~dungeonsheets.armor.Shield` can be provided
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directly.
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"""
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try:
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NewShield = findattr(armor, shield)
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except AttributeError:
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# Not a string, so just treat it as Armor
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NewShield = shield
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self.shield = NewShield()
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def wield_weapon(self, weapon):
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"""Accepts a string and adds it to the list of wielded weapons.
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@@ -236,8 +277,18 @@ class Character():
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@property
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def armor_class(self):
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"""Armor class, without items."""
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return 10 + self.dexterity.modifier
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"""Armor class, including contributions from worn armor and shield."""
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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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# Calculate and apply modifiers
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if armor.dexterity_mod_max is None:
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modifier = self.dexterity.modifier
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else:
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modifier = min(self.dexterity.modifier, armor.dexterity_mod_max)
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# Calculate final armor class
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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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@@ -181,7 +181,6 @@ def create_character_pdf(character, basename, flatten=False):
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('Ideals', text_box(character.ideals)),
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('Bonds', text_box(character.bonds)),
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('Flaws', text_box(character.flaws)),
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('AttacksSpellcasting', text_box(character.attacks_and_spellcasting)),
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('Features and Traits', text_box(character.features_and_traits)),
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# Inventory
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('CP', character.cp),
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@@ -234,6 +233,11 @@ def create_character_pdf(character, basename, flatten=False):
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fields.append((name_field, weapon.name))
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fields.append((atk_field, mod_str(weapon.attack_bonus)))
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fields.append((dmg_field, f'{weapon.damage} {weapon.damage_type}'))
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# Other attack information
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attack_str = f'Armor: {character.armor}'
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attack_str += f'Shield: {character.shield}\n\n'
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attack_str += character.attacks_and_spellcasting
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fields.append(('AttacksSpellcasting', text_box(attack_str)))
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# Other proficiencies and languages
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prof_text = "Proficiencies:\n" + text_box(character.proficiencies_text)
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prof_text += "\n\nLanguages:\n" + text_box(character.languages)
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+29
-21
@@ -1,4 +1,5 @@
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import math
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from collections import namedtuple
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def findattr(obj, name):
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@@ -28,39 +29,46 @@ def mod_str(modifier):
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return mod_str
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AbilityScore = namedtuple('AbilityScore', ('value', 'modifier', 'saving_throw'))
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class Ability():
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value = 10
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ability_name = None
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character = None
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def __init__(self, value=10):
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self.value = value
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def __init__(self, default_value=10):
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self.default_value = default_value
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def __set_name__(self, character, name):
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self.ability_name = name
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def _check_dict(self, obj):
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if not hasattr(obj, '_ability_scores'):
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# No ability score dictionary exists
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obj._ability_scores = {
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self.ability_name: self.default_value
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}
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elif self.ability_name not in obj._ability_scores.keys():
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# ability score dictionary exists but doesn't have this ability
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obj._ability_scores[self.ability_name] = self.default_value
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def __get__(self, character, Character):
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self.character = character
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return self
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def __set__(self, obj, val):
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self.value = val
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@property
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def modifier(self):
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return math.floor((self.value - 10) / 2)
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@property
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def saving_throw(self):
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modifier = self.modifier
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self._check_dict(character)
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score = character._ability_scores[self.ability_name]
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modifier = math.floor((score - 10) / 2)
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# Check for proficiency
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saving_throw = modifier
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if self.ability_name is not None:
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is_proficient = (self.ability_name in self.character.saving_throw_proficiencies)
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is_proficient = (self.ability_name in character.saving_throw_proficiencies)
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if is_proficient:
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modifier += self.character.proficiency_bonus
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# Return the value
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return modifier
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saving_throw += character.proficiency_bonus
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# Create the named tuple
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value = AbilityScore(modifier=modifier, value=score, saving_throw=saving_throw)
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return value
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def __set__(self, character, val):
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self._check_dict(character)
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character._ability_scores[self.ability_name] = val
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self.value = val
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class Skill():
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Binary file not shown.
@@ -33,6 +33,8 @@ ep = 50
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gp = 120
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pp = 0
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weapons = ('shortsword', 'shortbow')
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armor = 'light leather armor'
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shield = 'shield'
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equipment = (
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"""Shortsword, shortbow, 20 arrows, leather armor, thieves’ tools,
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backpack, bell, 5 candles, crowbar, hammer, 10 pitons, 50 feet of
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Binary file not shown.
Binary file not shown.
@@ -1,14 +1,14 @@
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#!/usr/bin/env python
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import os
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# from distutils.core import setup
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from setuptools import setup
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def read(fname):
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return open(os.path.join(os.path.dirname(__file__), fname)).read()
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setup(name='dungeonsheets',
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version='0.1.0',
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version='0.2.1',
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description='Dungeons and Dragons 5e Character Tools',
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long_description=read('README.rst'),
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long_description_content_type='text/x-rst',
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@@ -5,6 +5,7 @@ from unittest import TestCase
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from dungeonsheets import race
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from dungeonsheets.character import Character, Wizard
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from dungeonsheets.weapons import Weapon, Shortsword
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from dungeonsheets.armor import Armor, LightLeatherArmor, Shield
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class TestCharacter(TestCase):
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@@ -28,6 +29,10 @@ class TestCharacter(TestCase):
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char.set_attrs(weapons=['shortsword'])
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self.assertEqual(len(char.weapons), 1)
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self.assertTrue(isinstance(char.weapons[0], Shortsword))
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# Check that armor and shield gets set_attrs
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char.set_attrs(armor='light leather armor', shield='shield')
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self.assertFalse(isinstance(char.armor, str))
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self.assertFalse(isinstance(char.shield, str))
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# Check that race gets set to an object
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char.set_attrs(race='high elf')
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self.assertIsInstance(char.race, race.HighElf)
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@@ -125,3 +130,26 @@ class TestCharacter(TestCase):
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self.assertEqual(char.spell_slots(spell_level=0), 3)
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self.assertEqual(char.spell_slots(spell_level=1), 3)
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self.assertEqual(char.spell_slots(spell_level=2), 0)
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def test_equip_armor(self):
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char = Character(dexterity=16)
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char.wear_armor('light leather armor')
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self.assertTrue(isinstance(char.armor, Armor))
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# Now make sure the armor class is correct
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self.assertEqual(char.armor_class, 14)
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# Try passing an Armor object directly
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char.wear_armor(LightLeatherArmor)
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self.assertEqual(char.armor_class, 14)
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# Test equipped armor with max dexterity mod_str
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char.armor.dexterity_mod_max = 1
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self.assertEqual(char.armor_class, 12)
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def test_wield_shield(self):
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char = Character(dexterity=16)
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char.wield_shield('shield')
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self.assertTrue(isinstance(char.shield, Shield), msg=char.shield)
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# Now make sure the armor class is correct
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self.assertEqual(char.armor_class, 15)
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# Try passing an Armor object directly
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char.wield_shield(Shield)
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self.assertEqual(char.armor_class, 15)
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+11
-8
@@ -10,10 +10,8 @@ class TestStats(TestCase):
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self.assertEqual(stats.mod_str(2), '+2')
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def test_saving_throw(self):
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stat = stats.Ability(14)
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self.assertEqual(stat.saving_throw, 2)
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# Now try it with an ST proficiency
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class MyClass():
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# Try it with an ST proficiency
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class MyClass(character.Character):
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saving_throw_proficiencies = ['strength']
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proficiency_bonus = 2
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strength = stats.Ability(14)
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@@ -21,6 +19,11 @@ class TestStats(TestCase):
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self.assertEqual(my_class.strength.saving_throw, 4)
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def test_modifier(self):
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class MyCharacter(character.Character):
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saving_throw_proficiencies = ['strength']
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proficiency_bonus = 2
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strength = stats.Ability(14)
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my_char = MyCharacter()
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ranges = [
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((1,), -5),
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((2, 3), -4),
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@@ -40,17 +43,17 @@ class TestStats(TestCase):
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((30,), 10),
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]
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# Test the values for each modifier range
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stat = stats.Ability()
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for range_, target in ranges:
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for value in range_:
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stat.value = value
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my_char.strength = value
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stat = my_char.strength
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msg = f"Stat {value} doesn't produce modifier {target} ({stat.modifier})"
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self.assertEqual(stat.modifier, target, msg)
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def test_setter(self):
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"""Verify that this class works as a data descriptor."""
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# Set up a dummy class
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class MyCharacter():
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class MyCharacter(character.Character):
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stat = stats.Ability()
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char = MyCharacter()
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# Check that the stat works as expected once set
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@@ -60,7 +63,7 @@ class TestStats(TestCase):
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def test_skill(self):
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"""Test for a skill, that depends on another ability."""
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class MyClass():
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class MyClass(character.Character):
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dexterity = stats.Ability(14)
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acrobatics = stats.Skill(ability='dexterity')
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skill_proficiencies = []
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Reference in New Issue
Block a user