mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-06-06 04:38:28 +02:00
Remove encounters, refactor Actor into Entity, move more core capabilities into Entity
This commit is contained in:
@@ -23,14 +23,7 @@ from dungeonsheets import (
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from dungeonsheets.stats import findattr
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from dungeonsheets.weapons import Weapon
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from dungeonsheets.readers import read_character_file
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from dungeonsheets.encounter.agent import Agent
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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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__version__ = read("../VERSION").strip()
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from dungeonsheets.entity import Entity
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dice_re = re.compile(r"(\d+)d(\d+)")
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@@ -146,17 +139,15 @@ def _resolve_mechanic(mechanic, module, SuperClass, warning_message=None):
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return Mechanic
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class Character(Agent):
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class Character(Entity):
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"""A generic player character."""
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# Character-specific
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player_name = ""
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dungeonsheets_version = __version__
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xp = 0
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inspiration = False
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attacks_and_spellcasting = ""
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class_list = list()
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_race = None
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_background = None
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# Characteristics
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@@ -172,7 +163,7 @@ class Character(Agent):
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def __init__(
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self,
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classes: Sequence = [],
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class_list: Sequence = [],
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levels: Sequence[int] = [],
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subclasses: Sequence = [],
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**attrs,
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@@ -184,7 +175,7 @@ class Character(Agent):
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Parameters
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==========
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classes
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class_list
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Strings with class names, or character class definitions
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representing the characters various D&D classes.
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levels
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@@ -200,7 +191,7 @@ class Character(Agent):
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super(Character, self).__init__()
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self.clear()
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# make sure class, race, background are set first
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my_classes = classes
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my_classes = class_list
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my_levels = levels
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my_subclasses = subclasses
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# backwards compatability
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@@ -931,7 +922,7 @@ class Character(Agent):
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make_sheet(filename, character=self, flatten=kwargs.get("flatten", True))
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# Add backwards compatability for tests
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# Add backwards compatibility for tests
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class Artificer(Character):
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def __init__(self, level=1, **attrs):
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attrs["classes"] = ["Artificer"]
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@@ -1,9 +0,0 @@
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class Condition:
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"""A condition that can be held by an agent"""
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pass
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class Blinded(Condition):
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pass
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class Charmed(Condition):
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pass
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@@ -1 +0,0 @@
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from dungeonsheets.encounter.encounter import Encounter
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@@ -1,45 +0,0 @@
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from abc import ABC, abstractmethod
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from dungeonsheets.encounter.events import Event
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class Executable(ABC):
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"""Something (like an action) that can be executed.
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Executing an action results in an event that is stored
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"""
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@abstractmethod
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def execute(self, subj, obj=None):
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"""Execute the given action"""
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class Action(Executable):
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pass
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class BonusAction(Executable):
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pass
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class Reaction(Executable):
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pass
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class Movement(Executable):
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pass
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class LairAction(Executable):
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pass
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class LegendaryAction(Executable):
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pass
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class Attack(Action):
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def __init__(self, subj, obj):
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self.subj = subj
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self.obj = obj
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@@ -1,185 +0,0 @@
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from dungeonsheets.conditions.conditions import Blinded, Charmed
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from dungeonsheets.encounter.actions import Attack
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from dungeonsheets.stats import Ability, ArmorClass, Initiative, Speed, Skill, \
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NumericalInitiative
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from abc import ABC
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from dungeonsheets.dice import roll
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class Agent(ABC):
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"""An actor in an encounter. Use Monster or Character, not this class directly!"""
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# General attributes
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name = ""
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alignment = "Neutral"
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# Hit points
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hp_max = None
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# Base stats (ability scores)
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strength = Ability()
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dexterity = Ability()
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constitution = Ability()
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intelligence = Ability()
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wisdom = Ability()
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charisma = Ability()
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# Numerical things
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armor_class = ArmorClass()
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initiative = Initiative()
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speed = Speed()
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# Proficiencies and Languages
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_saving_throw_proficiencies = tuple() # use to overwrite class proficiencies
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other_weapon_proficiencies = tuple() # add to class/race proficiencies
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skill_proficiencies = list()
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skill_expertise = list()
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languages = ""
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# Skills
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acrobatics = Skill(ability="dexterity")
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animal_handling = Skill(ability="wisdom")
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arcana = Skill(ability="intelligence")
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athletics = Skill(ability="strength")
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deception = Skill(ability="charisma")
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history = Skill(ability="intelligence")
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insight = Skill(ability="wisdom")
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intimidation = Skill(ability="charisma")
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investigation = Skill(ability="intelligence")
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medicine = Skill(ability="wisdom")
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nature = Skill(ability="intelligence")
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perception = Skill(ability="wisdom")
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performance = Skill(ability="charisma")
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persuasion = Skill(ability="charisma")
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religion = Skill(ability="intelligence")
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sleight_of_hand = Skill(ability="dexterity")
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stealth = Skill(ability="dexterity")
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survival = Skill(ability="wisdom")
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# Conditions
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blinded = Blinded()
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charmed = Charmed()
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# TODO finish me!
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# Inventory
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cp = 0
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sp = 0
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ep = 0
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gp = 0
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pp = 0
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equipment = ""
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weapons = list()
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magic_items = list()
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armor = None
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shield = None
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# Magic
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spellcasting_ability = None
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_spells = list()
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_spells_prepared = list()
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infusions = list()
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# Features IN MAJOR DEVELOPMENT
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custom_features = list()
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feature_choices = list()
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# Current Status:
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numerical_initiative = NumericalInitiative()
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_initiative_roll = False
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_current_hp = None
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statuses = list()
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# TODO: Pull in the monster class-variables here too
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def __init__(self):
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self.default_actions = list()
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self.default_bonus_actions = list()
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self.default_reactions = list()
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self.default_legendary_actions = list()
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self.default_lair_actions = list()
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def roll_initiative(self):
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init_mod, adv = self.numerical_initiative
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val = roll(20)
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if adv:
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val = max(val, roll(20))
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self._initiative_roll = val + init_mod
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@property
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def current_hp(self):
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if self._current_hp is None:
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self._current_hp = self.hp_max
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return self._current_hp
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@current_hp.setter
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def current_hp(self, val):
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if val < 0:
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self._current_hp = 0
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else:
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self._current_hp = val
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@property
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def initiative_roll(self):
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if self._initiative_roll is False:
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self.roll_initiative()
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return self._initiative_roll
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def make_actions(self, encounter):
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"""Return a series of actions"""
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# TODO: Dramatically improve logic, consider healing,
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# consider encounter state, consider strategy etc.
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best_opponent = encounter.opponents(self)[0] # TODO: Choose opponent cleverly
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action = self.actions[0](self, best_opponent)
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event = action.execute()
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encounter.events.append(event)
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return [event] # TODO: Also allow bonus actions, etc.
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def long_rest(self):
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self.current_hp = self.hp_max
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# TODO: Support spell slots
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self.new_turn()
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def new_turn(self):
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self._actions = self.default_actions
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self._bonus_actions = self.default_bonus_actions
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self._reactions = self.default_reactions
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self._legendary_actions = self.default_legendary_actions
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self._lair_actions = self.default_lair_actions
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def has_feature(self, *args, **kwargs):
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return False # TODO: Save list of monster features as a list to check
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# TODO: Consider having a single list of actions and gain or lose them each
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# turn based on interrogating their sub-type instead, using isinstance or
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# another method.
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@property
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def actions(self):
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"""All the remaining things I can do in a turn"""
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return self._actions
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@property
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def movement(self):
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"""The rest of where I can go in a turn"""
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return self._movement
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@property
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def bonus_actions(self):
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"""The rest of the things I can do once in addition to an action"""
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return self._bonus_actions
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@property
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def reactions(self):
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"""The remaining things I can do in response to an action"""
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return self._reactions
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@property
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def lair_actions(self):
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"""Remaining things I can do at initiative count 20"""
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return self._lair_actions
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@property
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def legendary_actions(self):
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"""Remaining things I can do only so many times in a turn after another agent acts"""
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return self._legendary_actions
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@@ -1,68 +0,0 @@
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class Encounter:
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"""A combat encounter between two parties -- good guys and bad guys"""
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def __init__(self, group_a, group_b):
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self.group_a = group_a
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self.group_b = group_b
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self.all_agents = group_a + group_b
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self.events = [] # Should be private?
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def opponents(self, agent):
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"""Who opposes the given agent in an encounter?"""
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if agent in self.group_a:
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return self.group_b
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else:
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return self.group_a
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def allies(self, agent):
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"""Who sides with the given agent in an encounter?"""
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if agent in self.group_a:
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return list(set(self.group_a) - set([agent]))
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else:
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return list(set(self.group_b) - set([agent]))
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def reset(self):
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self.events = []
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self.long_rest()
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def simulate(self):
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"""Who will win?"""
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# Initiative
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for agent in self.all_agents:
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agent.roll_initiative()
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self.all_agents = sorted(self.all_agents, key=lambda a: a.initiative_roll)
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# TODO: Support Lair Actions, cleverer loop
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while not self.is_encounter_over():
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self.new_turn()
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for agent in self.all_agents:
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agent.make_actions(self)
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if self.is_encounter_over():
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return self.events
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return self.events # Should never get here -- self.is_encounter_over() will end it
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def rating(self):
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"""Encounter Rating"""
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raise NotImplementedError()
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def is_encounter_over(self):
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"""If all members of one party are at HP <= 0, it's over"""
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return (
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all([agent.current_hp <= 0 for agent in self.group_a]) or
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all([agent.current_hp <= 0 for agent in self.group_b])
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)
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def long_rest(self):
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"""Resets all agents to have full actions, abilities, etc."""
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for agent in self.all_agents:
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agent.long_rest()
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def new_turn(self):
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"""Resets turn-based actions for all agents"""
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for agent in self.all_agents:
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agent.new_turn()
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@@ -1,28 +0,0 @@
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class Event:
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"""An event between one and possibly more entities"""
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def __init__(self, action, *args, **kwargs):
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self.action = action
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self.subj_hp = action.subj.current_hp
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class AttackEvent(Event):
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"""An attack action completed"""
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def __init__(self, action, result, damage, is_hit):
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super(AttackEvent, self).__init__(action)
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if hasattr(self.action, "obj"):
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self.obj_hp = self.action.obj.current_hp
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self.result = result
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self.damage = damage
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self.is_hit = is_hit
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def __str__(self):
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if self.is_hit:
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return f"{self.action.subj.name} Hit! with a {self.result} for {self.damage} damage, leaving {self.action.obj.name} with {self.obj_hp} hitpoints"
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else:
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return f"{self.action.subj.name} Missed! with a {self.result}. {self.action.obj.name} has {self.obj_hp} hp remaining."
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# TODO: Support more events
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@@ -0,0 +1,87 @@
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from dungeonsheets.stats import Ability, ArmorClass, Initiative, Speed, Skill,
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from abc import ABC
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import os
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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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__version__ = read("../VERSION").strip()
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class Entity(ABC):
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"""A thing with stats. Use Monster or Character, not this class directly!"""
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# General attributes
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dungeonsheets_version = __version__
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name = ""
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alignment = "Neutral"
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_race = None
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# Hit points
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hp_max = None
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# Base stats (ability scores)
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strength = Ability()
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dexterity = Ability()
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constitution = Ability()
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intelligence = Ability()
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wisdom = Ability()
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charisma = Ability()
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# Numerical things
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armor_class = ArmorClass()
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initiative = Initiative()
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speed = Speed()
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# Proficiencies and Languages
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_saving_throw_proficiencies = tuple() # use to overwrite class proficiencies
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other_weapon_proficiencies = tuple() # add to class/race proficiencies
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skill_proficiencies = list()
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skill_expertise = list()
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languages = ""
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senses = ""
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# Skills
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acrobatics = Skill(ability="dexterity")
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animal_handling = Skill(ability="wisdom")
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arcana = Skill(ability="intelligence")
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athletics = Skill(ability="strength")
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deception = Skill(ability="charisma")
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history = Skill(ability="intelligence")
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insight = Skill(ability="wisdom")
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intimidation = Skill(ability="charisma")
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investigation = Skill(ability="intelligence")
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medicine = Skill(ability="wisdom")
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nature = Skill(ability="intelligence")
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perception = Skill(ability="wisdom")
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performance = Skill(ability="charisma")
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persuasion = Skill(ability="charisma")
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religion = Skill(ability="intelligence")
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sleight_of_hand = Skill(ability="dexterity")
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stealth = Skill(ability="dexterity")
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survival = Skill(ability="wisdom")
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# Inventory
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cp = 0
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sp = 0
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ep = 0
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gp = 0
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pp = 0
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equipment = ""
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weapons = list()
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magic_items = list()
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armor = None
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shield = None
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# Magic
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spellcasting_ability = None
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_spells = list()
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_spells_prepared = list()
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||||
infusions = list()
|
||||
|
||||
# Features IN MAJOR DEVELOPMENT
|
||||
custom_features = list()
|
||||
feature_choices = list()
|
||||
|
||||
def __init__(self):
|
||||
pass
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@@ -3,27 +3,17 @@ shape forms."""
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|
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from dungeonsheets.stats import Ability
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from dungeonsheets.encounter.agent import Agent
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from dungeonsheets.entity import Entity
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class Monster(Agent):
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class Monster(Entity):
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"""A monster that may be encountered when adventuring."""
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name = "Generic Monster"
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description = ""
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challenge_rating = 0
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armor_class = 0
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skills = "Perception +3, Stealth +4"
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senses = ""
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languages = ""
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strength = Ability()
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dexterity = Ability()
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constitution = Ability()
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intelligence = Ability()
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wisdom = Ability()
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charisma = Ability()
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speed = 30
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swim_speed = 0
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||||
swim_speed = 0 # TODO: Consider refactoring stats.Speed to consider all of these just like we do stats.Ability
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fly_speed = 0
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||||
hp_max = 10
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||||
hit_dice = "1d6"
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+58
-62
@@ -64,10 +64,6 @@ def findattr(obj, name):
|
||||
def mod_str(modifier):
|
||||
"""Converts a modifier to a string, eg 2 -> '+2'."""
|
||||
return "{:+d}".format(modifier)
|
||||
if modifier == 0:
|
||||
return str(modifier)
|
||||
else:
|
||||
return "{:+}".format(modifier)
|
||||
|
||||
|
||||
AbilityScore = namedtuple("AbilityScore", ("value", "modifier", "saving_throw"))
|
||||
@@ -90,25 +86,25 @@ class Ability:
|
||||
# ability score dictionary exists but doesn't have this ability
|
||||
obj._ability_scores[self.ability_name] = self.default_value
|
||||
|
||||
def __get__(self, character, Character):
|
||||
self._check_dict(character)
|
||||
score = character._ability_scores[self.ability_name]
|
||||
def __get__(self, entity, Entity):
|
||||
self._check_dict(entity)
|
||||
score = entity._ability_scores[self.ability_name]
|
||||
modifier = math.floor((score - 10) / 2)
|
||||
# Check for proficiency
|
||||
saving_throw = modifier
|
||||
if self.ability_name is not None and hasattr(
|
||||
character, "saving_throw_proficiencies"
|
||||
entity, "saving_throw_proficiencies"
|
||||
):
|
||||
is_proficient = self.ability_name in character.saving_throw_proficiencies
|
||||
is_proficient = self.ability_name in entity.saving_throw_proficiencies
|
||||
if is_proficient:
|
||||
saving_throw += character.proficiency_bonus
|
||||
saving_throw += entity.proficiency_bonus
|
||||
# Create the named tuple
|
||||
value = AbilityScore(modifier=modifier, value=score, saving_throw=saving_throw)
|
||||
return value
|
||||
|
||||
def __set__(self, character, val):
|
||||
self._check_dict(character)
|
||||
character._ability_scores[self.ability_name] = val
|
||||
def __set__(self, entity, val):
|
||||
self._check_dict(entity)
|
||||
entity._ability_scores[self.ability_name] = val
|
||||
self.value = val
|
||||
|
||||
|
||||
@@ -118,27 +114,27 @@ class Skill:
|
||||
def __init__(self, ability):
|
||||
self.ability_name = ability
|
||||
|
||||
def __set_name__(self, character, name):
|
||||
def __set_name__(self, entity, name):
|
||||
self.skill_name = name.lower().replace("_", " ")
|
||||
self.character = character
|
||||
self.character = entity
|
||||
|
||||
def __get__(self, character, owner):
|
||||
ability = getattr(character, self.ability_name)
|
||||
def __get__(self, entity, owner):
|
||||
ability = getattr(entity, self.ability_name)
|
||||
modifier = ability.modifier
|
||||
# Check for proficiency
|
||||
is_proficient = self.skill_name in character.skill_proficiencies
|
||||
is_proficient = self.skill_name in entity.skill_proficiencies
|
||||
if is_proficient:
|
||||
modifier += character.proficiency_bonus
|
||||
elif character.has_feature(JackOfAllTrades):
|
||||
modifier += character.proficiency_bonus // 2
|
||||
elif character.has_feature(RemarkableAthelete):
|
||||
modifier += entity.proficiency_bonus
|
||||
elif entity.has_feature(JackOfAllTrades):
|
||||
modifier += entity.proficiency_bonus // 2
|
||||
elif entity.has_feature(RemarkableAthelete):
|
||||
if self.ability_name.lower() in ("strength", "dexterity", "constitution"):
|
||||
modifier += ceil(character.proficienc_bonus / 2.0)
|
||||
modifier += ceil(entity.proficienc_bonus / 2.0)
|
||||
|
||||
# Check for expertise
|
||||
is_expert = self.skill_name in character.skill_expertise
|
||||
is_expert = self.skill_name in entity.skill_expertise
|
||||
if is_expert:
|
||||
modifier += character.proficiency_bonus
|
||||
modifier += entity.proficiency_bonus
|
||||
return modifier
|
||||
|
||||
|
||||
@@ -147,36 +143,36 @@ class ArmorClass:
|
||||
The Armor Class of a character
|
||||
"""
|
||||
|
||||
def __get__(self, char, Character):
|
||||
armor = char.armor or NoArmor()
|
||||
def __get__(self, entity, Entity):
|
||||
armor = entity.armor or NoArmor()
|
||||
ac = armor.base_armor_class
|
||||
# calculate and apply modifiers
|
||||
if armor.dexterity_mod_max is None:
|
||||
ac += char.dexterity.modifier
|
||||
ac += entity.dexterity.modifier
|
||||
else:
|
||||
ac += min(char.dexterity.modifier, armor.dexterity_mod_max)
|
||||
if char.has_feature(NaturalArmor):
|
||||
ac = max(ac, 13 + char.dexterity.modifier)
|
||||
shield = char.shield or NoShield()
|
||||
ac += min(entity.dexterity.modifier, armor.dexterity_mod_max)
|
||||
if entity.has_feature(NaturalArmor):
|
||||
ac = max(ac, 13 + entity.dexterity.modifier)
|
||||
shield = entity.shield or NoShield()
|
||||
ac += shield.base_armor_class
|
||||
# Compute feature-specific additions
|
||||
if char.has_feature(UnarmoredDefenseMonk):
|
||||
if entity.has_feature(UnarmoredDefenseMonk):
|
||||
if isinstance(armor, NoArmor) and isinstance(shield, NoShield):
|
||||
ac += char.wisdom.modifier
|
||||
if char.has_feature(UnarmoredDefenseBarbarian):
|
||||
ac += entity.wisdom.modifier
|
||||
if entity.has_feature(UnarmoredDefenseBarbarian):
|
||||
if isinstance(armor, NoArmor):
|
||||
ac += char.constitution.modifier
|
||||
if char.has_feature(DraconicResilience):
|
||||
ac += entity.constitution.modifier
|
||||
if entity.has_feature(DraconicResilience):
|
||||
if isinstance(armor, NoArmor):
|
||||
ac += 3
|
||||
if char.has_feature(Defense):
|
||||
if entity.has_feature(Defense):
|
||||
if not isinstance(armor, NoArmor):
|
||||
ac += 1
|
||||
if char.has_feature(SoulOfTheForge):
|
||||
if entity.has_feature(SoulOfTheForge):
|
||||
if isinstance(armor, HeavyArmor):
|
||||
ac += 1
|
||||
# Check if any magic items add to AC
|
||||
for mitem in char.magic_items:
|
||||
for mitem in entity.magic_items:
|
||||
if hasattr(mitem, "ac_bonus"):
|
||||
ac += mitem.ac_bonus
|
||||
return ac
|
||||
@@ -187,25 +183,25 @@ class Speed:
|
||||
The speed of a character
|
||||
"""
|
||||
|
||||
def __get__(self, char, Character):
|
||||
speed = char.race.speed
|
||||
def __get__(self, entity, Entity):
|
||||
speed = entity.race.speed
|
||||
other_speed = ""
|
||||
if isinstance(speed, str):
|
||||
other_speed = speed[2:]
|
||||
speed = int(speed[:2]) # ignore other speeds, like fly
|
||||
if char.has_feature(FastMovement):
|
||||
if not isinstance(char.armor, HeavyArmor):
|
||||
if entity.has_feature(FastMovement):
|
||||
if not isinstance(entity.armor, HeavyArmor):
|
||||
speed += 10
|
||||
if char.has_feature(SuperiorMobility):
|
||||
if entity.has_feature(SuperiorMobility):
|
||||
speed += 10
|
||||
if isinstance(char.armor, NoArmor) or (char.armor is None):
|
||||
for f in char.features:
|
||||
if isinstance(entity.armor, NoArmor) or (entity.armor is None):
|
||||
for f in entity.features:
|
||||
if isinstance(f, UnarmoredMovement):
|
||||
speed += f.speed_bonus
|
||||
if char.has_feature(GiftOfTheDepths):
|
||||
if entity.has_feature(GiftOfTheDepths):
|
||||
if "swim" not in other_speed:
|
||||
other_speed += " ({:d} swim)".format(speed)
|
||||
if char.has_feature(SeaSoul):
|
||||
if entity.has_feature(SeaSoul):
|
||||
if "swim" not in other_speed:
|
||||
other_speed += " (30 swim)"
|
||||
return "{:d}{:s}".format(speed, other_speed)
|
||||
@@ -214,19 +210,19 @@ class Speed:
|
||||
class NumericalInitiative:
|
||||
"""A numerical representation of initiative"""
|
||||
|
||||
def __get__(self, char, Character):
|
||||
ini = char.dexterity.modifier
|
||||
if char.has_feature(QuickDraw):
|
||||
ini += char.proficiency_bonus
|
||||
if char.has_feature(DreadAmbusher):
|
||||
ini += char.wisdom.modifier
|
||||
if char.has_feature(RakishAudacity):
|
||||
ini += char.charisma.modifier
|
||||
def __get__(self, entity, Entity):
|
||||
ini = entity.dexterity.modifier
|
||||
if entity.has_feature(QuickDraw):
|
||||
ini += entity.proficiency_bonus
|
||||
if entity.has_feature(DreadAmbusher):
|
||||
ini += entity.wisdom.modifier
|
||||
if entity.has_feature(RakishAudacity):
|
||||
ini += entity.charisma.modifier
|
||||
|
||||
has_advantage = (
|
||||
char.has_feature(NaturalExplorerRevised)
|
||||
or char.has_feature(FeralInstinct)
|
||||
or char.has_feature(AmbushMaster)
|
||||
entity.has_feature(NaturalExplorerRevised)
|
||||
or entity.has_feature(FeralInstinct)
|
||||
or entity.has_feature(AmbushMaster)
|
||||
)
|
||||
return ini, has_advantage
|
||||
|
||||
@@ -234,8 +230,8 @@ class NumericalInitiative:
|
||||
class Initiative(NumericalInitiative):
|
||||
"""A character's initiative"""
|
||||
|
||||
def __get__(self, char, Character):
|
||||
ini, has_advantage = super(Initiative, self).__get__(char, Character)
|
||||
def __get__(self, entity, Entity):
|
||||
ini, has_advantage = super(Initiative, self).__get__(entity, Entity)
|
||||
ini = "{:+d}".format(ini)
|
||||
if has_advantage:
|
||||
ini += "(A)"
|
||||
|
||||
Reference in New Issue
Block a user