import math from collections import namedtuple from .armor import NoArmor, NoShield, HeavyArmor from .features import (UnarmoredDefenseMonk, UnarmoredDefenseBarbarian, DraconicResilience, Defense, FastMovement, UnarmoredMovement, GiftOfTheDepths, RemarkableAthelete) from math import ceil def findattr(obj, name): """Similar to builtin getattr(obj, name) but more forgiving to whitespace and capitalization. """ # Come up with several options py_name = name.replace('-', '_').replace(' ', '_').replace("'", "") camel_case = "".join([s.capitalize() for s in py_name.split('_')]) if hasattr(obj, py_name): # Direct lookup attr = getattr(obj, py_name) elif hasattr(obj, camel_case): # CamelCase lookup attr = getattr(obj, camel_case) else: raise AttributeError(f'{obj} has no attribute {name}') return attr 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')) class Ability(): ability_name = None def __init__(self, default_value=10): self.default_value = default_value def __set_name__(self, character, name): self.ability_name = name def _check_dict(self, obj): if not hasattr(obj, '_ability_scores'): # No ability score dictionary exists obj._ability_scores = { self.ability_name: self.default_value } elif self.ability_name not in obj._ability_scores.keys(): # 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] 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'): is_proficient = (self.ability_name in character.saving_throw_proficiencies) if is_proficient: saving_throw += character.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 self.value = val class Skill(): """An ability-based skill, such as athletics.""" def __init__(self, ability): self.ability_name = ability def __set_name__(self, character, name): self.skill_name = name.lower().replace('_', ' ') self.character = character def __get__(self, character, owner): ability = getattr(character, self.ability_name) modifier = ability.modifier # Check for proficiency is_proficient = self.skill_name in character.skill_proficiencies if is_proficient: modifier += character.proficiency_bonus elif any([isinstance(f, RemarkableAthelete) for f in character.features]): if self.ability_name.lower() in ('strength', 'dexterity', 'constitution'): modifier += ceil(character.proficiencies_bonus / 2.) # Check for expertise is_expert = self.skill_name in character.skill_expertise if is_expert: modifier += character.proficiency_bonus return modifier class ArmorClass(): """ The Armor Class of a character """ def __get__(self, char, Character): armor = char.armor or NoArmor() ac = armor.base_armor_class shield = char.shield or NoShield() ac += shield.base_armor_class # calculate and apply modifiers if armor.dexterity_mod_max is None: ac += char.dexterity.modifier else: ac += min(char.dexterity.modifier, armor.dexterity_mod_max) # Compute feature-specific additions if any([isinstance(f, UnarmoredDefenseMonk) for f in char.features]): if (isinstance(armor, NoArmor) and isinstance(shield, NoShield)): ac += char.wisdom.modifier if any([isinstance(f, UnarmoredDefenseBarbarian) for f in char.features]): if isinstance(armor, NoArmor): ac += char.constitution.modifier if any([isinstance(f, DraconicResilience) for f in char.features]): if isinstance(armor, NoArmor): ac += 3 if any([isinstance(f, Defense) for f in char.features]): if not isinstance(armor, NoArmor): ac += 1 # Check if any magic items add to AC for mitem in char.magic_items: if hasattr(mitem, 'ac_bonus'): ac += mitem.ac_bonus return ac class Speed(): """ The speed of a character """ def __get__(self, char, Character): speed = char.race.speed other_speed = '' if isinstance(speed, str): other_speed = speed[2:] speed = int(speed[:2]) # ignore other speeds, like fly if any([isinstance(f, FastMovement) for f in char.features]): if not isinstance(char.armor, HeavyArmor): speed += 10 if isinstance(char.armor, NoArmor) or (char.armor is None): for f in char.features: if isinstance(f, UnarmoredMovement): speed += f.speed_bonus if any([isinstance(f, GiftOfTheDepths) for f in char.features]): if 'swim' not in other_speed: other_speed += ' ({:d} swim)'.format(speed) return '{:d}{:s}'.format(speed, other_speed)