#!/usr/bin/env python """Launch a system to interactively create a character.""" import logging import math import os from random import randint import subprocess import npyscreen from dungeonsheets import character, race, dice, background, classes, weapons, armor log = logging.getLogger(__name__) def read_version(): version = open(os.path.join(os.path.dirname(__file__), "../VERSION")).read() version = version.replace("\n", "") return version char_classes = {c.name: c for c in classes.available_classes} races = {r.name: r for r in race.available_races} backgrounds = {b.name: b for b in background.available_backgrounds} all_weapons = ( weapons.simple_melee_weapons + weapons.martial_melee_weapons + weapons.simple_ranged_weapons + weapons.martial_ranged_weapons ) class LinkedListForm(npyscreen.ActionForm): prev_page = None this_page = None next_page = None def __init__(self, formid, *args, **kwargs): self.this_page = formid super().__init__(*args, **kwargs) def to_next(self): self.parentApp.setNextForm(self.next_page) def to_prev(self): self.parentApp.setNextForm(self.prev_page) def add_next(self, next_name): new_next = self.parentApp.getForm(next_name) if self.next_page: current_next = self.parentApp.getForm(self.next_page) current_next.prev_page = next_name new_next.next_page = self.next_page new_next.prev_page = self.this_page self.next_page = next_name def add_prev(self, prev_name): new_prev = self.parentApp.getForm(prev_name) if self.prev_page: current_prev = self.parentApp.getForm(self.prev_page) current_prev.next_page = prev_name new_prev.prev_page = self.prev_page new_prev.next_page = self.this_page self.prev_page = prev_name def prune(self): if self.next_page: next_form = self.parentApp.getForm(self.next_page) next_form.prev_page = self.prev_page if self.prev_page: prev_form = self.parentApp.getForm(self.prev_page) prev_form.next_page = self.next_page self.parentApp.removeForm(self.this_page) class App(npyscreen.NPSAppManaged): # STARTING_FORM = 'SKILLS' character = None n_classes = 1 def save_character(self): # Save the file filename = self.getForm("SAVE").filename.value self.character.save(filename, template_file="empty_template.txt") # Create the PDF character sheet if self.getForm("SAVE").make_pdf.value: log.debug("Creating PDF") self.character.to_pdf(filename) subprocess.call(["makesheets", filename]) def update_max_hp_roll(self): abil = self.getForm("ABILITIES") # Update max HP based on the class hit_dice = [dice.read_dice_str(d) for d in self.character.hit_dice.split(" + ")] const = int((int(abil.constitution.value) - 10) / 2) hp_max = f"{hit_dice[0].faces + self.character.level*const}" hds = {} for i, hd in enumerate(hit_dice): num = hd.num if i == 0: num -= 1 if hd.faces not in hds: hds[hd.faces] = 0 hds[hd.faces] += num for faces, num in hds.items(): hp_max += f" + {num}d{faces}" abil.hp_roll_text.value = "Enter (or roll) your Max HP: " + hp_max abil.display() def reroll_max_hp(self): abil = self.getForm("ABILITIES") # Update max HP based on the class hit_dice = [dice.read_dice_str(d) for d in self.character.hit_dice.split(" + ")] const = int((int(abil.constitution.value) - 10) / 2) # Assume first hd given is from primary class hp_max = hit_dice[0].faces + const for i, hd in enumerate(hit_dice): num = hd.num if i == 0: num -= 1 for d in range(num): hp_max += randint(1, hd.faces) + const abil.hp_max.value = str(hp_max) abil.display() def set_default_hp_max(self): abil = self.getForm("ABILITIES") # Update max HP based on the class hit_dice = [dice.read_dice_str(d) for d in self.character.hit_dice.split(" + ")] const = int((int(abil.constitution.value) - 10) / 2) # Assume first hd given is from primary class hp_max = hit_dice[0].faces + const for i, hd in enumerate(hit_dice): num = hd.num if i == 0: num -= 1 for d in range(num): hp_max += math.ceil(hd.faces / 2) + const log.debug("Updating max hp: %d", hp_max) abil.hp_max.value = str(hp_max) abil.display() def onStart(self): self.character = character.Character() self.character.class_list = [] self.addForm("MAIN", BasicInfoForm, name="Basic Info:", formid="MAIN") self.addForm( "RACE", RaceForm, name="Select your character's race:", formid="RACE" ) self.addForm( "CLASS1", CharacterClassForm, name="Select your character's primary class:", formid="CLASS1", ) self.addForm( "BACKGROUND", BackgroundForm, name="Choose background:", formid="BACKGROUND" ) self.addForm( "ALIGNMENT", AlignmentForm, name="Select your character's alignment:", formid="ALIGNMENT", ) self.addForm( "ABILITIES", AbilityScoreForm, name="Choose ability scores:", formid="ABILITIES", ) self.addForm( "SKILLS", SkillForm, name="Choose skill proficiencies", formid="SKILLS" ) self.addForm("WEAPONS", WeaponForm, name="Choose weapons", formid="WEAPONS") self.addForm("ARMOR", ArmorForm, name="Choose armor", formid="ARMOR") self.addForm( "PERSONALITY", PersonalityForm, name="Describe your character", formid="PERSONALITY", ) self.addForm("SAVE", SaveForm, name="Save character:", formid="SAVE") # Initialized the DoublyLinkedList forms = [ "MAIN", "RACE", "CLASS1", "BACKGROUND", "ALIGNMENT", "ABILITIES", "SKILLS", "WEAPONS", "ARMOR", "PERSONALITY", "SAVE", ] for i in range(len(forms) - 1): form = self.getForm(forms[i]) form.add_next(forms[i + 1]) class BasicInfoForm(LinkedListForm): def create(self): self.name = self.add( npyscreen.TitleText, name="Character Name:", use_two_lines=False ) self.player_name = self.add( npyscreen.TitleText, name="Player Name:", use_two_lines=False ) def on_ok(self): # Update the default filename name = self.name.value or "New Character" if name == "": filename = "new_character.py" else: filename = f'{name.split(" ")[0].lower()}.py' save_form = self.parentApp.getForm("SAVE") save_form.filename.value = filename self.parentApp.character.name = self.name.value self.parentApp.character.player_name = self.player_name.value super().to_next() def on_cancel(self): raise KeyboardInterrupt class RaceForm(LinkedListForm): def create(self): self.race = self.add( npyscreen.TitleSelectOne, name="Race:", values=tuple(races.keys()) ) def on_ok(self): if len(self.race.get_selected_objects()) >= 1: selected_race = self.race.get_selected_objects()[0] SelectedRace = races[selected_race] log.debug("Selected character race: %s", SelectedRace.name) self.parentApp.character.race = SelectedRace super().to_next() def on_cancel(self): super().to_prev() class CharacterClassForm(LinkedListForm): class_num = 1 def __init__(self, num=1, **kwargs): self.class_num = num self.class_options = list(char_classes.keys()) super().__init__(**kwargs) @property def subclass_page(self): key = "SUBCLASS{:d}".format(self.class_num) if key in self.parentApp._Forms: return self.parentApp.getForm(key) else: return None @property def next_multiclass_page(self): key = "CLASS{:d}".format(self.class_num + 1) if key in self.parentApp._Forms: return self.parentApp.getForm(key) else: return None def update_options(self): if len(self.parentApp.character.class_list) == 0: return else: self.class_options = list(char_classes.keys()) for c in self.parentApp.character.class_list[: self.class_num - 1]: self.class_options.remove(c.name) self.character_class.values = sorted(tuple(self.class_options)) self.character_class.update() def create(self): if self.class_num > 1: self.add( npyscreen.FixedText, editable=False, value="Current Classes: {}".format(self.parentApp.character.name), ) if self.class_num == 1: t = "Primary Class:" else: t = "Class #{:d}:".format(self.class_num) for c in self.parentApp.character.class_list: self.class_options.remove(c.name) if self.class_num == 1: self.multiclass = self.add( npyscreen.Checkbox, name="Add Multiclass?", value=False, ) else: self.multiclass = self.add( npyscreen.Checkbox, name="Add Class #{:d}?".format(self.class_num + 1), value=False, ) self.level = self.add( npyscreen.TitleText, name="Level:", value="1", use_two_lines=False ) self.character_class = self.add( npyscreen.TitleSelectOne, name=t, values=tuple(self.class_options) ) def add_multiclass_page(self): new_name = "CLASS{:d}".format(self.class_num + 1) new_form = self.parentApp.addForm( new_name, CharacterClassForm, name="Select your character's Class #{:d}:".format(self.class_num + 1), num=self.class_num + 1, formid=new_name, ) self.add_next(new_name) return new_form def add_subclass_page(self, newclass, level): new_name = "SUBCLASS{:d}".format(self.class_num) new_form = self.parentApp.addForm( new_name, SubclassForm, name="Select your {:s} Subclass".format(newclass.name), newclass=newclass, level=level, num=self.class_num, formid=new_name, ) self.add_next(new_name) return new_form def on_ok(self): if len(self.character_class.get_selected_objects()) >= 1: selected_class = self.character_class.get_selected_objects()[0] selected_class = char_classes[selected_class] log.debug("Selected character class %s", selected_class.name) # replace later classes if we've backed up self.parentApp.character.class_list = self.parentApp.character.class_list[ : self.class_num - 1 ] self.parentApp.character.add_class( cls=selected_class, level=int(self.level.value), subclass=None ) # add multiclass page if not exists yet if self.multiclass.value: if self.next_multiclass_page is None: self.add_multiclass_page() else: self.next_multiclass_page.update_options() else: # in case returned a page, prune any future multiclasses while self.next_page != "BACKGROUND": f = self.parentApp.getForm(self.next_page) f.prune() if int(self.level.value) >= selected_class.subclass_select_level: if not self.subclass_page: self.add_subclass_page( newclass=selected_class, level=int(self.level.value) ) else: if self.subclass_page is not None: f = self.parentApp.getForm(self.next_page) f.prune() super().to_next() def on_cancel(self): super().to_prev() class SubclassForm(LinkedListForm): def __init__(self, newclass, level, num=1, **kwargs): self.class_num = num self.parent_class = newclass if len(newclass.subclasses_available) > 0: self.subclass_options = [sc.name for sc in newclass.subclasses_available] else: self.subclass_options = ("None",) self.level = level super().__init__(**kwargs) def create(self): self.subclass = self.add( npyscreen.TitleSelectOne, name="Subclass:", values=tuple(self.subclass_options), ) def on_ok(self): if len(self.subclass.get_selected_objects()) >= 1: sc = self.subclass.get_selected_objects()[0] if sc in [None, "", "None"]: sc = None self.parentApp.character.class_list = self.parentApp.character.class_list[ : self.class_num - 1 ] self.parentApp.character.add_class( cls=self.parent_class, level=self.level, subclass=sc ) super().to_next() def on_cancel(self): super().to_prev() class BackgroundForm(LinkedListForm): def create(self): self.background = self.add( npyscreen.TitleSelectOne, name="Background:", values=tuple(backgrounds.keys()), ) def on_ok(self): if len(self.background.get_selected_objects()) >= 1: selected_bg = self.background.get_selected_objects()[0] Background = backgrounds[selected_bg] self.parentApp.character.background = Background() # Update the languages based on background and race race_languages = self.parentApp.character.race.languages languages = Background.languages + race_languages self.parentApp.character.languages = ", ".join(languages) log.debug("Selected character background: %s", Background.name) super().to_next() def on_cancel(self): super().to_prev() class AlignmentForm(LinkedListForm): """Choose your character's alignment.""" alignments = ( "Lawful good", "Neutral good", "Chaotic good", "Lawful neutral", "True neutral", "Chaotic neutral", "Lawful evil", "Neutral evil", "Chaotic evil", ) def create(self): self.alignment = self.add( npyscreen.TitleSelectOne, name="Alignment:", values=self.alignments ) def on_ok(self): if len(self.alignment.get_selected_objects()) >= 1: selected_alignment = self.alignment.get_selected_objects()[ 0 ] # values[self.alignment.value] log.debug("Selected character alignment %s", selected_alignment) self.parentApp.character.alignment = selected_alignment # prep additions to abilities page self.parentApp.getForm("ABILITIES").prep() super().to_next() def on_cancel(self): super().to_prev() class AbilityScoreForm(LinkedListForm): num_rolls = 0 def roll_dice(self): """Get six ability scores that can then be assigned to abilities.""" def roll_score(): # Roll 4 dice and add the 3 highest rolls = (randint(1, 6) for i in range(4)) score = sum(sorted(rolls)[-3:]) return score scores = (roll_score() for i in range(6)) return tuple(sorted(scores, reverse=True)) def default_array(self): return (15, 14, 13, 12, 10, 8) def reroll(self, widget=None): self.num_rolls += 1 new_scores = self.roll_dice() self.score_options.value = str(new_scores)[1:-1] self.score_options.update() self.reroll_button.value = False self.reroll_button.name = "Reroll" self.reroll_button.update() self.default_button.value = False self.default_button.update() def set_default(self, widget=None): new_scores = self.default_array() self.score_options.value = str(new_scores)[1:-1] self.score_options.update() self.default_button.value = True self.default_button.update() def reroll_hp(self, widget=None): self.parentApp.reroll_max_hp() self.parentApp.update_max_hp_roll() def create(self): self.roll_text = self.add( npyscreen.FixedText, editable=False, value="Take the six rolls below and assign each one to an ability.", ) self.score_options = self.add( npyscreen.TitleFixedText, name="Rolls:", editable=False, value=str(self.default_array())[1:-1], ) self.default_button = self.add( npyscreen.MiniButtonPress, name="Use Default Rolls", when_pressed_function=self.set_default, ) self.reroll_button = self.add( npyscreen.MiniButtonPress, name="Reroll", when_pressed_function=self.reroll ) def prep(self): attrs = ( "strength", "dexterity", "constitution", "intelligence", "wisdom", "charisma", ) self.class_text = self.add( npyscreen.FixedText, editable=False, value="Key stats for your primary class {:s} are listed with **".format( self.parentApp.character.primary_class.name ), ) self.race_text = self.add( npyscreen.FixedText, editable=False, value="Do not add racial bonuses, they will be added for you as listed.", ) for attr in attrs: if attr in self.parentApp.character.primary_class.primary_abilities: name = "**" + attr else: name = "" + attr race_bonus = getattr(self.parentApp.character.race, f"{attr}_bonus") if race_bonus != 0: name += "({:+d})".format(race_bonus) name += ":" new_fld = self.add( npyscreen.TitleText, name=name, begin_entry_at=24, value="10" ) setattr(self, attr, new_fld) self.hp_roll_text = self.add(npyscreen.FixedText, editable=False, value="") self.hp_reroll_buttom = self.add( npyscreen.MiniButtonPress, name="Reroll Max HP", when_pressed_function=self.reroll_hp, ) self.hp_max = self.add(npyscreen.TitleText, name="Max HP:") self.parentApp.update_max_hp_roll() self.parentApp.set_default_hp_max() def on_ok(self): attrs = ( "strength", "dexterity", "constitution", "intelligence", "wisdom", "charisma", "hp_max", ) for attr in attrs: fld = getattr(self, attr) race_bonus = getattr(self.parentApp.character.race, f"{attr}_bonus", 0) try: val = int(float(fld.value)) except ValueError: # Not an integer, so clear the field val = 10 val += race_bonus log.debug("Setting %s to %s", attr, str(val)) # Update the "character" with new values setattr(self.parentApp.character, attr, val) super().to_next() def on_cancel(self): super().to_prev() class SkillForm(LinkedListForm): def while_editing(self): # Update the static skills for race and background bg_skills = self.parentApp.character.background.skill_proficiencies self.bg_skills.value = str(bg_skills)[1:-1].replace("'", "") race_skills = self.parentApp.character.race.skill_proficiencies self.race_skills.value = str(race_skills)[1:-1].replace("'", "") # Now set the available discretionary choices choices = ( self.parentApp.character.primary_class.class_skill_choices + self.parentApp.character.race.skill_choices + self.parentApp.character.background.skill_choices ) static_skills = bg_skills + race_skills choices = set([c for c in choices if c.lower() not in static_skills]) self.skill_proficiencies.set_values(sorted(tuple(choices))) self.update_remaining() def update_remaining(self, widget=None): num_choices = ( self.parentApp.character.primary_class.num_skill_choices + self.parentApp.character.race.num_skill_choices + self.parentApp.character.background.num_skill_choices ) num_selected = len(self.skill_proficiencies.value) remaining = num_choices - num_selected log.debug(f"Remaining: {remaining}") self.remaining.value = str(remaining) self.display() def create(self): self.bg_skills = self.add( npyscreen.TitleText, name="Background:", value="", editable=False ) self.race_skills = self.add( npyscreen.TitleText, name="Racial:", value="", editable=False ) self.remaining = self.add( npyscreen.TitleText, name="Remaining:", value=0, editable=False ) self.skill_proficiencies = self.add( npyscreen.TitleMultiSelect, name="Skill Proficiencies:", values=(), value_changed_callback=self.update_remaining, ) def on_ok(self): new_skills = self.skill_proficiencies.get_selected_objects() if new_skills is not None: new_skills = tuple(s.lower() for s in new_skills) else: new_skills = () bg_skills = tuple(self.parentApp.character.background.skill_proficiencies) race_skills = tuple(self.parentApp.character.race.skill_proficiencies) all_skills = new_skills + bg_skills + race_skills self.parentApp.character.skill_proficiencies = all_skills self.parentApp.getForm("WEAPONS").update_options() log.debug(f"Skill proficiencies: {all_skills}") super().to_next() def on_cancel(self): super().to_prev() class WeaponForm(LinkedListForm): def create(self): self.instructions = self.add( npyscreen.FixedText, editable=False, value="Please select your weapons." ) self.remaining = self.add( npyscreen.TitleText, name="Remaining:", value=3, editable=False ) self.weapons = self.add( npyscreen.TitleMultiSelect, name="Weapons:", values=tuple([wpn.name for wpn in all_weapons]), value_changed_callback=self.update_remaining, ) def on_ok(self): new_weapons = self.weapons.get_selected_objects() if new_weapons is not None: new_weapons = tuple(s.lower() for s in new_weapons) else: new_weapons = () for wpn in new_weapons: self.parentApp.character.wield_weapon(wpn) log.debug(f"Weapons wielded: {new_weapons}") super().to_next() def update_remaining(self, widget=None): num_choices = 3 num_selected = len(self.weapons.value) remaining = num_choices - num_selected log.debug(f"Remaining: {remaining}") self.remaining.value = str(remaining) self.display() def update_options(self): available_weapons = [] for wpn in all_weapons: if self.parentApp.character.is_proficient(wpn()): available_weapons.append(wpn.name) self.weapons.values = available_weapons self.parentApp.getForm("ARMOR").update_options() self.display() def on_cancel(self): super().to_prev() class ArmorForm(LinkedListForm): def create(self): self.instructions = self.add( npyscreen.FixedText, editable=False, value="Please select your armor." ) self.shield = self.add(npyscreen.Checkbox, name="Shield? ", value=False) self.armor = self.add( npyscreen.TitleSelectOne, name="Armor:", values=tuple([a.name for a in ([armor.NoArmor] + armor.all_armors)]), ) def on_ok(self): my_armor = self.armor.get_selected_objects()[0] if my_armor.lower() != "no armor": self.parentApp.character.wear_armor(my_armor) if self.shield.value: self.parentApp.character.wield_shield("shield") super().to_next() def update_options(self): available_armors = [armor.NoArmor] proficiencies = self.parentApp.character.proficiencies_text.lower() if ("light armor" in proficiencies) or ("all armor" in proficiencies): available_armors.extend(armor.light_armors) if ("medium armor" in proficiencies) or ("all armor" in proficiencies): available_armors.extend(armor.medium_armors) if ("heavy armor" in proficiencies) or ("all armor" in proficiencies): available_armors.extend(armor.heavy_armors) self.armor.values = [a.name for a in available_armors] self.display() def on_cancel(self): super().to_prev() class PersonalityForm(LinkedListForm): def create(self): self.instructions = self.add( npyscreen.FixedText, editable=False, value="Please describe your character's personality.", ) self.add(npyscreen.FixedText, editable=False, value=" ") self.pers_instr = self.add( npyscreen.FixedText, editable=False, value="Describe how your character behaves/interacts with others?", ) self.personality_traits = self.add( npyscreen.TitleText, name="Personality Traits: ", begin_entry_at=24 ) self.add(npyscreen.FixedText, editable=False, value=" ") self.ideal_instr = self.add( npyscreen.FixedText, editable=False, value="Describe what values does your character believes in?", ) self.ideals = self.add(npyscreen.TitleText, name="Ideals: ", begin_entry_at=24) self.add(npyscreen.FixedText, editable=False, value=" ") self.bond_instr = self.add( npyscreen.FixedText, editable=False, value="Describe your character's commitments or ongoing quests.", ) self.bonds = self.add(npyscreen.TitleText, name="Bonds: ", begin_entry_at=24) self.add(npyscreen.FixedText, editable=False, value=" ") self.flaw_instr = self.add( npyscreen.FixedText, editable=False, value="Describe your character's interesting flaws.", ) self.flaws = self.add(npyscreen.TitleText, name="Flaws: ", begin_entry_at=24) self.add(npyscreen.FixedText, editable=False, value=" ") self.feat_instr = self.add( npyscreen.FixedText, editable=False, value="Describe any other notable features or abilities.", ) self.features = self.add( npyscreen.TitleText, name="Features: ", begin_entry_at=24 ) def on_ok(self): if self.personality_traits.value: self.parentApp.character.personality_traits = self.personality_traits.value if self.ideals.value: self.parentApp.character.ideals = self.ideals.value if self.bonds.value: self.parentApp.character.bonds = self.bonds.value if self.flaws.value: self.parentApp.character.flaws = self.flaws.value if self.features.value: self.parentApp.character.features_and_traits = self.features.value super().to_next() def on_cancel(self): super().to_prev() class SaveForm(LinkedListForm): def create(self): self.instructions = self.add( npyscreen.FixedText, editable=False, value=( "Your character will be saved in the file given below. " "After saving, edit this file to finish your personality, " "weapons, etc." ), ) self.filename = self.add(npyscreen.TitleText, name="Filename:") self.make_pdf = self.add(npyscreen.Checkbox, name="Create PDF:", value=True) def on_ok(self): super().to_next() def on_cancel(self): super().to_prev() def main(): my_app = App() try: my_app.run() except KeyboardInterrupt: log.error("Aborted by user request") else: my_app.save_character() if __name__ == "__main__": main()