mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-05-19 04:33:26 +02:00
937 lines
33 KiB
Python
937 lines
33 KiB
Python
"""Tools for describing a player character."""
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__all__ = ('Character',)
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import importlib.util
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import os
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import re
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import subprocess
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import warnings
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import math
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import jinja2
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from dungeonsheets import (armor, background, classes, exceptions, features,
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infusions, magic_items, monsters, race, spells,
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weapons)
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from dungeonsheets.armor import Armor, NoArmor, NoShield, Shield
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from dungeonsheets.dice import read_dice_str
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from dungeonsheets.stats import (Ability, ArmorClass, Initiative, Skill, Speed,
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findattr)
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from dungeonsheets.weapons import Weapon
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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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dice_re = re.compile('(\d+)d(\d+)')
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__all__ = ('Artificer', 'Barbarian', 'Bard', 'Cleric', 'Druid', 'Fighter', 'Monk',
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'Paladin', 'Ranger', 'Rogue', 'Sorcerer', 'Warlock', 'Wizard', )
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multiclass_spellslots_by_level = {
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# char_lvl: (cantrips, 1st, 2nd, 3rd, ...)
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1: (0, 2, 0, 0, 0, 0, 0, 0, 0, 0),
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2: (0, 3, 0, 0, 0, 0, 0, 0, 0, 0),
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3: (0, 4, 2, 0, 0, 0, 0, 0, 0, 0),
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4: (0, 4, 3, 0, 0, 0, 0, 0, 0, 0),
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5: (0, 4, 3, 2, 0, 0, 0, 0, 0, 0),
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6: (0, 4, 3, 3, 0, 0, 0, 0, 0, 0),
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7: (0, 4, 3, 3, 1, 0, 0, 0, 0, 0),
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8: (0, 4, 3, 3, 2, 0, 0, 0, 0, 0),
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9: (0, 4, 3, 3, 3, 1, 0, 0, 0, 0),
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10: (0, 4, 3, 3, 3, 2, 0, 0, 0, 0),
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11: (0, 4, 3, 3, 3, 2, 1, 0, 0, 0),
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12: (0, 4, 3, 3, 3, 2, 1, 0, 0, 0),
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13: (0, 4, 3, 3, 3, 2, 1, 1, 0, 0),
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14: (0, 4, 3, 3, 3, 2, 1, 1, 0, 0),
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15: (0, 4, 3, 3, 3, 2, 1, 1, 1, 0),
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16: (0, 4, 3, 3, 3, 2, 1, 1, 1, 0),
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17: (0, 4, 3, 3, 3, 2, 1, 1, 1, 1),
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18: (0, 4, 3, 3, 3, 3, 1, 1, 1, 1),
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19: (0, 4, 3, 3, 3, 3, 2, 1, 1, 1),
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20: (0, 4, 3, 3, 3, 3, 2, 2, 1, 1),
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}
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class Character():
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"""A generic player character.
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"""
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# General attirubtes
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name = ""
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player_name = ""
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alignment = "Neutral"
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dungeonsheets_version = __version__
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class_list = list()
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_race = None
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_background = None
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xp = 0
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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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armor_class = ArmorClass()
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initiative = Initiative()
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speed = Speed()
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inspiration = False
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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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# Characteristics
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attacks_and_spellcasting = ""
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personality_traits = "TODO: Describe how your character behaves, interacts with others"
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ideals = "TODO: Describe what values your character believes in."
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bonds = "TODO: Describe your character's commitments or ongoing quests."
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flaws = "TODO: Describe your character's interesting flaws."
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features_and_traits = "Describe any other features and abilities."
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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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_proficiencies_text = list()
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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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def __init__(self, **attrs):
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"""Takes a bunch of attrs and passes them to ``set_attrs``"""
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self.clear()
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# make sure class, race, background are set first
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my_classes = attrs.pop('classes', [])
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my_levels = attrs.pop('levels', [])
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my_subclasses = attrs.pop('subclasses', [])
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# backwards compatability
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if (len(my_classes) == 0):
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if ('class' in attrs):
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my_classes = [attrs.pop('class')]
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my_levels = [attrs.pop('level', 1)]
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my_subclasses = [attrs.pop('subclass', None)]
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else: # if no classes or levels given, default to Lvl 1 Fighter
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my_classes = ['Fighter']
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my_levels = [1]
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my_subclasses = [None]
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# Generate the list of class objects
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self.add_classes(
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my_classes, my_levels, my_subclasses,
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feature_choices=attrs.get('feature_choices', []))
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# parse race and background
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self.race = attrs.pop('race', None)
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self.background = attrs.pop('background', None)
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# parse all other attributes
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self.set_attrs(**attrs)
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self.__set_max_hp(attrs.get('hp_max', None))
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def clear(self):
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# reset class-definied items
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self.class_list = list()
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self.weapons = list()
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self.magic_items = list()
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self._saving_throw_proficiencies = tuple()
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self.other_weapon_proficiencies = tuple()
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self.skill_proficiencies = list()
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self.skill_expertise = list()
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self._proficiencies_text = list()
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self._spells = list()
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self._spells_prepared = list()
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self.infusions = list()
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self.custom_features = list()
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self.feature_choices = list()
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def __str__(self):
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return self.name
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def __repr__(self):
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return f"<{self.class_name}: {self.name}>"
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def add_class(self, cls: (classes.CharClass, type, str), level: (int, str),
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subclass=None, feature_choices=[]):
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if isinstance(cls, str):
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cls = cls.strip().title().replace(' ', '')
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try:
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cls = getattr(classes, cls)
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except AttributeError:
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raise AttributeError(
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'class was not recognized from classes.py: {:s}'.format(cls))
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if isinstance(level, str):
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level = int(level)
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self.class_list.append(cls(level, owner=self,
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subclass=subclass,
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feature_choices=feature_choices))
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def add_classes(self, classes_list=[], levels=[], subclasses=[],
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feature_choices=[]):
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if isinstance(classes_list, str):
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classes_list = [classes_list]
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if isinstance(levels, int) or isinstance(levels, float) or isinstance(levels, str):
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levels = [levels]
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if len(levels) == 0:
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levels = [1]*len(classes_list)
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if isinstance(subclasses, str):
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subclasses = [subclasses]
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if len(subclasses) == 0:
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subclasses = [None]*len(classes_list)
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assert len(classes_list) == len(levels), (
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'the length of classes {:d} does not match length of '
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'levels {:d}'.format(len(classes), len(levels)))
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assert len(classes_list) == len(subclasses), (
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'the length of classes {:d} does not match length of '
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'subclasses {:d}'.format(len(classes_list), len(subclasses)))
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class_list = []
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for cls, lvl, sub in zip(classes_list, levels, subclasses):
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params = {}
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params['feature_choices'] = feature_choices
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self.add_class(cls=cls, level=lvl, subclass=sub,
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**params)
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@property
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def race(self):
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return self._race
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@race.setter
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def race(self, newrace):
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if isinstance(newrace, race.Race):
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self._race = newrace
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self._race.owner = self
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elif isinstance(newrace, type) and issubclass(newrace, race.Race):
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self._race = newrace(owner=self)
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elif isinstance(newrace, str):
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try:
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self._race = findattr(race, newrace)(owner=self)
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except AttributeError:
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msg = (f'Race "{newrace}" not defined. '
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f'Please add it to ``race.py``')
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self._race = race.Race(owner=self)
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warnings.warn(msg)
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elif newrace is None:
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self._race = race.Race(owner=self)
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@property
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def background(self):
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return self._background
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@background.setter
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def background(self, bg):
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if isinstance(bg, background.Background):
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self._background = bg
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self._background.owner = self
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elif isinstance(bg, type) and issubclass(bg, background.Background):
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self._background = bg(owner=self)
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elif isinstance(bg, str):
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try:
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self._background = findattr(background, bg)(owner=self)
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except AttributeError:
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msg = (f'Background "{bg}" not defined. '
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f'Please add it to ``background.py``')
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self._background = background.Background(owner=self)
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warnings.warn(msg)
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@property
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def class_name(self):
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if self.num_classes >= 1:
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return self.primary_class.name
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else:
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return ""
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@property
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def classes_and_levels(self):
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return ' / '.join([f'{c.name} {c.level}'
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for c in self.class_list])
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@property
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def class_names(self):
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return [c.name for c in self.class_list]
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@property
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def levels(self):
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return [c.level for c in self.class_list]
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@property
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def subclasses(self):
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return list([c.subclass or '' for c in self.class_list])
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@property
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def level(self):
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return sum(c.level for c in self.class_list)
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@level.setter
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def level(self, new_level):
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self.primary_class.level = new_level
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if self.num_classes > 1:
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warnings.warn("Unable to tell which level to set. Updating "
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"level of primary class {:s}".format(self.primary_class.name))
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@property
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def num_classes(self):
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return len(self.class_list)
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@property
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def has_class(self):
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return (self.num_classes > 0)
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@property
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def primary_class(self):
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# for now, assume first class given must be primary class
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if self.has_class:
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return self.class_list[0]
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else:
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return None
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def __set_max_hp(self, hp_max):
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"""
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Set maximum HP based on value in charlist py or calc from classes
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"""
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if hp_max:
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assert isinstance(hp_max, int)
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self.hp_max = hp_max
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else:
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const_mod = self.constitution.modifier
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level_one_hp = self.primary_class.hit_dice_faces + const_mod
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self.hp_max = level_one_hp
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for char_cls in self.class_list:
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hp_per_lvl = char_cls.hit_dice_faces/2 + 1 + const_mod
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levels = char_cls.level
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if char_cls == self.primary_class:
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levels -= 1
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assert levels >= 0
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self.hp_max += int(hp_per_lvl * levels)
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@property
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def weapon_proficiencies(self):
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wp = set(self.other_weapon_proficiencies)
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if self.num_classes > 0:
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wp |= set(self.primary_class.weapon_proficiencies)
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if self.num_classes > 1:
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for c in self.class_list[1:]:
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wp |= set(c.multiclass_weapon_proficiencies)
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if self.race is not None:
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wp |= set(getattr(self.race, 'weapon_proficiencies', ()))
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if self.background is not None:
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wp |= set(getattr(self.background, 'weapon_proficiencies', ()))
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return tuple(wp)
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@weapon_proficiencies.setter
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def weapon_proficiencies(self, new_weapons):
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self.other_weapon_proficiencies = tuple(new_weapons)
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@property
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def other_weapon_proficiencies_text(self):
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return tuple(w.name for w in self.other_weapon_proficiencies)
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@property
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def features(self):
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fts = set(self.custom_features)
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fighting_style_defined = False
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set_of_fighting_styles = {
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"Fighting Style (Archery)",
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"Fighting Style (Defense)",
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"Fighting Style (Dueling)",
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"Fighting Style (Great Weapon Fighting)",
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"Fighting Style (Protection)",
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"Fighting Style (Two-Weapon Fighting)"
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}
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for temp_feature in fts:
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fighting_style_defined = (temp_feature.name in set_of_fighting_styles)
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if fighting_style_defined:
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break
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if not self.has_class:
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return fts
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for c in self.class_list:
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fts |= set(c.features)
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for feature in fts:
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if fighting_style_defined and feature.name == 'Fighting Style (Select One)':
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temp_feature = feature
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fts.remove(temp_feature)
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break
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if self.race is not None:
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fts |= set(getattr(self.race, 'features', ()))
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# some races have level-based features (Ex: Aasimar)
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if hasattr(self.race, 'features_by_level'):
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for lvl in range(1, self.level+1):
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fts |= set(self.race.features_by_level[lvl])
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if self.background is not None:
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fts |= set(getattr(self.background, 'features', ()))
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return sorted(tuple(fts), key=(lambda x: x.name))
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@property
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def custom_features_text(self):
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return tuple([f.name for f in self.custom_features])
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def has_feature(self, feat):
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return any([isinstance(f, feat) for f in self.features])
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@property
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def saving_throw_proficiencies(self):
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if self.primary_class is None:
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return self._saving_throw_proficiencies
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else:
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return (self._saving_throw_proficiencies or
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self.primary_class.saving_throw_proficiencies)
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@saving_throw_proficiencies.setter
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def saving_throw_proficiencies(self, vals):
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self._saving_throw_proficiencies = vals
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@property
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def spellcasting_classes(self):
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return [c for c in self.class_list if c.is_spellcaster]
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@property
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def spellcasting_classes_excluding_warlock(self):
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return [c for c in self.spellcasting_classes if not type(c) == classes.Warlock]
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@property
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def is_spellcaster(self):
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return (len(self.spellcasting_classes) > 0)
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def spell_slots(self, spell_level):
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warlock_slots = 0
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for c in self.spellcasting_classes:
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if type(c) is classes.Warlock:
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warlock_slots = c.spell_slots(spell_level)
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if len(self.spellcasting_classes_excluding_warlock) == 0:
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return warlock_slots
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if len(self.spellcasting_classes_excluding_warlock) == 1:
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return self.spellcasting_classes_excluding_warlock[0].spell_slots(spell_level) + warlock_slots
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else:
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if spell_level == 0:
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return sum([c.spell_slots(0)
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for c in self.spellcasting_classes])
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else:
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# compute effective level from PHB pg 164
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eff_level = 0
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for c in self.spellcasting_classes_excluding_warlock:
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if type(c) in [classes.Bard, classes.Cleric, classes.Druid,
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classes.Sorceror, classes.Wizard]:
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eff_level += c.level
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elif type(c) in [classes.Paladin, classes.Ranger]:
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eff_level += c.level // 2
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elif type(c) in [classes.Fighter, classes.Rogue]:
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eff_level += c.level // 3
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elif type(c) is classes.Artificer:
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eff_level += math.ceil(c.level / 2)
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if eff_level == 0:
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return warlock_slots
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else:
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return multiclass_spellslots_by_level[eff_level][spell_level] + warlock_slots
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@property
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def spells(self):
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spells = set(self._spells) | set(self._spells_prepared)
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for f in self.features:
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spells |= set(f.spells_known) | set(f.spells_prepared)
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for c in self.spellcasting_classes:
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spells |= set(c.spells_known) | set(c.spells_prepared)
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if self.race is not None:
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spells |= set(self.race.spells_known) | set(self.race.spells_prepared)
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return sorted(tuple(spells), key=(lambda x: (x.name)))
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@property
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def spells_prepared(self):
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spells = set(self._spells_prepared)
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for f in self.features:
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spells |= set(f.spells_prepared)
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for c in self.spellcasting_classes:
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|
spells |= set(c.spells_prepared)
|
|
if self.race is not None:
|
|
spells |= set(self.race.spells_prepared)
|
|
return sorted(tuple(spells), key=(lambda x: (x.name)))
|
|
|
|
def set_attrs(self, **attrs):
|
|
"""
|
|
Bulk setting of attributes
|
|
Useful for loading a character from a dictionary
|
|
"""
|
|
for attr, val in attrs.items():
|
|
if attr == 'dungeonsheets_version':
|
|
pass # Maybe we'll verify this later?
|
|
elif attr == 'weapons':
|
|
if isinstance(val, str):
|
|
val = [val]
|
|
# Treat weapons specially
|
|
for weap in val:
|
|
self.wield_weapon(weap)
|
|
elif attr == 'magic_items':
|
|
if isinstance(val, str):
|
|
val = [val]
|
|
for mitem in val:
|
|
try:
|
|
self.magic_items.append(findattr(magic_items, mitem)(owner=self))
|
|
except (AttributeError):
|
|
msg = (f'Magic Item "{mitem}" not defined. '
|
|
f'Please add it to ``magic_items.py``')
|
|
warnings.warn(msg)
|
|
elif attr == 'weapon_proficiencies':
|
|
self.other_weapon_proficiencies = ()
|
|
wps = set([findattr(weapons, w) for w in val])
|
|
wps -= set(self.weapon_proficiencies)
|
|
self.other_weapon_proficiencies = list(wps)
|
|
elif attr == 'armor':
|
|
self.wear_armor(val)
|
|
elif attr == 'shield':
|
|
self.wield_shield(val)
|
|
elif attr == 'circle':
|
|
if hasattr(self, 'Druid'):
|
|
self.Druid.circle = val
|
|
elif attr == 'features':
|
|
if isinstance(val, str):
|
|
val = [val]
|
|
_features = []
|
|
for f in val:
|
|
try:
|
|
_features.append(findattr(features, f))
|
|
except AttributeError:
|
|
msg = (f'Feature "{f}" not defined. '
|
|
f'Please add it to ``features.py``')
|
|
# create temporary feature
|
|
_features.append(features.create_feature(
|
|
name=f, source='Unknown',
|
|
__doc__="""Unknown Feature. Add to features.py"""))
|
|
warnings.warn(msg)
|
|
self.custom_features += tuple(F(owner=self) for F in _features)
|
|
elif (attr == 'spells') or (attr == 'spells_prepared'):
|
|
# Create a list of actual spell objects
|
|
_spells = []
|
|
for spell_name in val:
|
|
try:
|
|
_spells.append(findattr(spells, spell_name))
|
|
except AttributeError:
|
|
msg = (f'Spell "{spell_name}" not defined. '
|
|
f'Please add it to ``spells.py``')
|
|
warnings.warn(msg)
|
|
# Create temporary spell
|
|
_spells.append(spells.create_spell(name=spell_name, level=9))
|
|
# raise AttributeError(msg)
|
|
# Sort by name
|
|
_spells.sort(key=lambda spell: spell.name)
|
|
# Save list of spells to character atribute
|
|
if attr == 'spells':
|
|
# Instantiate them all for the spells list
|
|
self._spells = tuple(S() for S in _spells)
|
|
else:
|
|
# Instantiate them all for the spells list
|
|
self._spells_prepared = tuple(S() for S in _spells)
|
|
elif attr == 'infusions':
|
|
if hasattr(self, 'Artificer'):
|
|
_infusions = []
|
|
for infusion_name in val:
|
|
try:
|
|
_infusions.append(findattr(infusions, infusion_name))
|
|
except AttributeError:
|
|
msg = (f'Infusion "{infusion_name}" not defined. '
|
|
f'Please add it to ``infusions.py``')
|
|
warnings.warn(msg)
|
|
_infusions.sort(key=lambda infusion: infusion.name)
|
|
self.infusions = tuple(i() for i in _infusions)
|
|
else:
|
|
if not hasattr(self, attr):
|
|
warnings.warn(f"Setting unknown character attribute {attr}",
|
|
RuntimeWarning)
|
|
# Lookup general attributes
|
|
setattr(self, attr, val)
|
|
|
|
def spell_save_dc(self, class_type):
|
|
ability_mod = getattr(self, class_type.spellcasting_ability).modifier
|
|
return (8 + self.proficiency_bonus + ability_mod)
|
|
|
|
def spell_attack_bonus(self, class_type):
|
|
ability_mod = getattr(self, class_type.spellcasting_ability).modifier
|
|
return (self.proficiency_bonus + ability_mod)
|
|
|
|
def is_proficient(self, weapon: Weapon):
|
|
"""Is the character proficient with this item?
|
|
|
|
Considers class proficiencies and race proficiencies.
|
|
|
|
Parameters
|
|
----------
|
|
weapon
|
|
The weapon to be tested for proficiency.
|
|
|
|
Returns
|
|
-------
|
|
Boolean: is this character proficient with this weapon?
|
|
|
|
"""
|
|
all_proficiencies = self.weapon_proficiencies
|
|
is_proficient = any((isinstance(weapon, W) for W in all_proficiencies))
|
|
return is_proficient
|
|
|
|
@property
|
|
def proficiencies_text(self):
|
|
final_text = ""
|
|
all_proficiencies = tuple(self._proficiencies_text)
|
|
if self.has_class:
|
|
all_proficiencies += tuple(self.primary_class._proficiencies_text)
|
|
if self.num_classes > 1:
|
|
for c in self.class_list[1:]:
|
|
all_proficiencies += tuple(c._multiclass_proficiencies_text)
|
|
if self.race is not None:
|
|
all_proficiencies += tuple(self.race.proficiencies_text)
|
|
if self.background is not None:
|
|
all_proficiencies += tuple(self.background.proficiencies_text)
|
|
# Create a single string out of all the proficiencies
|
|
for txt in all_proficiencies:
|
|
if not final_text:
|
|
# Capitalize the first entry
|
|
txt = txt.capitalize()
|
|
else:
|
|
# Put a comma first
|
|
txt = ", " + txt
|
|
# Add this item to the list text
|
|
final_text += txt
|
|
# Add a period at the end
|
|
final_text += '.'
|
|
return final_text
|
|
|
|
@property
|
|
def features_text(self):
|
|
s = '\n\n--'.join([f.name + ("**" if f.needs_implementation else "")
|
|
for f in self.features])
|
|
if s != '':
|
|
s = '(See Features Page)\n\n--' + s
|
|
s += '\n\n=================\n\n'
|
|
return s
|
|
|
|
@property
|
|
def magic_items_text(self):
|
|
s = ', '.join([f.name + ("**" if f.needs_implementation else "")
|
|
for f in sorted(self.magic_items, key=(lambda x: x.name))])
|
|
if s:
|
|
s += ', '
|
|
return s
|
|
|
|
def wear_armor(self, new_armor):
|
|
"""Accepts a string or Armor class and replaces the current armor.
|
|
|
|
If a string is given, then a subclass of
|
|
:py:class:`~dungeonsheets.armor.Armor` is retrived from the
|
|
``armor.py`` file. Otherwise, an subclass of
|
|
:py:class:`~dungeonsheets.armor.Armor` can be provided
|
|
directly.
|
|
|
|
"""
|
|
if new_armor not in ('', 'None', None):
|
|
if isinstance(new_armor, armor.Armor):
|
|
new_armor = new_armor
|
|
else:
|
|
NewArmor = findattr(armor, new_armor)
|
|
new_armor = NewArmor()
|
|
self.armor = new_armor
|
|
|
|
def wield_shield(self, shield):
|
|
"""Accepts a string or Shield class and replaces the current armor.
|
|
|
|
If a string is given, then a subclass of
|
|
:py:class:`~dungeonsheets.armor.Shield` is retrived from the
|
|
``armor.py`` file. Otherwise, an subclass of
|
|
:py:class:`~dungeonsheets.armor.Shield` can be provided
|
|
directly.
|
|
|
|
"""
|
|
if shield not in ('', 'None', None):
|
|
try:
|
|
NewShield = findattr(armor, shield)
|
|
except AttributeError:
|
|
# Not a string, so just treat it as Armor
|
|
NewShield = shield
|
|
self.shield = NewShield()
|
|
|
|
def wield_weapon(self, weapon):
|
|
"""Accepts a string and adds it to the list of wielded weapons.
|
|
|
|
Parameters
|
|
----------
|
|
weapon : str
|
|
Case-insensitive string with a name of the weapon.
|
|
|
|
"""
|
|
# Retrieve the weapon class from the weapons module
|
|
if isinstance(weapon, weapons.Weapon):
|
|
weapon_ = type(weapon)(wielder=self)
|
|
elif isinstance(weapon, str):
|
|
try:
|
|
NewWeapon = findattr(weapons, weapon)
|
|
except AttributeError:
|
|
raise AttributeError(f'Weapon "{weapon}" is not defined')
|
|
weapon_ = NewWeapon(wielder=self)
|
|
elif issubclass(weapon, weapons.Weapon):
|
|
weapon_ = weapon(wielder=self)
|
|
else:
|
|
raise AttributeError(f'Weapon "{weapon}" is not defined')
|
|
# Save it to the array
|
|
self.weapons.append(weapon_)
|
|
|
|
@property
|
|
def hit_dice(self):
|
|
"""What type and how many dice to use for re-gaining hit points.
|
|
|
|
To change, set hit_dice_num and hit_dice_faces."""
|
|
return ' + '.join([f'{c.level}d{c.hit_dice_faces}'
|
|
for c in self.class_list])
|
|
|
|
@property
|
|
def hit_dice_faces(self):
|
|
# Not a valid function if multiclass
|
|
if self.num_classes > 1:
|
|
warnings.warn("hit_dice_faces is not valid for multiclass characters")
|
|
return self.primary_class.hit_dice_faces
|
|
|
|
@hit_dice_faces.setter
|
|
def hit_dice_faces(self, faces):
|
|
self.primary_class.hit_dice_faces = faces
|
|
|
|
@property
|
|
def proficiency_bonus(self):
|
|
if self.level < 5:
|
|
prof = 2
|
|
elif 5 <= self.level < 9:
|
|
prof = 3
|
|
elif 9 <= self.level < 13:
|
|
prof = 4
|
|
elif 13 <= self.level < 17:
|
|
prof = 5
|
|
elif 17 <= self.level:
|
|
prof = 6
|
|
return prof
|
|
|
|
def can_assume_shape(self, shape: monsters.Monster):
|
|
return hasattr(self, 'Druid') and self.Druid.can_assume_shape(shape)
|
|
|
|
@property
|
|
def all_wild_shapes(self):
|
|
if hasattr(self, 'Druid'):
|
|
return self.Druid.all_wild_shapes
|
|
else:
|
|
return ()
|
|
|
|
@property
|
|
def wild_shapes(self):
|
|
if hasattr(self, 'Druid'):
|
|
return self.Druid.wild_shapes
|
|
else:
|
|
return ()
|
|
|
|
@wild_shapes.setter
|
|
def wild_shapes(self, new_shapes):
|
|
if hasattr(self, 'Druid'):
|
|
self.Druid.wild_shapes = new_shapes
|
|
|
|
@property
|
|
def infusions_text(self):
|
|
if hasattr(self, 'Artificer'):
|
|
return tuple([i.name for i in self.infusions])
|
|
else:
|
|
return ()
|
|
|
|
@classmethod
|
|
def load(cls, character_file):
|
|
# Create a character from the character definition
|
|
char_props = read_character_file(character_file)
|
|
classes = char_props.get('classes', [])
|
|
# backwards compatability
|
|
if (len(classes) == 0) and ('character_class' in char_props):
|
|
char_props['classes'] = [char_props.pop('character_class').lower().capitalize()]
|
|
char_props['levels'] = [str(char_props.pop('level'))]
|
|
# Create the character with loaded properties
|
|
char = Character(**char_props)
|
|
return char
|
|
|
|
def save(self, filename, template_file='character_template.txt'):
|
|
# Create the template context
|
|
context = dict(
|
|
char=self,
|
|
)
|
|
# Render the template
|
|
src_path = os.path.join(os.path.dirname(__file__), 'forms/')
|
|
text = jinja2.Environment(
|
|
loader=jinja2.FileSystemLoader(src_path or './')
|
|
).get_template(template_file).render(context)
|
|
# Save the file
|
|
with open(filename, mode='w') as f:
|
|
f.write(text)
|
|
|
|
def to_pdf(self, filename, **kwargs):
|
|
from dungeonsheets.make_sheets import make_sheet
|
|
if filename.endswith('.pdf'):
|
|
filename = filename.replace('pdf', 'py')
|
|
make_sheet(filename, character=self,
|
|
flatten=kwargs.get('flatten', True))
|
|
|
|
|
|
def read_character_file(filename):
|
|
"""Create a character object from the given definition file.
|
|
|
|
The definition file should be an importable python file, filled
|
|
with variables describing the character.
|
|
|
|
Parameters
|
|
----------
|
|
filename : str
|
|
The path to the file that will be imported.
|
|
|
|
"""
|
|
# Parse the file name
|
|
dir_, fname = os.path.split(os.path.abspath(filename))
|
|
module_name, ext = os.path.splitext(fname)
|
|
if ext != '.py':
|
|
raise ValueError(f"Character definition {filename} is not a python file.")
|
|
# Check if this file contains the version string
|
|
version_re = re.compile('dungeonsheets_version\s*=\s*[\'"]([0-9.]+)[\'"]')
|
|
with open(filename, mode='r') as f:
|
|
version = None
|
|
for line in f:
|
|
match = version_re.match(line)
|
|
if match:
|
|
version = match.group(1)
|
|
break
|
|
if version is None:
|
|
# Not a valid DND character file
|
|
raise exceptions.CharacterFileFormatError(
|
|
f"No ``dungeonsheets_version = `` entry in `{filename}`.")
|
|
# Import the module to extract the information
|
|
spec = importlib.util.spec_from_file_location('module', filename)
|
|
module = importlib.util.module_from_spec(spec)
|
|
spec.loader.exec_module(module)
|
|
# Prepare a list of properties for this character
|
|
char_props = {}
|
|
for prop_name in dir(module):
|
|
if prop_name[0:2] != '__':
|
|
char_props[prop_name] = getattr(module, prop_name)
|
|
return char_props
|
|
|
|
|
|
# Add backwards compatability for tests
|
|
class Artificer(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Artificer']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Barbarian(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Barbarian']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Bard(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Bard']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Cleric(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Cleric']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Druid(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Druid']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Fighter(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Fighter']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Monk(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Monk']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Paladin(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Paladin']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Ranger(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Ranger']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Rogue(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Rogue']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Sorceror(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Sorceror']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Warlock(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Warlock']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|
|
|
|
|
|
class Wizard(Character):
|
|
def __init__(self, level=1, **attrs):
|
|
attrs['classes'] = ['Wizard']
|
|
attrs['levels'] = [level]
|
|
super().__init__(**attrs)
|