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dungeon-sheets/dungeonsheets/stats.py
T

214 lines
7.0 KiB
Python

import math
from collections import namedtuple
from math import ceil
import logging
from dungeonsheets.armor import HeavyArmor, NoArmor, NoShield
from dungeonsheets.features import (
AmbushMaster,
Defense,
DraconicResilience,
DreadAmbusher,
FastMovement,
FeralInstinct,
GiftOfTheDepths,
JackOfAllTrades,
NaturalArmor,
NaturalExplorerRevised,
QuickDraw,
RakishAudacity,
RemarkableAthelete,
SeaSoul,
SoulOfTheForge,
SuperiorMobility,
UnarmoredDefenseBarbarian,
UnarmoredDefenseMonk,
UnarmoredMovement,
)
log = logging.getLogger(__name__)
def mod_str(modifier):
"""Converts a modifier to a string, eg 2 -> '+2'."""
return "{:+d}".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, 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(
entity, "saving_throw_proficiencies"
):
is_proficient = self.ability_name in entity.saving_throw_proficiencies
if is_proficient:
saving_throw += entity.proficiency_bonus
# Create the named tuple
value = AbilityScore(modifier=modifier, value=score, saving_throw=saving_throw)
return value
def __set__(self, entity, val):
self._check_dict(entity)
entity._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, entity, name):
self.skill_name = name.lower().replace("_", " ")
self.character = entity
def __get__(self, entity, owner):
log.debug("Getting skill '%s' for '%s'", self.skill_name, entity.name)
ability = getattr(entity, self.ability_name)
modifier = ability.modifier
# Check for proficiency
proficiencies = [p.replace("_", " ") for p in entity.skill_proficiencies]
is_proficient = self.skill_name in proficiencies
log.debug(
"%s is proficient in %s: %s", entity.name, self.skill_name, is_proficient
)
if is_proficient:
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(entity.proficiency_bonus / 2.0)
# Check for expertise
is_expert = self.skill_name in entity.skill_expertise
if is_expert:
modifier += entity.proficiency_bonus
log.info("'%s' modifier for '%s': %d", self.skill_name, entity.name, modifier)
return modifier
class ArmorClass:
"""
The Armor Class of a character
"""
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 += entity.dexterity.modifier
else:
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 entity.has_feature(UnarmoredDefenseMonk):
if isinstance(armor, NoArmor) and isinstance(shield, NoShield):
ac += entity.wisdom.modifier
if entity.has_feature(UnarmoredDefenseBarbarian):
if isinstance(armor, NoArmor):
ac += entity.constitution.modifier
if entity.has_feature(DraconicResilience):
if isinstance(armor, NoArmor):
ac += 3
if entity.has_feature(Defense):
if not isinstance(armor, NoArmor):
ac += 1
if entity.has_feature(SoulOfTheForge):
if isinstance(armor, HeavyArmor):
ac += 1
# Check if any magic items add to AC
for mitem in entity.magic_items:
if hasattr(mitem, "ac_bonus"):
ac += mitem.ac_bonus
return ac
class Speed:
"""
The speed of a character
"""
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 entity.has_feature(FastMovement):
if not isinstance(entity.armor, HeavyArmor):
speed += 10
if entity.has_feature(SuperiorMobility):
speed += 10
if isinstance(entity.armor, NoArmor) or (entity.armor is None):
for f in entity.features:
if isinstance(f, UnarmoredMovement):
speed += f.speed_bonus
if entity.has_feature(GiftOfTheDepths):
if "swim" not in other_speed:
other_speed += " ({:d} swim)".format(speed)
if entity.has_feature(SeaSoul):
if "swim" not in other_speed:
other_speed += " (30 swim)"
return "{:d}{:s}".format(speed, other_speed)
class NumericalInitiative:
"""A numerical representation of initiative"""
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 = (
entity.has_feature(NaturalExplorerRevised)
or entity.has_feature(FeralInstinct)
or entity.has_feature(AmbushMaster)
)
return ini, has_advantage
class Initiative(NumericalInitiative):
"""A character's initiative"""
def __get__(self, entity, Entity):
ini, has_advantage = super(Initiative, self).__get__(entity, Entity)
ini = "{:+d}".format(ini)
if has_advantage:
ini += "(A)"
return ini