mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-05-19 04:33:26 +02:00
215 lines
7.7 KiB
Python
215 lines
7.7 KiB
Python
import math
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from collections import namedtuple
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from .armor import NoArmor, NoShield, HeavyArmor, Shield, Armor
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from .weapons import Weapon
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from .features import (UnarmoredDefenseMonk, UnarmoredDefenseBarbarian,
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DraconicResilience, Defense, FastMovement,
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UnarmoredMovement, GiftOfTheDepths, RemarkableAthelete,
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SeaSoul, JackOfAllTrades, SoulOfTheForge, QuickDraw,
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NaturalExplorerRevised, FeralInstinct, DreadAmbusher,
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SuperiorMobility, AmbushMaster, RakishAudacity,
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NaturalArmor)
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from math import ceil
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def findattr(obj, name):
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"""Similar to builtin getattr(obj, name) but more forgiving to
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whitespace and capitalization.
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"""
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# Come up with several options
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name = name.strip()
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# check for +X weapons, armor, shields
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bonus = 0
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for i in range(1, 11):
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if (f'+{i}' in name) or (f'+ {i}' in name):
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bonus = i
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name = name.replace(f'+{i}', '').replace(f'+ {i}', '')
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break
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py_name = name.replace('-', '_').replace(' ', '_').replace("'", "")
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camel_case = "".join([s.capitalize() for s in py_name.split('_')])
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if hasattr(obj, py_name):
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# Direct lookup
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attr = getattr(obj, py_name)
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elif hasattr(obj, camel_case):
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# CamelCase lookup
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attr = getattr(obj, camel_case)
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else:
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raise AttributeError(f'{obj} has no attribute {name}')
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if bonus > 0:
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if issubclass(attr, Weapon) or issubclass(attr, Shield) or issubclass(attr, Armor):
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attr = attr.improved_version(bonus)
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return attr
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def mod_str(modifier):
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"""Converts a modifier to a string, eg 2 -> '+2'."""
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return '{:+d}'.format(modifier)
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if modifier == 0:
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return str(modifier)
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else:
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return '{:+}'.format(modifier)
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AbilityScore = namedtuple('AbilityScore',
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('value', 'modifier', 'saving_throw'))
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class Ability():
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ability_name = None
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def __init__(self, default_value=10):
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self.default_value = default_value
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def __set_name__(self, character, name):
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self.ability_name = name
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def _check_dict(self, obj):
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if not hasattr(obj, '_ability_scores'):
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# No ability score dictionary exists
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obj._ability_scores = {
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self.ability_name: self.default_value
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}
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elif self.ability_name not in obj._ability_scores.keys():
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# ability score dictionary exists but doesn't have this ability
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obj._ability_scores[self.ability_name] = self.default_value
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def __get__(self, character, Character):
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self._check_dict(character)
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score = character._ability_scores[self.ability_name]
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modifier = math.floor((score - 10) / 2)
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# Check for proficiency
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saving_throw = modifier
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if self.ability_name is not None and hasattr(character, 'saving_throw_proficiencies'):
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is_proficient = (self.ability_name in character.saving_throw_proficiencies)
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if is_proficient:
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saving_throw += character.proficiency_bonus
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# Create the named tuple
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value = AbilityScore(modifier=modifier, value=score, saving_throw=saving_throw)
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return value
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def __set__(self, character, val):
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self._check_dict(character)
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character._ability_scores[self.ability_name] = val
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self.value = val
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class Skill():
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"""An ability-based skill, such as athletics."""
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def __init__(self, ability):
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self.ability_name = ability
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def __set_name__(self, character, name):
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self.skill_name = name.lower().replace('_', ' ')
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self.character = character
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def __get__(self, character, owner):
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ability = getattr(character, self.ability_name)
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modifier = ability.modifier
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# Check for proficiency
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is_proficient = self.skill_name in character.skill_proficiencies
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if is_proficient:
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modifier += character.proficiency_bonus
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elif character.has_feature(JackOfAllTrades):
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modifier += character.proficiency_bonus // 2
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elif character.has_feature(RemarkableAthelete):
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if self.ability_name.lower() in ('strength',
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'dexterity', 'constitution'):
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modifier += ceil(character.proficienc_bonus / 2.)
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# Check for expertise
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is_expert = self.skill_name in character.skill_expertise
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if is_expert:
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modifier += character.proficiency_bonus
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return modifier
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class ArmorClass():
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"""
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The Armor Class of a character
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"""
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def __get__(self, char, Character):
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armor = char.armor or NoArmor()
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ac = armor.base_armor_class
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# calculate and apply modifiers
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if armor.dexterity_mod_max is None:
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ac += char.dexterity.modifier
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else:
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ac += min(char.dexterity.modifier, armor.dexterity_mod_max)
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if char.has_feature(NaturalArmor):
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ac = max(ac, 13 + char.dexterity.modifier)
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shield = char.shield or NoShield()
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ac += shield.base_armor_class
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# Compute feature-specific additions
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if char.has_feature(UnarmoredDefenseMonk):
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if (isinstance(armor, NoArmor) and isinstance(shield, NoShield)):
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ac += char.wisdom.modifier
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if char.has_feature(UnarmoredDefenseBarbarian):
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if isinstance(armor, NoArmor):
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ac += char.constitution.modifier
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if char.has_feature(DraconicResilience):
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if isinstance(armor, NoArmor):
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ac += 3
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if char.has_feature(Defense):
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if not isinstance(armor, NoArmor):
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ac += 1
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if char.has_feature(SoulOfTheForge):
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if isinstance(armor, HeavyArmor):
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ac += 1
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# Check if any magic items add to AC
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for mitem in char.magic_items:
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if hasattr(mitem, 'ac_bonus'):
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ac += mitem.ac_bonus
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return ac
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class Speed():
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"""
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The speed of a character
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"""
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def __get__(self, char, Character):
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speed = char.race.speed
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other_speed = ''
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if isinstance(speed, str):
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other_speed = speed[2:]
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speed = int(speed[:2]) # ignore other speeds, like fly
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if char.has_feature(FastMovement):
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if not isinstance(char.armor, HeavyArmor):
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speed += 10
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if char.has_feature(SuperiorMobility):
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speed += 10
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if isinstance(char.armor, NoArmor) or (char.armor is None):
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for f in char.features:
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if isinstance(f, UnarmoredMovement):
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speed += f.speed_bonus
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if char.has_feature(GiftOfTheDepths):
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if 'swim' not in other_speed:
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other_speed += ' ({:d} swim)'.format(speed)
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if char.has_feature(SeaSoul):
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if 'swim' not in other_speed:
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other_speed += ' (30 swim)'
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return '{:d}{:s}'.format(speed, other_speed)
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class Initiative():
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"""A character's initiative"""
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def __get__(self, char, Character):
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ini = char.dexterity.modifier
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if char.has_feature(QuickDraw):
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ini += char.proficiency_bonus
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if char.has_feature(DreadAmbusher):
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ini += char.wisdom.modifier
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if char.has_feature(RakishAudacity):
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ini += char.charisma.modifier
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ini = '{:+d}'.format(ini)
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has_advantage = (char.has_feature(NaturalExplorerRevised) or
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char.has_feature(FeralInstinct) or
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char.has_feature(AmbushMaster))
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if has_advantage:
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ini += '(A)'
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return ini
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