mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-05-18 20:23:27 +02:00
239 lines
7.7 KiB
Python
239 lines
7.7 KiB
Python
import math
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from collections import namedtuple
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from math import ceil
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from dungeonsheets.armor import Armor, HeavyArmor, NoArmor, NoShield, Shield
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from dungeonsheets.features import (
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AmbushMaster,
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Defense,
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DraconicResilience,
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DreadAmbusher,
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FastMovement,
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FeralInstinct,
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GiftOfTheDepths,
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JackOfAllTrades,
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NaturalArmor,
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NaturalExplorerRevised,
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QuickDraw,
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RakishAudacity,
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RemarkableAthelete,
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SeaSoul,
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SoulOfTheForge,
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SuperiorMobility,
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UnarmoredDefenseBarbarian,
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UnarmoredDefenseMonk,
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UnarmoredMovement,
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)
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from dungeonsheets.weapons import Weapon
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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 (
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issubclass(attr, Weapon)
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or issubclass(attr, Shield)
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or issubclass(attr, Armor)
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):
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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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AbilityScore = namedtuple("AbilityScore", ("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 = {self.ability_name: self.default_value}
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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, entity, Entity):
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self._check_dict(entity)
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score = entity._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(
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entity, "saving_throw_proficiencies"
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):
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is_proficient = self.ability_name in entity.saving_throw_proficiencies
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if is_proficient:
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saving_throw += entity.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, entity, val):
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self._check_dict(entity)
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entity._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, entity, name):
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self.skill_name = name.lower().replace("_", " ")
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self.character = entity
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def __get__(self, entity, owner):
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ability = getattr(entity, 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 entity.skill_proficiencies
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if is_proficient:
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modifier += entity.proficiency_bonus
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elif entity.has_feature(JackOfAllTrades):
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modifier += entity.proficiency_bonus // 2
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elif entity.has_feature(RemarkableAthelete):
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if self.ability_name.lower() in ("strength", "dexterity", "constitution"):
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modifier += ceil(entity.proficiency_bonus / 2.0)
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# Check for expertise
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is_expert = self.skill_name in entity.skill_expertise
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if is_expert:
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modifier += entity.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, entity, Entity):
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armor = entity.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 += entity.dexterity.modifier
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else:
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ac += min(entity.dexterity.modifier, armor.dexterity_mod_max)
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if entity.has_feature(NaturalArmor):
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ac = max(ac, 13 + entity.dexterity.modifier)
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shield = entity.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 entity.has_feature(UnarmoredDefenseMonk):
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if isinstance(armor, NoArmor) and isinstance(shield, NoShield):
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ac += entity.wisdom.modifier
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if entity.has_feature(UnarmoredDefenseBarbarian):
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if isinstance(armor, NoArmor):
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ac += entity.constitution.modifier
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if entity.has_feature(DraconicResilience):
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if isinstance(armor, NoArmor):
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ac += 3
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if entity.has_feature(Defense):
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if not isinstance(armor, NoArmor):
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ac += 1
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if entity.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 entity.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, entity, Entity):
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speed = entity.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 entity.has_feature(FastMovement):
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if not isinstance(entity.armor, HeavyArmor):
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speed += 10
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if entity.has_feature(SuperiorMobility):
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speed += 10
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if isinstance(entity.armor, NoArmor) or (entity.armor is None):
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for f in entity.features:
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if isinstance(f, UnarmoredMovement):
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speed += f.speed_bonus
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if entity.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 entity.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 NumericalInitiative:
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"""A numerical representation of initiative"""
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def __get__(self, entity, Entity):
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ini = entity.dexterity.modifier
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if entity.has_feature(QuickDraw):
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ini += entity.proficiency_bonus
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if entity.has_feature(DreadAmbusher):
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ini += entity.wisdom.modifier
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if entity.has_feature(RakishAudacity):
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ini += entity.charisma.modifier
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has_advantage = (
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entity.has_feature(NaturalExplorerRevised)
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or entity.has_feature(FeralInstinct)
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or entity.has_feature(AmbushMaster)
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)
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return ini, has_advantage
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class Initiative(NumericalInitiative):
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"""A character's initiative"""
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def __get__(self, entity, Entity):
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ini, has_advantage = super(Initiative, self).__get__(entity, Entity)
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ini = "{:+d}".format(ini)
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if has_advantage:
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ini += "(A)"
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return ini
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