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https://github.com/Threnklyn/dungeon-sheets.git
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386 lines
13 KiB
Python
386 lines
13 KiB
Python
import re
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import math
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from collections import namedtuple
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from math import ceil
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import logging
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from dungeonsheets.armor import HeavyArmor, NoArmor, NoShield
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from dungeonsheets.dice import dice_roll_mean
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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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RemarkableAthlete,
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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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log = logging.getLogger(__name__)
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skill_text_locator = re.compile(r"\S+ [+-]\d+")
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attack_text_locator = re.compile(r"attack:.*?damage", re.IGNORECASE|re.DOTALL)
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attack = re.compile(r"attack:.*?to hit", re.IGNORECASE|re.DOTALL)
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damage = re.compile(r"hit:.*?(\d+)d(\d+).*?damage", re.IGNORECASE|re.DOTALL)
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damage_avg = re.compile(r"hit:.*?(\d+)", re.IGNORECASE|re.DOTALL)
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damage_nodice = re.compile(r"hit:.*?damage", re.IGNORECASE|re.DOTALL)
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modifier = re.compile(r"[+-].*?(\d+)", re.IGNORECASE|re.DOTALL)
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single_damage = re.compile(r"(\d+)")
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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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try:
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s = "{:+d}".format(modifier)
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except TypeError:
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s = "N/A"
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return s
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def str_to_list(obj, attr: str, sep: str = ","):
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"""Find the string *obj.attr* if it exists, and returns it as a
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list.
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Parameters
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==========
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obj
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Any python object, presumably with an attribute *attr*.
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attr
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The name of the attribute to look up.
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sep
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The separator to use for splitting the string.
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Returns
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=======
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items
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A sequence of the items retrieved from *obj.attr* string. If
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*obj.attr* does not exist, an empty list will be returned. If
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*obj.attr* is not a string, then it will be presumed to be a
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sequence already and returned as is.
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"""
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string = getattr(obj, attr, [])
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if hasattr(string, "split"):
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# Convert the string to a list
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lst = [s.strip() for s in string.split(sep)]
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else:
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# A non-string attribute was given, so just return it
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lst = string
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return lst
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def ability_mod_str(character, ability):
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return mod_str(getattr(character, ability).modifier)
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def stat_abbreviation(stat_name):
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"""Abbreviate the name of an ability."""
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return stat_name.upper()[:3]
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AbilityScore = namedtuple("AbilityScore", ("value", "modifier", "saving_throw", "name"))
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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, actor, Actor):
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self._check_dict(actor)
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score = actor._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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actor, "saving_throw_proficiencies"
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):
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is_proficient = self.ability_name in actor.saving_throw_proficiencies
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if is_proficient:
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saving_throw += actor.proficiency_bonus
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# Check for bonuses to saving throws from magic items
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for mitem in actor.magic_items:
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saving_throw += mitem.st_bonus(ability=self.ability_name)
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# saving_throw += getattr(mitem, "st_bonus", 0)
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# Create the named tuple
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value = AbilityScore(modifier=modifier, value=score, saving_throw=saving_throw, name=self.ability_name)
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return value
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def __set__(self, actor, val):
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self._check_dict(actor)
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actor._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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Attributes
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----------
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ability_name:
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The name of the ability, as a python-compatible string.
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skill_name:
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The name of the base ability that determines the skill
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modifier.
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is_proficient
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Bool that describes if the owner is proficient in this skill.
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is_expertise
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Bool that describes if the owner has expertise in this skill.
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is_jack_of_all_trades
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Bool that describes if this skill benefits from Jack of All
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Trades feature (False if already proficient).
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is_remarkable_athlete
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Bool that describes if this skill benefits from Remarkable
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Athlete feature (False if already proficient).
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modifier
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The base ability modifier, after relevant proficiency bonuses
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have been applied.
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proficiency_modifier
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The bonus that is applied to the base ability. Usually the same
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as the owner's proficiency bonus if ``is_proficient`` is True,
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but can be different based on class features.,
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"""
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ability_name = ""
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skill_name = ""
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actor = None
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def __init__(self, ability):
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self.ability_name = ability
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def __set_name__(self, owner, name):
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self.skill_name = name.lower().replace("_", " ")
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def __get__(self, actor, owner):
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self.actor = actor
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return self
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def __str__(self):
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return self.skill_name.title()
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@property
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def is_remarkable_athlete(self):
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already_proficient = (self.is_proficient or self.is_expertise)
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if self.actor.has_feature(RemarkableAthlete) and not already_proficient:
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return True
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else:
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return False
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@property
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def is_jack_of_all_trades(self):
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already_proficient = (self.is_proficient or self.is_expertise or self.is_remarkable_athlete)
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if self.actor.has_feature(JackOfAllTrades) and not already_proficient:
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return True
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else:
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return False
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@property
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def is_proficient(self):
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# Check for proficiency
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proficiencies = [p.replace("_", " ").lower() for p in self.actor.skill_proficiencies]
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is_proficient = self.skill_name.lower() in proficiencies
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return is_proficient
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@property
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def is_expertise(self):
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expertises = [p.replace("_", " ").lower() for p in self.actor.skill_expertise]
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is_expertise = self.skill_name.lower() in expertises
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return is_expertise
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@property
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def proficiency_modifier(self):
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modifier = 0
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if self.is_proficient:
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modifier += self.actor.proficiency_bonus
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if self.is_remarkable_athlete:
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modifier += ceil(self.actor.proficiency_bonus / 2.0)
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if self.is_jack_of_all_trades:
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modifier += self.actor.proficiency_bonus // 2
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# Check for expertise
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if self.is_expertise:
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modifier += self.actor.proficiency_bonus
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return modifier
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@property
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def modifier(self):
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ability = getattr(self.actor, self.ability_name)
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modifier = ability.modifier + self.proficiency_modifier
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# if self.skill_name == "deception":
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# import pdb; pdb.set_trace()
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log.info("%s modifier for '%s': %d", self, self.actor.name, modifier)
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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, actor, Actor):
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armor = actor.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_applied:
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if armor.dexterity_mod_max is None:
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ac += actor.dexterity.modifier
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else:
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ac += min(actor.dexterity.modifier, armor.dexterity_mod_max)
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if actor.has_feature(NaturalArmor):
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ac = max(ac, 13 + actor.dexterity.modifier)
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shield = actor.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 actor.has_feature(UnarmoredDefenseMonk):
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if isinstance(armor, NoArmor) and isinstance(shield, NoShield):
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ac += actor.wisdom.modifier
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if actor.has_feature(UnarmoredDefenseBarbarian):
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if isinstance(armor, NoArmor):
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ac += actor.constitution.modifier
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if actor.has_feature(DraconicResilience):
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if isinstance(armor, NoArmor):
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ac += 3
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if actor.has_feature(Defense):
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if not isinstance(armor, NoArmor):
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ac += 1
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if actor.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 actor.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, actor, Actor):
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speed = actor.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 actor.has_feature(FastMovement):
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if not isinstance(actor.armor, HeavyArmor):
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speed += 10
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if actor.has_feature(SuperiorMobility):
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speed += 10
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if isinstance(actor.armor, NoArmor) or (actor.armor is None):
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for f in actor.features:
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if isinstance(f, UnarmoredMovement):
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speed += f.speed_bonus
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if actor.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 actor.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, actor, Actor):
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ini = actor.dexterity.modifier
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if actor.has_feature(QuickDraw):
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ini += actor.proficiency_bonus
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if actor.has_feature(DreadAmbusher):
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ini += actor.wisdom.modifier
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if actor.has_feature(RakishAudacity):
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ini += actor.charisma.modifier
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has_advantage = (
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actor.has_feature(NaturalExplorerRevised)
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or actor.has_feature(FeralInstinct)
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or actor.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, actor, Actor):
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ini, has_advantage = super(Initiative, self).__get__(actor, Actor)
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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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def _add_modifier(att_text, prof):
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"""Auxiliary function to add proficiency bonus prof
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to att_text."""
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_att_bonus_re = modifier.search(att_text)
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att_bonus_text = _att_bonus_re.group()
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att_bonus = int(att_bonus_text.replace(" ", "").replace("\n", "")) + prof
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return re.sub(modifier, "{:+d}".format(att_bonus), att_text)
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def skill_modifier(skills_text, prof):
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"""Modifies the skill text string adding the proficiency
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bonus to its values."""
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skills_updated = []
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skill_list = re.findall(skill_text_locator, skills_text)
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if not skill_list:
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return ""
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for sk in skill_list:
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increased_skill = _add_modifier(sk, prof)
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skills_updated.append(increased_skill)
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return ", ".join(skills_updated)
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def att_dmg_modifier(text, prof):
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"""Modify the attack and damage rolls for a strip
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of attack text description."""
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_att_re = attack.search(text)
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if not _att_re:
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raise ValueError("No attack info detected.")
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att_text = _att_re.group()
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new_att_text = _add_modifier(att_text, prof)
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text = re.sub(attack, new_att_text, text)
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_dmg_re = damage.search(text)
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if _dmg_re:
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dmg_text = _dmg_re.group()
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new_dmg_text = _add_modifier(dmg_text, prof)
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dmg_avg_value = dice_roll_mean(new_dmg_text)
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_dmg_avg_re = damage_avg.search(new_dmg_text)
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dmg_avg_text = _dmg_avg_re.group()
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new_dmg_avg_text = re.sub("(\d+)", "{:d}".format(dmg_avg_value),
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dmg_avg_text, 1)
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new_dmg_text = re.sub(damage_avg, new_dmg_avg_text, new_dmg_text)
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text = re.sub(damage, new_dmg_text, text)
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else:
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_dmg_re = damage_nodice.search(text)
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dmg_text = _dmg_re.group()
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_sdamage_re = single_damage.search(dmg_text)
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sdamage = int(_sdamage_re.group()) + prof
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new_dmg_text = re.sub(single_damage, "{:d}".format(sdamage), dmg_text)
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text = re.sub(single_damage, new_dmg_text, text)
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return text
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