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attack_class.py
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321 lines (282 loc) · 12.8 KB
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import warnings
from utility_methods_dnd import roll_dice, validate_dice, calc_advantage, time_to_rounds
import weapons
class Attack:
"""damage_dice=None, attack_mod=0, damage_mod=0, damage_type="", range=0, melee_range=0, adv=0, name="",
weapon=None, copy=None"""
def __init__(self, **kwargs):
# print("init Attack")
name = kwargs.get("name")
copy = kwargs.get("copy")
if copy:
self.copy_constructor(other=copy, name=name)
return
self._damage_dice = validate_dice(kwargs.get("damage_dice")) # providing no dice will be handled by validate_dice
attack_mod = kwargs.get("attack_mod", 0)
if not isinstance(attack_mod, int):
raise ValueError("Attack mod should be an integer")
self._attack_mod = attack_mod
damage_mod = kwargs.get("damage_mod", 0)
if not isinstance(damage_mod, int):
raise ValueError("Damage mod should be an integer")
self._damage_mod = damage_mod
damage_type = kwargs.get("damage_type", "")
if not isinstance(damage_type, str):
raise ValueError("Damage type should be a string")
self._damage_type = damage_type
if not isinstance(name, str):
raise ValueError("Name should be a string")
range = kwargs.get("range", 0)
if isinstance(range, int): # TODO: handle various formats of range
self._range = range
else: # TODO: give a warning?
warnings.warn("Non-integer value for range provided")
self._range = range
melee_range = kwargs.get("melee_range", 0)
if isinstance(melee_range, int):
self._melee_range = melee_range
else:
self._melee_range = 0
if not self._range and not self._melee_range: # assume this is a melee attack if not otherwise specified
self._melee_range = 5
adv = kwargs.get("adv", 0)
if adv in [-1, 0, 1]:
self._adv = adv
else:
raise ValueError("Advantage must be -1, 0, or 1")
name = kwargs.get("name")
self._name = name
if not isinstance(name, str):
raise ValueError("Name should be a string")
weapon = kwargs.get("weapon")
if isinstance(weapon, weapons.Weapon):
self._weapon = weapon
elif weapon:
raise ValueError("Weapon should be a Weapon object")
else:
self._weapon = None
def copy_constructor(self, other, name=""):
if other == self: # don't bother copying yourself
return
if not isinstance(other, Attack):
raise ValueError("Cannot make self a copy of something that is not an Attack")
if other.get_weapon():
warnings.warn("Not recommended to copy an attack tied to a weapon. Copy the weapon itself and assign it to a person.")
if not name or not isinstance(name, str):
name = other.get_name()
Attack.__init__(self=self, damage_dice=other.get_damage_dice(), attack_mod=other.get_attack_mod(), damage_mod=other.get_damage_mod(),
damage_type=other.get_damage_type(), range=other.get_range(), melee_range=other.get_melee_range(),
adv=other.get_adv(), name=name, weapon=other.get_weapon())
def get_damage_dice(self):
return self._damage_dice
def get_attack_mod(self):
return self._attack_mod
def get_damage_mod(self):
return self._damage_mod
def get_damage_type(self):
return self._damage_type
def get_range(self):
return self._range
def get_melee_range(self):
return self._melee_range
def get_adv(self):
return self._adv
def get_name(self):
return self._name
def get_weapon(self):
return self._weapon
def set_attack_mod(self, attack_mod):
if isinstance(attack_mod, int):
self._attack_mod = attack_mod
else:
raise ValueError("Attack mod must be an integer")
def set_damage_mod(self, damage_mod):
if isinstance(damage_mod, int):
self._damage_mod = damage_mod
else:
raise ValueError("Damage mod must be an integer")
def roll_attack(self, adv=0): # adv is the additional advantage afforded by circumstance
return roll_dice(20, adv=calc_advantage([self._adv, adv]), modifier=self._attack_mod, critable=True)
def roll_damage(self, crit=0):
num = self._damage_dice[0]
if crit:
num *= 2
return roll_dice(dice_type=self._damage_dice[1], num=num, modifier=self._damage_mod, critable=False)[0] # don't need crit info
def make_attack(self, source, target, adv=0):
result = self.roll_attack(adv=adv)
verbose = source.get_verbose()
try:
if verbose:
print("%s attacks %s with %s and rolls a %d." % (source.get_name(), target.get_name(), self._name,
result[0]), end=" ")
if target.take_attack(result): # take_attack returns True if attack hits
if verbose:
if result[1] == 1:
print("Critical hit!", end=" ") # leave room for damage info
else:
print("Hit!", end=" ")
self.send_damage(target, crit=result[1])
else:
if verbose:
if result[1] == -1:
print("Critical miss.")
else:
print("Miss.")
except NameError:
raise ValueError("%s tried to attack something that can't take attacks" % source._name)
def send_damage(self, target, crit=0):
damage = self.roll_damage(crit=crit)
target.take_damage(damage)
class SavingThrowAttack(Attack):
"""copy=None, damage_dice=None, dc=None, save_type="", damage_on_success=False,
damage_mod=0, damage_type="", range=0, melee_range=0, adv=0, name="", weapon=None"""
def __init__(self, **kwargs):
# print("init SavingThrowAttack")
name = kwargs.get("name")
copy = kwargs.get("copy")
if copy:
self.copy_constructor(other=copy, name=name)
return
super().__init__(**kwargs) # irrelevant keyword arguments will be ignored
dc = kwargs.get("dc")
if not dc or not isinstance(dc, int):
raise ValueError("Must provide DC (an int)")
self._dc = dc
save_type = kwargs.get("save_type")
if save_type in ["strength", "dexterity", "constitution", "intelligence", "wisdom", "charisma"]:
self._save_type = save_type
else:
raise ValueError("Save type must be strength, dexterity, constitution, intelligence, wisdom, or charisma")
damage_on_success = kwargs.get("damage_on_success")
self._damage_on_success = damage_on_success # half damage on successful save
def copy_constructor(self, other, name=""):
super().copy_constructor(other, name)
dc = other.get_dc()
if not dc or not isinstance(dc, int):
raise ValueError("Must provide DC (an int)")
self._dc = dc
save_type = other.get_save_type()
if save_type in ["strength", "dexterity", "constitution", "intelligence", "wisdom", "charisma"]:
self._save_type = save_type
else:
raise ValueError("Save type must be strength, dexterity, constitution, intelligence, wisdom, or charisma")
self._damage_on_success = other.get_damage_on_success() # half damage on successful save
def get_dc(self):
return self._dc
def get_save_type(self):
return self._save_type
def get_damage_on_success(self):
return self._damage_on_success
def make_attack(self, source, target, adv=0):
verbose = source.get_verbose()
try:
if verbose:
print("%s attacks %s with %s." % (source.get_name(), target.get_name(), self._name), end=" ")
if target.take_saving_throw(self._save_type, self._dc, self): # take_saving_throw returns True if target made the save
if verbose:
print("%s saves." % target.get_name())
self.send_damage(target, saved=True)
else:
if verbose:
print("%s fails!" % target.get_name())
self.send_damage(target)
except NameError:
raise ValueError("%s tried to attack something that can't take attacks" % source._name)
def send_damage(self, target, saved=False):
damage = self.roll_damage()
if not saved:
target.take_damage(damage)
elif self._damage_on_success:
target.take_damage(damage//2)
class Spell(Attack):
"""level=None, school=None, casting_time=None, components=None, duration=None, damage_dice=None,
attack_mod=0, damage_mod=0, damage_type="", range=0, melee_range=0, adv=0, name="",
copy=None"""
def __init__(self, **kwargs):
# print("init Spell")
copy = kwargs.get("copy")
name = kwargs.get("name")
if copy:
self.copy_constructor(copy, name)
return
super().__init__(**kwargs)
level = kwargs.get("level")
if isinstance(level, int) and 0 <= level < 10:
self._level = level
else:
raise ValueError("Level must be an integer between 0 and 9")
school = kwargs.get("school")
self._school = school # TODO: validation
casting_time = kwargs.get("casting_time")
if casting_time == "1 action" or casting_time == "1 bonus action" or casting_time == "1 reaction":
self._casting_time = casting_time
else:
self._casting_time = time_to_rounds(casting_time)
components = kwargs.get("components")
if not isinstance(components, (list, tuple)):
raise ValueError("Components must be a list or tuple")
self._components = []
if "v" in components:
self._components.append("v")
if "s" in components:
self._components.append("s")
if "m" in components:
self._components.append("m")
duration = kwargs.get("duration")
self._duration = duration # TODO: validation
def copy_constructor(self, other, name=""):
super().copy_constructor(other, name)
self._level = other.get_level()
self._school = other.get_school() # TODO: validation
self._casting_time = other.get_casting_time()
self._components = other.get_components()[:]
self._duration = other.get_duration() # TODO: validation
def get_level(self):
return self._level
def get_school(self):
return self._school
def get_casting_time(self):
return self._casting_time
def get_components(self):
return self._components
def get_duration(self):
return self._duration
def make_attack(self, source, target, adv=0, level=None):
if level is None:
level = self._level
if source.get_level_slots(level) or level == 0:
source.spend_slot(level) # TODO: check cantrip logic
else:
if source.get_verbose():
print("%s tried to cast a level %d spell even though they have no slots left for it" % (source.get_name(), level))
return False
super().make_attack(source=source, target=target, adv=adv) # To be overridden in subclasses
class SavingThrowSpell(Spell, SavingThrowAttack):
"""level=None, school=None, casting_time=None, components=None, duration=None,
dc=None, save_type="", damage_on_success=False, damage_dice=None, damage_mod=0,
damage_type="", range=0, melee_range=0, adv=0, name="", copy=None"""
def __init__(self, **kwargs):
copy = kwargs.get("copy")
if copy:
self.copy_constructor(copy, kwargs.get("name"))
return
super().__init__(**kwargs)
def copy_constructor(self, other, name=""):
super().copy_constructor(other, name)
class HealingSpell(Spell):
def __init__(self, **kwargs):
super().__init__(**kwargs)
def make_attack(self, source, target, adv=0, level=None):
verbose = source.get_verbose()
if level is None:
level = self._level
if source.get_level_slots(level) or level == 0:
source.spend_slot(level) # TODO: check cantrip logic
else:
if verbose:
print("%s tried to cast a level %d spell even though they have no slots left for it" % (source.get_name(), level))
return False
if verbose:
print("%s heals %s." % (source.get_name(), target.get_name()))
healing = self.roll_damage()
target.take_healing(healing)