diff --git a/evennia/contrib/turnbattle/tb_items.py b/evennia/contrib/turnbattle/tb_items.py new file mode 100644 index 0000000000..b7cc6dd808 --- /dev/null +++ b/evennia/contrib/turnbattle/tb_items.py @@ -0,0 +1,1101 @@ +""" +Simple turn-based combat system with items and status effects + +Contrib - Tim Ashley Jenkins 2017 + +This is a version of the 'turnbattle' combat system that includes status +effects and usable items, which can instill these status effects, cure +them, or do just about anything else. + +Status effects are stored on characters as a dictionary, where the key +is the name of the status effect and the value is a list of two items: +an integer representing the number of turns left until the status runs +out, and the character upon whose turn the condition timer is ticked +down. Unlike most combat-related attributes, conditions aren't wiped +once combat ends - if out of combat, they tick down in real time +instead. + +Items aren't given any sort of special typeclass - instead, whether or +not an object counts as an item is determined by its attributes. To make +an object into an item, it must have the attribute 'item_func', with +the value given as a callable - this is the function that will be called +when an item is used. Other properties of the item, such as how many +uses it has, whether it's destroyed when its uses are depleted, and such +can be specified on the item as well, but they are optional. + +To install and test, import this module's TBItemsCharacter object into +your game's character.py module: + + from evennia.contrib.turnbattle.tb_items import TBItemsCharacter + +And change your game's character typeclass to inherit from TBItemsCharacter +instead of the default: + + class Character(TBItemsCharacter): + +Next, import this module into your default_cmdsets.py module: + + from evennia.contrib.turnbattle import tb_items + +And add the battle command set to your default command set: + + # + # any commands you add below will overload the default ones. + # + self.add(tb_items.BattleCmdSet()) + +This module is meant to be heavily expanded on, so you may want to copy it +to your game's 'world' folder and modify it there rather than importing it +in your game and using it as-is. +""" + +from random import randint +from evennia import DefaultCharacter, Command, default_cmds, DefaultScript +from evennia.commands.default.muxcommand import MuxCommand +from evennia.commands.default.help import CmdHelp +from evennia.utils.spawner import spawn +from evennia import TICKER_HANDLER as tickerhandler + +""" +---------------------------------------------------------------------------- +OPTIONS +---------------------------------------------------------------------------- +""" + +TURN_TIMEOUT = 30 # Time before turns automatically end, in seconds +ACTIONS_PER_TURN = 1 # Number of actions allowed per turn + +""" +---------------------------------------------------------------------------- +COMBAT FUNCTIONS START HERE +---------------------------------------------------------------------------- +""" + +def roll_init(character): + """ + Rolls a number between 1-1000 to determine initiative. + + Args: + character (obj): The character to determine initiative for + + Returns: + initiative (int): The character's place in initiative - higher + numbers go first. + + Notes: + By default, does not reference the character and simply returns + a random integer from 1 to 1000. + + Since the character is passed to this function, you can easily reference + a character's stats to determine an initiative roll - for example, if your + character has a 'dexterity' attribute, you can use it to give that character + an advantage in turn order, like so: + + return (randint(1,20)) + character.db.dexterity + + This way, characters with a higher dexterity will go first more often. + """ + return randint(1, 1000) + + +def get_attack(attacker, defender): + """ + Returns a value for an attack roll. + + Args: + attacker (obj): Character doing the attacking + defender (obj): Character being attacked + + Returns: + attack_value (int): Attack roll value, compared against a defense value + to determine whether an attack hits or misses. + + Notes: + By default, returns a random integer from 1 to 100 without using any + properties from either the attacker or defender. + + This can easily be expanded to return a value based on characters stats, + equipment, and abilities. This is why the attacker and defender are passed + to this function, even though nothing from either one are used in this example. + """ + # For this example, just return a random integer up to 100. + attack_value = randint(1, 100) + return attack_value + + +def get_defense(attacker, defender): + """ + Returns a value for defense, which an attack roll must equal or exceed in order + for an attack to hit. + + Args: + attacker (obj): Character doing the attacking + defender (obj): Character being attacked + + Returns: + defense_value (int): Defense value, compared against an attack roll + to determine whether an attack hits or misses. + + Notes: + By default, returns 50, not taking any properties of the defender or + attacker into account. + + As above, this can be expanded upon based on character stats and equipment. + """ + # For this example, just return 50, for about a 50/50 chance of hit. + defense_value = 50 + return defense_value + + +def get_damage(attacker, defender): + """ + Returns a value for damage to be deducted from the defender's HP after abilities + successful hit. + + Args: + attacker (obj): Character doing the attacking + defender (obj): Character being damaged + + Returns: + damage_value (int): Damage value, which is to be deducted from the defending + character's HP. + + Notes: + By default, returns a random integer from 15 to 25 without using any + properties from either the attacker or defender. + + Again, this can be expanded upon. + """ + # For this example, just generate a number between 15 and 25. + damage_value = randint(15, 25) + return damage_value + + +def apply_damage(defender, damage): + """ + Applies damage to a target, reducing their HP by the damage amount to a + minimum of 0. + + Args: + defender (obj): Character taking damage + damage (int): Amount of damage being taken + """ + defender.db.hp -= damage # Reduce defender's HP by the damage dealt. + # If this reduces it to 0 or less, set HP to 0. + if defender.db.hp <= 0: + defender.db.hp = 0 + +def at_defeat(defeated): + """ + Announces the defeat of a fighter in combat. + + Args: + defeated (obj): Fighter that's been defeated. + + Notes: + All this does is announce a defeat message by default, but if you + want anything else to happen to defeated fighters (like putting them + into a dying state or something similar) then this is the place to + do it. + """ + defeated.location.msg_contents("%s has been defeated!" % defeated) + +def resolve_attack(attacker, defender, attack_value=None, defense_value=None, damage_value=None): + """ + Resolves an attack and outputs the result. + + Args: + attacker (obj): Character doing the attacking + defender (obj): Character being attacked + + Notes: + Even though the attack and defense values are calculated + extremely simply, they are separated out into their own functions + so that they are easier to expand upon. + """ + # Get an attack roll from the attacker. + if not attack_value: + attack_value = get_attack(attacker, defender) + # Get a defense value from the defender. + if not defense_value: + defense_value = get_defense(attacker, defender) + # If the attack value is lower than the defense value, miss. Otherwise, hit. + if attack_value < defense_value: + attacker.location.msg_contents("%s's attack misses %s!" % (attacker, defender)) + else: + if not damage_value: + damage_value = get_damage(attacker, defender) # Calculate damage value. + # Announce damage dealt and apply damage. + attacker.location.msg_contents("%s hits %s for %i damage!" % (attacker, defender, damage_value)) + apply_damage(defender, damage_value) + # If defender HP is reduced to 0 or less, call at_defeat. + if defender.db.hp <= 0: + at_defeat(defender) + +def combat_cleanup(character): + """ + Cleans up all the temporary combat-related attributes on a character. + + Args: + character (obj): Character to have their combat attributes removed + + Notes: + Any attribute whose key begins with 'combat_' is temporary and no + longer needed once a fight ends. + """ + for attr in character.attributes.all(): + if attr.key[:7] == "combat_": # If the attribute name starts with 'combat_'... + character.attributes.remove(key=attr.key) # ...then delete it! + + +def is_in_combat(character): + """ + Returns true if the given character is in combat. + + Args: + character (obj): Character to determine if is in combat or not + + Returns: + (bool): True if in combat or False if not in combat + """ + return bool(character.db.combat_turnhandler) + + +def is_turn(character): + """ + Returns true if it's currently the given character's turn in combat. + + Args: + character (obj): Character to determine if it is their turn or not + + Returns: + (bool): True if it is their turn or False otherwise + """ + turnhandler = character.db.combat_turnhandler + currentchar = turnhandler.db.fighters[turnhandler.db.turn] + return bool(character == currentchar) + + +def spend_action(character, actions, action_name=None): + """ + Spends a character's available combat actions and checks for end of turn. + + Args: + character (obj): Character spending the action + actions (int) or 'all': Number of actions to spend, or 'all' to spend all actions + + Kwargs: + action_name (str or None): If a string is given, sets character's last action in + combat to provided string + """ + if action_name: + character.db.combat_lastaction = action_name + if actions == 'all': # If spending all actions + character.db.combat_actionsleft = 0 # Set actions to 0 + else: + character.db.combat_actionsleft -= actions # Use up actions. + if character.db.combat_actionsleft < 0: + character.db.combat_actionsleft = 0 # Can't have fewer than 0 actions + character.db.combat_turnhandler.turn_end_check(character) # Signal potential end of turn. + +def spend_item_use(item, user): + """ + Spends one use on an item with limited uses. If item.db.item_consumable + is 'True', the item is destroyed if it runs out of uses - if it's a string + instead of 'True', it will also spawn a new object as residue, using the + value of item.db.item_consumable as the name of the prototype to spawn. + """ + item.db.item_uses -= 1 # Spend one use + + if item.db.item_uses > 0: # Has uses remaining + # Inform the player + user.msg("%s has %i uses remaining." % (item.key.capitalize(), item.db.item_uses)) + + else: # All uses spent + + if not item.db.item_consumable: # Item isn't consumable + # Just inform the player that the uses are gone + user.msg("%s has no uses remaining." % item.key.capitalize()) + + else: # If item is consumable + if item.db.item_consumable == True: # If the value is 'True', just destroy the item + user.msg("%s has been consumed." % item.key.capitalize()) + item.delete() # Delete the spent item + + else: # If a string, use value of item_consumable to spawn an object in its place + residue = spawn({"prototype":item.db.item_consumable})[0] # Spawn the residue + residue.location = item.location # Move the residue to the same place as the item + user.msg("After using %s, you are left with %s." % (item, residue)) + item.delete() # Delete the spent item + +def use_item(user, item, target): + """ + Performs the action of using an item. + """ + # Set kwargs to pass to item_func + kwargs = {} + if item.db.item_kwargs: + kwargs = item.db.item_kwargs + + # Match item_func string to function + try: + item_func = ITEMFUNCS[item.db.item_func] + except KeyError: + user.msg("ERROR: %s not defined in ITEMFUNCS" % item.db.item_func) + return + + # Call the item function - abort if it returns False, indicating an error. + # This performs the actual action of using the item. + # Regardless of what the function returns (if anything), it's still executed. + if item_func(item, user, target, **kwargs) == False: + return + + # If we haven't returned yet, we assume the item was used successfully. + # Spend one use if item has limited uses + if item.db.item_uses: + spend_item_use(item, user) + + # Spend an action if in combat + if is_in_combat(user): + spend_action(user, 1, action_name="item") + +def condition_tickdown(character, turnchar): + """ + Ticks down the duration of conditions on a character at the start of a given character's turn. + """ + + for key in character.db.conditions: + # The first value is the remaining turns - the second value is whose turn to count down on. + condition_duration = character.db.conditions[key][0] + condition_turnchar = character.db.conditions[key][1] + # Count down if the given turn character matches the condition's turn character. + if condition_turnchar == turnchar: + character.db.conditions[key][0] -= 1 + if character.db.conditions[key][0] <= 0: + # If the duration is brought down to 0, remove the condition and inform everyone. + character.location.msg_contents("%s no longer has the '%s' condition." % (str(character), str(key))) + del character.db.conditions[key] + +def add_condition(character, turnchar, condition, duration): + """ + Adds a condition to a fighter. + """ + # The first value is the remaining turns - the second value is whose turn to count down on. + character.db.conditions.update({condition:[duration, turnchar]}) + # Tell everyone! + character.location.msg_contents("%s gains the '%s' condition." % (character, condition)) + +""" +---------------------------------------------------------------------------- +CHARACTER TYPECLASS +---------------------------------------------------------------------------- +""" + + +class TBItemsCharacter(DefaultCharacter): + """ + A character able to participate in turn-based combat. Has attributes for current + and maximum HP, and access to combat commands. + """ + + def at_object_creation(self): + """ + Called once, when this object is first created. This is the + normal hook to overload for most object types. + """ + self.db.max_hp = 100 # Set maximum HP to 100 + self.db.hp = self.db.max_hp # Set current HP to maximum + self.db.conditions = {} # Set empty dict for conditions + # Subscribe character to the ticker handler + tickerhandler.add(30, self.at_update) + """ + Adds attributes for a character's current and maximum HP. + We're just going to set this value at '100' by default. + + You may want to expand this to include various 'stats' that + can be changed at creation and factor into combat calculations. + """ + + def at_before_move(self, destination): + """ + Called just before starting to move this object to + destination. + + Args: + destination (Object): The object we are moving to + + Returns: + shouldmove (bool): If we should move or not. + + Notes: + If this method returns False/None, the move is cancelled + before it is even started. + + """ + # Keep the character from moving if at 0 HP or in combat. + if is_in_combat(self): + self.msg("You can't exit a room while in combat!") + return False # Returning false keeps the character from moving. + if self.db.HP <= 0: + self.msg("You can't move, you've been defeated!") + return False + return True + + def at_turn_start(self): + """ + Hook called at the beginning of this character's turn in combat. + """ + # Prompt the character for their turn and give some information. + self.msg("|wIt's your turn! You have %i HP remaining.|n" % self.db.hp) + + # Apply conditions that fire at the start of each turn. + self.apply_turn_conditions() + + def apply_turn_conditions(self): + """ + Applies the effect of conditions that occur at the start of each + turn in combat, or every 30 seconds out of combat. + """ + if "Regeneration" in self.db.conditions: + to_heal = randint(4, 8) # Restore 4 to 8 HP + if self.db.hp + to_heal > self.db.max_hp: + to_heal = self.db.max_hp - self.db.hp # Cap healing to max HP + self.db.hp += to_heal + self.location.msg_contents("%s regains %i HP from Regeneration." % (self, to_heal)) + + def at_update(self): + """ + Fires every 30 seconds. + """ + # Change all conditions to update on character's turn. + for key in self.db.conditions: + self.db.conditions[key][1] = self + if not is_in_combat(self): # Not in combat + # Apply conditions that fire every turn + self.apply_turn_conditions() + # Tick down condition durations + condition_tickdown(self, self) + + +""" +---------------------------------------------------------------------------- +SCRIPTS START HERE +---------------------------------------------------------------------------- +""" + + +class TBItemsTurnHandler(DefaultScript): + """ + This is the script that handles the progression of combat through turns. + On creation (when a fight is started) it adds all combat-ready characters + to its roster and then sorts them into a turn order. There can only be one + fight going on in a single room at a time, so the script is assigned to a + room as its object. + + Fights persist until only one participant is left with any HP or all + remaining participants choose to end the combat with the 'disengage' command. + """ + + def at_script_creation(self): + """ + Called once, when the script is created. + """ + self.key = "Combat Turn Handler" + self.interval = 5 # Once every 5 seconds + self.persistent = True + self.db.fighters = [] + + # Add all fighters in the room with at least 1 HP to the combat." + for thing in self.obj.contents: + if thing.db.hp: + self.db.fighters.append(thing) + + # Initialize each fighter for combat + for fighter in self.db.fighters: + self.initialize_for_combat(fighter) + + # Add a reference to this script to the room + self.obj.db.combat_turnhandler = self + + # Roll initiative and sort the list of fighters depending on who rolls highest to determine turn order. + # The initiative roll is determined by the roll_init function and can be customized easily. + ordered_by_roll = sorted(self.db.fighters, key=roll_init, reverse=True) + self.db.fighters = ordered_by_roll + + # Announce the turn order. + self.obj.msg_contents("Turn order is: %s " % ", ".join(obj.key for obj in self.db.fighters)) + + # Start first fighter's turn. + self.start_turn(self.db.fighters[0]) + + # Set up the current turn and turn timeout delay. + self.db.turn = 0 + self.db.timer = TURN_TIMEOUT # Set timer to turn timeout specified in options + + def at_stop(self): + """ + Called at script termination. + """ + for fighter in self.db.fighters: + combat_cleanup(fighter) # Clean up the combat attributes for every fighter. + self.obj.db.combat_turnhandler = None # Remove reference to turn handler in location + + def at_repeat(self): + """ + Called once every self.interval seconds. + """ + currentchar = self.db.fighters[self.db.turn] # Note the current character in the turn order. + self.db.timer -= self.interval # Count down the timer. + + if self.db.timer <= 0: + # Force current character to disengage if timer runs out. + self.obj.msg_contents("%s's turn timed out!" % currentchar) + spend_action(currentchar, 'all', action_name="disengage") # Spend all remaining actions. + return + elif self.db.timer <= 10 and not self.db.timeout_warning_given: # 10 seconds left + # Warn the current character if they're about to time out. + currentchar.msg("WARNING: About to time out!") + self.db.timeout_warning_given = True + + def initialize_for_combat(self, character): + """ + Prepares a character for combat when starting or entering a fight. + + Args: + character (obj): Character to initialize for combat. + """ + combat_cleanup(character) # Clean up leftover combat attributes beforehand, just in case. + character.db.combat_actionsleft = 0 # Actions remaining - start of turn adds to this, turn ends when it reaches 0 + character.db.combat_turnhandler = self # Add a reference to this turn handler script to the character + character.db.combat_lastaction = "null" # Track last action taken in combat + + def start_turn(self, character): + """ + Readies a character for the start of their turn by replenishing their + available actions and notifying them that their turn has come up. + + Args: + character (obj): Character to be readied. + + Notes: + Here, you only get one action per turn, but you might want to allow more than + one per turn, or even grant a number of actions based on a character's + attributes. You can even add multiple different kinds of actions, I.E. actions + separated for movement, by adding "character.db.combat_movesleft = 3" or + something similar. + """ + character.db.combat_actionsleft = ACTIONS_PER_TURN # Replenish actions + # Call character's at_turn_start() hook. + character.at_turn_start() + + def next_turn(self): + """ + Advances to the next character in the turn order. + """ + + # Check to see if every character disengaged as their last action. If so, end combat. + disengage_check = True + for fighter in self.db.fighters: + if fighter.db.combat_lastaction != "disengage": # If a character has done anything but disengage + disengage_check = False + if disengage_check: # All characters have disengaged + self.obj.msg_contents("All fighters have disengaged! Combat is over!") + self.stop() # Stop this script and end combat. + return + + # Check to see if only one character is left standing. If so, end combat. + defeated_characters = 0 + for fighter in self.db.fighters: + if fighter.db.HP == 0: + defeated_characters += 1 # Add 1 for every fighter with 0 HP left (defeated) + if defeated_characters == (len(self.db.fighters) - 1): # If only one character isn't defeated + for fighter in self.db.fighters: + if fighter.db.HP != 0: + LastStanding = fighter # Pick the one fighter left with HP remaining + self.obj.msg_contents("Only %s remains! Combat is over!" % LastStanding) + self.stop() # Stop this script and end combat. + return + + # Cycle to the next turn. + currentchar = self.db.fighters[self.db.turn] + self.db.turn += 1 # Go to the next in the turn order. + if self.db.turn > len(self.db.fighters) - 1: + self.db.turn = 0 # Go back to the first in the turn order once you reach the end. + + newchar = self.db.fighters[self.db.turn] # Note the new character + + self.db.timer = TURN_TIMEOUT + self.time_until_next_repeat() # Reset the timer. + self.db.timeout_warning_given = False # Reset the timeout warning. + self.obj.msg_contents("%s's turn ends - %s's turn begins!" % (currentchar, newchar)) + self.start_turn(newchar) # Start the new character's turn. + + # Count down condition timers. + for fighter in self.db.fighters: + condition_tickdown(fighter, newchar) + + def turn_end_check(self, character): + """ + Tests to see if a character's turn is over, and cycles to the next turn if it is. + + Args: + character (obj): Character to test for end of turn + """ + if not character.db.combat_actionsleft: # Character has no actions remaining + self.next_turn() + return + + def join_fight(self, character): + """ + Adds a new character to a fight already in progress. + + Args: + character (obj): Character to be added to the fight. + """ + # Inserts the fighter to the turn order, right behind whoever's turn it currently is. + self.db.fighters.insert(self.db.turn, character) + # Tick the turn counter forward one to compensate. + self.db.turn += 1 + # Initialize the character like you do at the start. + self.initialize_for_combat(character) + + +""" +---------------------------------------------------------------------------- +COMMANDS START HERE +---------------------------------------------------------------------------- +""" + + +class CmdFight(Command): + """ + Starts a fight with everyone in the same room as you. + + Usage: + fight + + When you start a fight, everyone in the room who is able to + fight is added to combat, and a turn order is randomly rolled. + When it's your turn, you can attack other characters. + """ + key = "fight" + help_category = "combat" + + def func(self): + """ + This performs the actual command. + """ + here = self.caller.location + fighters = [] + + if not self.caller.db.hp: # If you don't have any hp + self.caller.msg("You can't start a fight if you've been defeated!") + return + if is_in_combat(self.caller): # Already in a fight + self.caller.msg("You're already in a fight!") + return + for thing in here.contents: # Test everything in the room to add it to the fight. + if thing.db.HP: # If the object has HP... + fighters.append(thing) # ...then add it to the fight. + if len(fighters) <= 1: # If you're the only able fighter in the room + self.caller.msg("There's nobody here to fight!") + return + if here.db.combat_turnhandler: # If there's already a fight going on... + here.msg_contents("%s joins the fight!" % self.caller) + here.db.combat_turnhandler.join_fight(self.caller) # Join the fight! + return + here.msg_contents("%s starts a fight!" % self.caller) + # Add a turn handler script to the room, which starts combat. + here.scripts.add("contrib.turnbattle.tb_items.TBItemsTurnHandler") + # Remember you'll have to change the path to the script if you copy this code to your own modules! + + +class CmdAttack(Command): + """ + Attacks another character. + + Usage: + attack + + When in a fight, you may attack another character. The attack has + a chance to hit, and if successful, will deal damage. + """ + + key = "attack" + help_category = "combat" + + def func(self): + "This performs the actual command." + "Set the attacker to the caller and the defender to the target." + + if not is_in_combat(self.caller): # If not in combat, can't attack. + self.caller.msg("You can only do that in combat. (see: help fight)") + return + + if not is_turn(self.caller): # If it's not your turn, can't attack. + self.caller.msg("You can only do that on your turn.") + return + + if not self.caller.db.hp: # Can't attack if you have no HP. + self.caller.msg("You can't attack, you've been defeated.") + return + + attacker = self.caller + defender = self.caller.search(self.args) + + if not defender: # No valid target given. + return + + if not defender.db.hp: # Target object has no HP left or to begin with + self.caller.msg("You can't fight that!") + return + + if attacker == defender: # Target and attacker are the same + self.caller.msg("You can't attack yourself!") + return + + "If everything checks out, call the attack resolving function." + resolve_attack(attacker, defender) + spend_action(self.caller, 1, action_name="attack") # Use up one action. + + +class CmdPass(Command): + """ + Passes on your turn. + + Usage: + pass + + When in a fight, you can use this command to end your turn early, even + if there are still any actions you can take. + """ + + key = "pass" + aliases = ["wait", "hold"] + help_category = "combat" + + def func(self): + """ + This performs the actual command. + """ + if not is_in_combat(self.caller): # Can only pass a turn in combat. + self.caller.msg("You can only do that in combat. (see: help fight)") + return + + if not is_turn(self.caller): # Can only pass if it's your turn. + self.caller.msg("You can only do that on your turn.") + return + + self.caller.location.msg_contents("%s takes no further action, passing the turn." % self.caller) + spend_action(self.caller, 'all', action_name="pass") # Spend all remaining actions. + + +class CmdDisengage(Command): + """ + Passes your turn and attempts to end combat. + + Usage: + disengage + + Ends your turn early and signals that you're trying to end + the fight. If all participants in a fight disengage, the + fight ends. + """ + + key = "disengage" + aliases = ["spare"] + help_category = "combat" + + def func(self): + """ + This performs the actual command. + """ + if not is_in_combat(self.caller): # If you're not in combat + self.caller.msg("You can only do that in combat. (see: help fight)") + return + + if not is_turn(self.caller): # If it's not your turn + self.caller.msg("You can only do that on your turn.") + return + + self.caller.location.msg_contents("%s disengages, ready to stop fighting." % self.caller) + spend_action(self.caller, 'all', action_name="disengage") # Spend all remaining actions. + """ + The action_name kwarg sets the character's last action to "disengage", which is checked by + the turn handler script to see if all fighters have disengaged. + """ + + +class CmdRest(Command): + """ + Recovers damage. + + Usage: + rest + + Resting recovers your HP to its maximum, but you can only + rest if you're not in a fight. + """ + + key = "rest" + help_category = "combat" + + def func(self): + "This performs the actual command." + + if is_in_combat(self.caller): # If you're in combat + self.caller.msg("You can't rest while you're in combat.") + return + + self.caller.db.hp = self.caller.db.max_hp # Set current HP to maximum + self.caller.location.msg_contents("%s rests to recover HP." % self.caller) + """ + You'll probably want to replace this with your own system for recovering HP. + """ + + +class CmdCombatHelp(CmdHelp): + """ + View help or a list of topics + + Usage: + help + help list + help all + + This will search for help on commands and other + topics related to the game. + """ + # Just like the default help command, but will give quick + # tips on combat when used in a fight with no arguments. + + def func(self): + if is_in_combat(self.caller) and not self.args: # In combat and entered 'help' alone + self.caller.msg("Available combat commands:|/" + + "|wAttack:|n Attack a target, attempting to deal damage.|/" + + "|wPass:|n Pass your turn without further action.|/" + + "|wDisengage:|n End your turn and attempt to end combat.|/" + + "|wUse:|n Use an item you're carrying.") + else: + super(CmdCombatHelp, self).func() # Call the default help command + + +class CmdUse(MuxCommand): + """ + Use an item. + + Usage: + use [= target] + + Items: you just GOTTA use them. + """ + + key = "use" + help_category = "combat" + + def func(self): + """ + This performs the actual command. + """ + # Search for item + item = self.caller.search(self.lhs, candidates=self.caller.contents) + if not item: + return + + # Search for target, if any is given + target = None + if self.rhs: + target = self.caller.search(self.rhs) + if not target: + return + + # If in combat, can only use items on your turn + if is_in_combat(self.caller): + if not is_turn(self.caller): + self.caller.msg("You can only use items on your turn.") + return + + if not item.db.item_func: # Object has no item_func, not usable + self.caller.msg("'%s' is not a usable item." % item.key.capitalize()) + return + + if item.attributes.has("item_uses"): # Item has limited uses + if item.db.item_uses <= 0: # Limited uses are spent + self.caller.msg("'%s' has no uses remaining." % item.key.capitalize()) + return + + # If everything checks out, call the use_item function + use_item(self.caller, item, target) + + +class BattleCmdSet(default_cmds.CharacterCmdSet): + """ + This command set includes all the commmands used in the battle system. + """ + key = "DefaultCharacter" + + def at_cmdset_creation(self): + """ + Populates the cmdset + """ + self.add(CmdFight()) + self.add(CmdAttack()) + self.add(CmdRest()) + self.add(CmdPass()) + self.add(CmdDisengage()) + self.add(CmdCombatHelp()) + self.add(CmdUse()) + +""" +ITEM FUNCTIONS START HERE +""" + +def itemfunc_heal(item, user, target, **kwargs): + """ + Item function that heals HP. + """ + if not target: + target = user # Target user if none specified + + if not target.attributes.has("max_hp"): # Has no HP to speak of + user.msg("You can't use %s on that." % item) + return False # Returning false aborts the item use + + if target.db.hp >= target.db.max_hp: + user.msg("%s is already at full health." % target) + return False + + min_healing = 20 + max_healing = 40 + + # Retrieve healing range from kwargs, if present + if "healing_range" in kwargs: + min_healing = kwargs["healing_range"][0] + max_healing = kwargs["healing_range"][1] + + to_heal = randint(min_healing, max_healing) # Restore 20 to 40 hp + if target.db.hp + to_heal > target.db.max_hp: + to_heal = target.db.max_hp - target.db.hp # Cap healing to max HP + target.db.hp += to_heal + + user.location.msg_contents("%s uses %s! %s regains %i HP!" % (user, item, target, to_heal)) + +def itemfunc_add_condition(item, user, target, **kwargs): + """ + Item function that gives the target a condition. + + Should mostly be used for beneficial conditions - use itemfunc_attack + for an item that can give an enemy a harmful condition. + """ + condition = "Regeneration" + duration = 5 + + if not target: + target = user # Target user if none specified + + if not target.attributes.has("max_hp"): # Is not a fighter + user.msg("You can't use %s on that." % item) + return False # Returning false aborts the item use + + # Retrieve condition / duration from kwargs, if present + if "condition" in kwargs: + condition = kwargs["condition"] + if "duration" in kwargs: + duration = kwargs["duration"] + + user.location.msg_contents("%s uses %s!" % (user, item)) + add_condition(target, user, condition, duration) # Add condition to the target + +def itemfunc_attack(item, user, target, **kwargs): + """ + Item function that attacks a target. + """ + if not is_in_combat(user): + user.msg("You can only use that in combat.") + return False # Returning false aborts the item use + + if not target: + user.msg("You have to specify a target to use %s! (use = )" % item) + return False + + if target == user: + user.msg("You can't attack yourself!") + return False + + if not target.db.hp: # Has no HP + user.msg("You can't use %s on that." % item) + return False + + min_damage = 20 + max_damage = 40 + accuracy = 0 + + # Retrieve values from kwargs, if present + if "damage_range" in kwargs: + min_damage = kwargs["damage_range"][0] + max_damage = kwargs["damage_range"][1] + if "accuracy" in kwargs: + accuracy = kwargs["accuracy"] + + # Roll attack and damage + attack_value = randint(1, 100) + accuracy + damage_value = randint(min_damage, max_damage) + + user.location.msg_contents("%s attacks %s with %s!" % (user, target, item)) + resolve_attack(user, target, attack_value=attack_value, damage_value=damage_value) + +# Match strings to item functions here. We can't store callables on +# prototypes, so we store a string instead, matching that string to +# a callable in this dictionary. +ITEMFUNCS = { + "heal":itemfunc_heal, + "attack":itemfunc_attack, + "add_condition":itemfunc_add_condition +} + +""" +ITEM PROTOTYPES START HERE + +Copy these to your game's /world/prototypes.py module! +""" + +MEDKIT = { + "key" : "a medical kit", + "aliases" : ["medkit"], + "desc" : "A standard medical kit. It can be used a few times to heal wounds.", + "item_func" : "heal", + "item_uses" : 3, + "item_consumable" : True, + "item_kwargs" : {"healing_range":(15, 25)} +} + +GLASS_BOTTLE = { + "key" : "a glass bottle", + "desc" : "An empty glass bottle." +} + +HEALTH_POTION = { + "key" : "a health potion", + "desc" : "A glass bottle full of a mystical potion that heals wounds when used.", + "item_func" : "heal", + "item_uses" : 1, + "item_consumable" : "GLASS_BOTTLE", + "item_kwargs" : {"healing_range":(35, 50)} +} + +REGEN_POTION = { + "key" : "a regeneration potion", + "desc" : "A glass bottle full of a mystical potion that regenerates wounds over time.", + "item_func" : "add_condition", + "item_uses" : 1, + "item_consumable" : "GLASS_BOTTLE", + "item_kwargs" : {"condition":"Regeneration", "duration":10} +} + +BOMB = { + "key" : "a rotund bomb", + "desc" : "A large black sphere with a fuse at the end. Can be used on enemies in combat.", + "item_func" : "attack", + "item_uses" : 1, + "item_consumable" : True, + "item_kwargs" : {"damage_range":(25, 40), "accuracy":25} +} \ No newline at end of file