Start refactoring turnbattle contrib

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Griatch 2022-01-27 00:55:28 +01:00
parent 5859de7054
commit ae4a6833f4
5 changed files with 1687 additions and 3472 deletions

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@ -1,7 +1,7 @@
"""
Simple turn-based combat system
Contrib - Tim Ashley Jenkins 2017
Contrib - Tim Ashley Jenkins 2017, Refactor by Griatch 2022
This is a framework for a simple turn-based combat system, similar
to those used in D&D-style tabletop role playing games. It allows
@ -62,237 +62,235 @@ COMBAT FUNCTIONS START HERE
"""
def roll_init(character):
class BasicCombatRules:
"""
Rolls a number between 1-1000 to determine initiative.
Stores all combat rules and helper methods.
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 roll_init(self, character):
"""
Rolls a number between 1-1000 to determine initiative.
def get_attack(attacker, defender):
"""
Returns a value for an attack roll.
Args:
character (obj): The character to determine initiative for
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being attacked
Returns:
initiative (int): The character's place in initiative - higher
numbers go first.
Returns:
attack_value (int): Attack roll value, compared against a defense value
to determine whether an attack hits or misses.
Notes:
By default, does not reference the character and simply returns
a random integer from 1 to 1000.
Notes:
By default, returns a random integer from 1 to 100 without using any
properties from either the attacker or defender.
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:
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
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_defense(attacker, defender):
"""
Returns a value for defense, which an attack roll must equal or exceed in order
for an attack to hit.
def get_attack(self, attacker, defender):
"""
Returns a value for an attack roll.
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being attacked
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.
Returns:
attack_value (int): Attack roll value, compared against a defense value
to determine whether an attack hits or misses.
Notes:
By default, returns 50, not taking any properties of the defender or
attacker into account.
Notes:
By default, returns a random integer from 1 to 100 without using any
properties from either the attacker or defender.
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
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(self, attacker, defender):
"""
Returns a value for defense, which an attack roll must equal or exceed in order
for an attack to hit.
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 attacked
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being damaged
Returns:
defense_value (int): Defense value, compared against an attack roll
to determine whether an attack hits or misses.
Returns:
damage_value (int): Damage value, which is to be deducted from the defending
character's HP.
Notes:
By default, returns 50, not taking any properties of the defender or
attacker into account.
Notes:
By default, returns a random integer from 15 to 25 without using any
properties from either the attacker or defender.
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
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 get_damage(self, 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
def apply_damage(defender, damage):
"""
Applies damage to a target, reducing their HP by the damage amount to a
minimum of 0.
Returns:
damage_value (int): Damage value, which is to be deducted from the defending
character's HP.
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
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 at_defeat(defeated):
"""
Announces the defeat of a fighter in combat.
def apply_damage(self, defender, damage):
"""
Applies damage to a target, reducing their HP by the damage amount to a
minimum of 0.
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):
"""
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:
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.
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:
at_defeat(defender)
defender.db.hp = 0
def at_defeat(self, 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(self, attacker, defender, attack_value=None, defense_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 = self.get_attack(attacker, defender)
# Get a defense value from the defender.
if not defense_value:
defense_value = self.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:
damage_value = self.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)
)
self.apply_damage(defender, damage_value)
# If defender HP is reduced to 0 or less, call at_defeat.
if defender.db.hp <= 0:
self.at_defeat(defender)
def combat_cleanup(self, 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(self, 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(self, 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(self, 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
Keyword Args:
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 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
Keyword Args:
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.
COMBAT_RULES = BasicCombatRules()
"""
----------------------------------------------------------------------------
@ -306,6 +304,7 @@ class TBBasicCharacter(DefaultCharacter):
A character able to participate in turn-based combat. Has attributes for current
and maximum HP, and access to combat commands.
"""
rules = COMBAT_RULES
def at_object_creation(self):
"""
@ -339,7 +338,7 @@ class TBBasicCharacter(DefaultCharacter):
"""
# Keep the character from moving if at 0 HP or in combat.
if is_in_combat(self):
if self.rules.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:
@ -367,6 +366,8 @@ class TBBasicTurnHandler(DefaultScript):
remaining participants choose to end the combat with the 'disengage' command.
"""
rules = COMBAT_RULES
def at_script_creation(self):
"""
Called once, when the script is created.
@ -388,9 +389,10 @@ class TBBasicTurnHandler(DefaultScript):
# 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)
# 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 method and can be
# customized easily.
ordered_by_roll = sorted(self.db.fighters, key=self.rules.roll_init, reverse=True)
self.db.fighters = ordered_by_roll
# Announce the turn order.
@ -408,7 +410,7 @@ class TBBasicTurnHandler(DefaultScript):
Called at script termination.
"""
for fighter in self.db.fighters:
combat_cleanup(fighter) # Clean up the combat attributes for every fighter.
self.rules.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):
@ -423,7 +425,7 @@ class TBBasicTurnHandler(DefaultScript):
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(
self.rules.spend_action(
currentchar, "all", action_name="disengage"
) # Spend all remaining actions.
return
@ -439,7 +441,8 @@ class TBBasicTurnHandler(DefaultScript):
Args:
character (obj): Character to initialize for combat.
"""
combat_cleanup(character) # Clean up leftover combat attributes beforehand, just in case.
# Clean up leftover combat attributes beforehand, just in case.
self.rules.combat_cleanup(character)
character.db.combat_actionsleft = (
0 # Actions remaining - start of turn adds to this, turn ends when it reaches 0
)
@ -560,6 +563,9 @@ class CmdFight(Command):
key = "fight"
help_category = "combat"
rules = COMBAT_RULES
combat_handler_class = TBBasicTurnHandler
def func(self):
"""
This performs the actual command.
@ -570,7 +576,7 @@ class CmdFight(Command):
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
if self.rules.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.
@ -585,8 +591,7 @@ class CmdFight(Command):
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.game_systems.turnbattle.tb_basic.TBBasicTurnHandler")
# Remember you'll have to change the path to the script if you copy this code to your own modules!
here.scripts.add(self.command_handler_class)
class CmdAttack(Command):
@ -603,15 +608,17 @@ class CmdAttack(Command):
key = "attack"
help_category = "combat"
rules = COMBAT_RULES
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.
if not self.rules.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.
if not self.rules.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
@ -634,8 +641,8 @@ class CmdAttack(Command):
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.
self.rules.resolve_attack(attacker, defender)
self.rules.spend_action(self.caller, 1, action_name="attack") # Use up one action.
class CmdPass(Command):
@ -653,22 +660,25 @@ class CmdPass(Command):
aliases = ["wait", "hold"]
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
if not is_in_combat(self.caller): # Can only pass a turn in combat.
if not self.rules.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.
if not self.rules.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.
# Spend all remaining actions.
self.rules.spend_action(self.caller, "all", action_name="pass")
class CmdDisengage(Command):
@ -687,20 +697,23 @@ class CmdDisengage(Command):
aliases = ["spare"]
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
if not is_in_combat(self.caller): # If you're not in combat
if not self.rules.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
if not self.rules.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.
# Spend all remaining actions.
self.rules.spend_action(self.caller, "all", action_name="disengage")
"""
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.
@ -721,10 +734,12 @@ class CmdRest(Command):
key = "rest"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"This performs the actual command."
if is_in_combat(self.caller): # If you're in combat
if self.rules.is_in_combat(self.caller): # If you're in combat
self.caller.msg("You can't rest while you're in combat.")
return
@ -748,17 +763,21 @@ class CmdCombatHelp(CmdHelp):
topics related to the game.
"""
rules = COMBAT_RULES
combat_help_text = (
"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.|/"
)
# 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.|/"
)
# In combat and entered 'help' alone
if self.rules.is_in_combat(self.caller) and not self.args:
self.caller.msg(self.combat_help_text)
else:
super().func() # Call the default help command

View file

@ -1,7 +1,7 @@
"""
Simple turn-based combat system with equipment
Contrib - Tim Ashley Jenkins 2017
Contrib - Tim Ashley Jenkins 2017, Refactor by Griatch 2022
This is a version of the 'turnbattle' contrib with a basic system for
weapons and armor implemented. Weapons can have unique damage ranges
@ -55,8 +55,8 @@ in your game and using it as-is.
"""
from random import randint
from evennia import DefaultCharacter, Command, default_cmds, DefaultScript, DefaultObject
from evennia.commands.default.help import CmdHelp
from evennia import Command, default_cmds, DefaultObject
from . import tb_basic
"""
----------------------------------------------------------------------------
@ -74,276 +74,156 @@ COMBAT FUNCTIONS START HERE
"""
def roll_init(character):
class EquipmentCombatRules(tb_basic.BasicCombatRules):
"""
Rolls a number between 1-1000 to determine initiative.
Has all the methods of the basic combat, with the addition of equipment.
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(self, attacker, defender):
"""
Returns a value for an attack roll.
def get_attack(attacker, defender):
"""
Returns a value for an attack roll.
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being attacked
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.
Returns:
attack_value (int): Attack roll value, compared against a defense value
to determine whether an attack hits or misses.
Notes:
In this example, a weapon's accuracy bonus is factored into the attack
roll. Lighter weapons are more accurate but less damaging, and heavier
weapons are less accurate but deal more damage. Of course, you can
change this paradigm completely in your own game.
"""
# Start with a roll from 1 to 100.
attack_value = randint(1, 100)
accuracy_bonus = 0
# If armed, add weapon's accuracy bonus.
if attacker.db.wielded_weapon:
weapon = attacker.db.wielded_weapon
accuracy_bonus += weapon.db.accuracy_bonus
# If unarmed, use character's unarmed accuracy bonus.
else:
accuracy_bonus += attacker.db.unarmed_accuracy
# Add the accuracy bonus to the attack roll.
attack_value += accuracy_bonus
return attack_value
Notes:
In this example, a weapon's accuracy bonus is factored into the attack
roll. Lighter weapons are more accurate but less damaging, and heavier
weapons are less accurate but deal more damage. Of course, you can
change this paradigm completely in your own game.
"""
# Start with a roll from 1 to 100.
attack_value = randint(1, 100)
accuracy_bonus = 0
# If armed, add weapon's accuracy bonus.
if attacker.db.wielded_weapon:
weapon = attacker.db.wielded_weapon
accuracy_bonus += weapon.db.accuracy_bonus
# If unarmed, use character's unarmed accuracy bonus.
else:
accuracy_bonus += attacker.db.unarmed_accuracy
# Add the accuracy bonus to the attack roll.
attack_value += accuracy_bonus
return attack_value
def get_defense(self, 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
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.
Returns:
defense_value (int): Defense value, compared against an attack roll
to determine whether an attack hits or misses.
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being attacked
Notes:
Characters are given a default defense value of 50 which can be
modified up or down by armor. In this example, wearing armor actually
makes you a little easier to hit, but reduces incoming damage.
"""
# Start with a defense value of 50 for a 50/50 chance to hit.
defense_value = 50
# Modify this value based on defender's armor.
if defender.db.worn_armor:
armor = defender.db.worn_armor
defense_value += armor.db.defense_modifier
return defense_value
Returns:
defense_value (int): Defense value, compared against an attack roll
to determine whether an attack hits or misses.
def get_damage(self, attacker, defender):
"""
Returns a value for damage to be deducted from the defender's HP after abilities
successful hit.
Notes:
Characters are given a default defense value of 50 which can be
modified up or down by armor. In this example, wearing armor actually
makes you a little easier to hit, but reduces incoming damage.
"""
# Start with a defense value of 50 for a 50/50 chance to hit.
defense_value = 50
# Modify this value based on defender's armor.
if defender.db.worn_armor:
armor = defender.db.worn_armor
defense_value += armor.db.defense_modifier
return defense_value
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.
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:
Damage is determined by the attacker's wielded weapon, or the attacker's
unarmed damage range if no weapon is wielded. Incoming damage is reduced
by the defender's armor.
"""
damage_value = 0
# Generate a damage value from wielded weapon if armed
if attacker.db.wielded_weapon:
weapon = attacker.db.wielded_weapon
# Roll between minimum and maximum damage
damage_value = randint(weapon.db.damage_range[0], weapon.db.damage_range[1])
# Use attacker's unarmed damage otherwise
else:
damage_value = randint(
attacker.db.unarmed_damage_range[0], attacker.db.unarmed_damage_range[1]
)
# If defender is armored, reduce incoming damage
if defender.db.worn_armor:
armor = defender.db.worn_armor
damage_value -= armor.db.damage_reduction
# Make sure minimum damage is 0
if damage_value < 0:
Notes:
Damage is determined by the attacker's wielded weapon, or the attacker's
unarmed damage range if no weapon is wielded. Incoming damage is reduced
by the defender's armor.
"""
damage_value = 0
return damage_value
# Generate a damage value from wielded weapon if armed
if attacker.db.wielded_weapon:
weapon = attacker.db.wielded_weapon
# Roll between minimum and maximum damage
damage_value = randint(weapon.db.damage_range[0], weapon.db.damage_range[1])
# Use attacker's unarmed damage otherwise
else:
damage_value = randint(
attacker.db.unarmed_damage_range[0], attacker.db.unarmed_damage_range[1]
)
# If defender is armored, reduce incoming damage
if defender.db.worn_armor:
armor = defender.db.worn_armor
damage_value -= armor.db.damage_reduction
# Make sure minimum damage is 0
if damage_value < 0:
damage_value = 0
return damage_value
def resolve_attack(self, attacker, defender, attack_value=None, defense_value=None):
"""
Resolves an attack and outputs the result.
def apply_damage(defender, damage):
"""
Applies damage to a target, reducing their HP by the damage amount to a
minimum of 0.
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being attacked
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):
"""
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 the attacker's weapon type to reference in combat messages.
attackers_weapon = "attack"
if attacker.db.wielded_weapon:
weapon = attacker.db.wielded_weapon
attackers_weapon = weapon.db.weapon_type_name
# 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 %s misses %s!" % (attacker, attackers_weapon, defender)
)
else:
damage_value = get_damage(attacker, defender) # Calculate damage value.
# Announce damage dealt and apply damage.
if damage_value > 0:
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 the attacker's weapon type to reference in combat messages.
attackers_weapon = "attack"
if attacker.db.wielded_weapon:
weapon = attacker.db.wielded_weapon
attackers_weapon = weapon.db.weapon_type_name
# Get an attack roll from the attacker.
if not attack_value:
attack_value = self.get_attack(attacker, defender)
# Get a defense value from the defender.
if not defense_value:
defense_value = self.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 %s strikes %s for %i damage!"
% (attacker, attackers_weapon, defender, damage_value)
"%s's %s misses %s!" % (attacker, attackers_weapon, defender)
)
else:
attacker.location.msg_contents(
"%s's %s bounces harmlessly off %s!" % (attacker, attackers_weapon, defender)
)
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)
damage_value = self.get_damage(attacker, defender) # Calculate damage value.
# Announce damage dealt and apply damage.
if damage_value > 0:
attacker.location.msg_contents(
"%s's %s strikes %s for %i damage!"
% (attacker, attackers_weapon, defender, damage_value)
)
else:
attacker.location.msg_contents(
"%s's %s bounces harmlessly off %s!" % (attacker, attackers_weapon, defender)
)
self.apply_damage(defender, damage_value)
# If defender HP is reduced to 0 or less, call at_defeat.
if defender.db.hp <= 0:
self.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
Keyword Args:
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.
COMBAT_RULES = EquipmentCombatRules()
"""
----------------------------------------------------------------------------
@ -352,7 +232,7 @@ SCRIPTS START HERE
"""
class TBEquipTurnHandler(DefaultScript):
class TBEquipTurnHandler(tb_basic.TBBasicTurnHandler):
"""
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
@ -363,174 +243,7 @@ class TBEquipTurnHandler(DefaultScript):
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
# Prompt the character for their turn and give some information.
character.msg("|wIt's your turn! You have %i HP remaining.|n" % character.db.hp)
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.
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)
rules = COMBAT_RULES
"""
@ -543,7 +256,9 @@ TYPECLASSES START HERE
class TBEWeapon(DefaultObject):
"""
A weapon which can be wielded in combat with the 'wield' command.
"""
rules = COMBAT_RULES
def at_object_creation(self):
"""
@ -592,7 +307,7 @@ class TBEArmor(DefaultObject):
"""
Can't drop in combat.
"""
if is_in_combat(dropper):
if self.rules.is_in_combat(dropper):
dropper.msg("You can't doff armor in a fight!")
return False
return True
@ -609,7 +324,7 @@ class TBEArmor(DefaultObject):
"""
Can't give away in combat.
"""
if is_in_combat(giver):
if self.rules.is_in_combat(giver):
dropper.msg("You can't doff armor in a fight!")
return False
return True
@ -623,7 +338,7 @@ class TBEArmor(DefaultObject):
giver.location.msg_contents("%s removes %s." % (giver, self))
class TBEquipCharacter(DefaultCharacter):
class TBEquipCharacter(tb_basic.TBBasicCharacter):
"""
A character able to participate in turn-based combat. Has attributes for current
and maximum HP, and access to combat commands.
@ -649,31 +364,6 @@ class TBEquipCharacter(DefaultCharacter):
can be changed at creation and factor into combat calculations.
"""
def at_pre_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
"""
----------------------------------------------------------------------------
@ -682,7 +372,7 @@ COMMANDS START HERE
"""
class CmdFight(Command):
class CmdFight(tb_basic.CmdFight):
"""
Starts a fight with everyone in the same room as you.
@ -697,36 +387,11 @@ class CmdFight(Command):
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.game_systems.turnbattle.tb_equip.TBEquipTurnHandler")
# Remember you'll have to change the path to the script if you copy this code to your own modules!
rules = COMBAT_RULES
command_handler_class = TBEquipTurnHandler
class CmdAttack(Command):
class CmdAttack(tb_basic.CmdAttack):
"""
Attacks another character.
@ -740,42 +405,10 @@ class CmdAttack(Command):
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.
rules = COMBAT_RULES
class CmdPass(Command):
class CmdPass(tb_basic.CmdPass):
"""
Passes on your turn.
@ -790,25 +423,10 @@ class CmdPass(Command):
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.
rules = COMBAT_RULES
class CmdDisengage(Command):
class CmdDisengage(tb_basic.CmdDisengage):
"""
Passes your turn and attempts to end combat.
@ -824,27 +442,10 @@ class CmdDisengage(Command):
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.
"""
rules = COMBAT_RULES
class CmdRest(Command):
class CmdRest(tb_basic.CmdRest):
"""
Recovers damage.
@ -858,21 +459,10 @@ class CmdRest(Command):
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.
"""
rules = COMBAT_RULES
class CmdCombatHelp(CmdHelp):
class CmdCombatHelp(tb_basic.CmdCombatHelp):
"""
View help or a list of topics
@ -885,19 +475,7 @@ class CmdCombatHelp(CmdHelp):
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.|/"
)
else:
super().func() # Call the default help command
rules = COMBAT_RULES
class CmdWield(Command):
@ -918,13 +496,15 @@ class CmdWield(Command):
key = "wield"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
# If in combat, check to see if it's your turn.
if is_in_combat(self.caller):
if not is_turn(self.caller):
if self.rules.is_in_combat(self.caller):
if not self.rules.is_turn(self.caller):
self.caller.msg("You can only do that on your turn.")
return
if not self.args:
@ -933,7 +513,8 @@ class CmdWield(Command):
weapon = self.caller.search(self.args, candidates=self.caller.contents)
if not weapon:
return
if not weapon.is_typeclass("evennia.contrib.game_systems.turnbattle.tb_equip.TBEWeapon", exact=True):
if not weapon.is_typeclass("evennia.contrib.game_systems.turnbattle.tb_equip.TBEWeapon",
exact=True):
self.caller.msg("That's not a weapon!")
# Remember to update the path to the weapon typeclass if you move this module!
return
@ -948,8 +529,8 @@ class CmdWield(Command):
"%s lowers %s and wields %s." % (self.caller, old_weapon, weapon)
)
# Spend an action if in combat.
if is_in_combat(self.caller):
spend_action(self.caller, 1, action_name="wield") # Use up one action.
if self.rules.is_in_combat(self.caller):
self.rules.spend_action(self.caller, 1, action_name="wield") # Use up one action.
class CmdUnwield(Command):
@ -966,13 +547,15 @@ class CmdUnwield(Command):
key = "unwield"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
# If in combat, check to see if it's your turn.
if is_in_combat(self.caller):
if not is_turn(self.caller):
if self.rules.is_in_combat(self.caller):
if not self.rules.is_turn(self.caller):
self.caller.msg("You can only do that on your turn.")
return
if not self.caller.db.wielded_weapon:
@ -998,12 +581,14 @@ class CmdDon(Command):
key = "don"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
# Can't do this in combat
if is_in_combat(self.caller):
if self.rules.is_in_combat(self.caller):
self.caller.msg("You can't don armor in a fight!")
return
if not self.args:
@ -1012,7 +597,8 @@ class CmdDon(Command):
armor = self.caller.search(self.args, candidates=self.caller.contents)
if not armor:
return
if not armor.is_typeclass("evennia.contrib.game_systems.turnbattle.tb_equip.TBEArmor", exact=True):
if not armor.is_typeclass("evennia.contrib.game_systems.turnbattle.tb_equip.TBEArmor",
exact=True):
self.caller.msg("That's not armor!")
# Remember to update the path to the armor typeclass if you move this module!
return
@ -1043,12 +629,14 @@ class CmdDoff(Command):
key = "doff"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
# Can't do this in combat
if is_in_combat(self.caller):
if self.rules.is_in_combat(self.caller):
self.caller.msg("You can't doff armor in a fight!")
return
if not self.caller.db.worn_armor:

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