diff --git a/evennia/contrib/turnbattle/tb_range.py b/evennia/contrib/turnbattle/tb_range.py new file mode 100644 index 0000000000..3061d8c873 --- /dev/null +++ b/evennia/contrib/turnbattle/tb_range.py @@ -0,0 +1,1356 @@ +""" +Simple turn-based combat system with range and movement + +Contrib - Tim Ashley Jenkins 2017 + +This is a version of the 'turnbattle' contrib that includes a system +for abstract movement and positioning in combat, including distinction +between melee and ranged attacks. In this system, a fighter or object's +exact position is not recorded - only their relative distance to other +actors in combat. + +In this example, the distance between two objects in combat is expressed +as an integer value: 0 for "engaged" objects that are right next to each +other, 1 for "reach" which is for objects that are near each other but +not directly adjacent, and 2 for "range" for objects that are far apart. + +When combat starts, all fighters are at reach with each other and other +objects, and at range from any exits. On a fighter's turn, they can use +the "approach" command to move closer to an object, or the "withdraw" +command to move further away from an object, either of which takes an +action in combat. In this example, fighters are given two actions per +turn, allowing them to move and attack in the same round, or to attack +twice or move twice. + +When you move toward an object, you will also move toward anything else +that's close to your target - the same goes for moving away from a target, +which will also move you away from anything close to your target. Moving +toward one target may also move you away from anything you're already +close to, but withdrawing from a target will never inadvertently bring +you closer to anything else. + +In this example, there are two attack commands. 'Attack' can only hit +targets that are 'engaged' (range 0) with you. 'Shoot' can hit any target +on the field, but cannot be used if you are engaged with any other fighters. +In addition, strikes made with the 'attack' command are more accurate than +'shoot' attacks. This is only to provide an example of how melee and ranged +attacks can be made to work differently - you can, of course, modify this +to fit your rules system. + +When in combat, the ranges of objects are also accounted for - you can't +pick up an object unless you're engaged with it, and can't give an object +to another fighter without being engaged with them either. Dropped objects +are automatically assigned a range of 'engaged' with the fighter who dropped +them. Additionally, giving or getting an object will take an action in combat. +Dropping an object does not take an action, but can only be done on your turn. + +When combat ends, all range values are erased and all restrictions on getting +or getting objects are lifted - distances are no longer tracked and objects in +the same room can be considered to be in the same space, as is the default +behavior of Evennia and most MUDs. + +This system allows for strategies in combat involving movement and +positioning to be implemented in your battle system without the use of +a 'grid' of coordinates, which can be difficult and clunky to navigate +in text and disadvantageous to players who use screen readers. This loose, +narrative method of tracking position is based around how the matter is +handled in tabletop RPGs played without a grid - typically, a character's +exact position in a room isn't important, only their relative distance to +other actors. + +You may wish to expand this system with a method of distinguishing allies +from enemies (to prevent allied characters from blocking your ranged attacks) +as well as some method by which melee-focused characters can prevent enemies +from withdrawing or punish them from doing so, such as by granting "attacks of +opportunity" or something similar. If you wish, you can also expand the breadth +of values allowed for range - rather than just 0, 1, and 2, you can allow ranges +to go up to much higher values, and give attacks and movements more varying +values for distance for a more granular system. You may also want to implement +a system for fleeing or changing rooms in combat by approaching exits, which +are objects placed in the range field like any other. + +To install and test, import this module's TBRangeCharacter object into +your game's character.py module: + + from evennia.contrib.turnbattle.tb_range import TBRangeCharacter + +And change your game's character typeclass to inherit from TBRangeCharacter +instead of the default: + + class Character(TBRangeCharacter): + +Next, import this module into your default_cmdsets.py module: + + from evennia.contrib.turnbattle import tb_range + +And add the battle command set to your default command set: + + # + # any commands you add below will overload the default ones. + # + self.add(tb_range.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, DefaultObject, Command, default_cmds, DefaultScript +from evennia.commands.default.help import CmdHelp + +""" +---------------------------------------------------------------------------- +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, attack_type): + """ + Returns a value for an attack roll. + + Args: + attacker (obj): Character doing the attacking + defender (obj): Character being attacked + attack_type (str): Type of attack ('melee' or 'ranged') + + Returns: + attack_value (int): Attack roll value, compared against a defense value + to determine whether an attack hits or misses. + + Notes: + By default, generates a random integer from 1 to 100 without using any + properties from either the attacker or defender, and modifies the result + based on whether it's for a melee or ranged attack. + + 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) + # Make melee attacks more accurate, ranged attacks less accurate + if attack_type == "melee": + attack_value += 15 + if attack_type == "ranged": + attack_value -= 15 + return attack_value + + +def get_defense(attacker, defender, attack_type): + """ + 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 + attack_type (str): Type of attack ('melee' or 'ranged') + + 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 resolve_attack(attacker, defender, attack_type, 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 + attack_type (str): Type of attack (melee or ranged) + + 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, attack_type) + # Get a defense value from the defender. + if not defense_value: + defense_value = get_defense(attacker, defender, attack_type) + # 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 attack misses %s!" % (attacker, attack_type, defender)) + else: + damage_value = get_damage(attacker, defender) # Calculate damage value. + # Announce damage dealt and apply damage. + attacker.location.msg_contents("%s hits %s with a %s attack for %i damage!" % (attacker, defender, attack_type, damage_value)) + apply_damage(defender, damage_value) + # If defender HP is reduced to 0 or less, announce defeat. + if defender.db.hp <= 0: + attacker.location.msg_contents("%s has been defeated!" % defender) + +def distance_dec(mover, target): + """ + Decreases distance in range field between mover and target. + + Args: + mover (obj): The object moving + target (obj): The object to be moved toward + """ + mover.db.Combat_Range[target] -= 1 + target.db.Combat_Range[mover] = mover.db.Combat_Range[target] + # If this brings mover to range 0 (Engaged): + if mover.db.Combat_Range[target] <= 0: + # Reset range to each other to 0 and copy target's ranges to mover. + target.db.Combat_Range[mover] = 0 + mover.db.Combat_Range = target.db.Combat_Range + # Assure everything else has the same distance from the mover and target, now that they're together + for object in mover.location.contents: + if object != mover and object != target: + object.db.Combat_Range[mover] = object.db.Combat_Range[target] + +def distance_inc(mover, target): + """ + Increases distance in range field between mover and target. + + Args: + mover (obj): The object moving + target (obj): The object to be moved away from + """ + mover.db.Combat_Range[target] += 1 + target.db.Combat_Range[mover] = mover.db.Combat_Range[target] + # Set a cap of 2: + if mover.db.Combat_Range[target] > 2: + target.db.Combat_Range[mover] = 2 + mover.db.Combat_Range[target] = 2 + +def approach(mover, target): + """ + Manages a character's whole approach, including changes in ranges to other characters. + + Args: + mover (obj): The object moving + target (obj): The object to be moved toward + + Notes: + The mover will also automatically move toward any objects that are closer to the + target than the mover is. The mover will also move away from anything they started + out close to. + """ + objects = mover.location.contents + + for thing in objects: + if thing != mover and thing != target: + # Move closer to each object closer to the target than you. + if mover.db.Combat_Range[thing] > target.db.Combat_Range[thing]: + distance_dec(mover, thing) + # Move further from each object that's further from you than from the target. + if mover.db.Combat_Range[thing] < target.db.Combat_Range[thing]: + distance_inc(mover, thing) + # Lastly, move closer to your target. + distance_dec(mover, target) + return + +def withdraw(mover, target): + """ + Manages a character's whole withdrawal, including changes in ranges to other characters. + + Args: + mover (obj): The object moving + target (obj): The object to be moved away from + + Notes: + The mover will also automatically move away from objects that are close to the target + of their withdrawl. The mover will never inadvertently move toward anything else while + withdrawing - they can be considered to be moving to open space. + """ + objects = mover.location.contents + for thing in objects: + if thing != mover and thing != target: + # Move away from each object closer to the target than you, if it's also closer to you than you are to the target. + if mover.db.Combat_Range[thing] >= target.db.Combat_Range[thing] and mover.db.Combat_Range[thing] < mover.db.Combat_Range[thing]: + distance_inc(mover, thing) + # Move away from anything your target is engaged with + if target.db.Combat_Range[thing] == 0: + distance_inc(mover, thing) + # Move away from anything you're engaged with. + if mover.db.Combat_Range[thing] == 0: + distance_inc(mover, thing) + # Then, move away from your target. + distance_inc(mover, target) + return + +def get_range(obj1, obj2): + """ + Gets the combat range between two objects. + + Args: + obj1 (obj): First object + obj2 (obj): Second object + + Returns: + range (int or None): Distance between two objects or None if not applicable + """ + # Return None if not applicable. + if not obj1.db.Combat_Range: + return None + if not obj2.db.Combat_Range: + return None + if obj1 not in obj2.db.Combat_Range: + return None + if obj2 not in obj1.db.Combat_Range: + return None + # Return the range between the two objects. + return obj1.db.Combat_Range[obj2] + +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 + """ + if character.db.Combat_TurnHandler: + return True + return False + + +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] + if character == currentchar: + return True + return False + + +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 combat_status_message(fighter): + """ + Sends a message to a player with their current HP and + distances to other fighters and objects. Called at turn + start and by the 'status' command. + """ + + status_msg = ("HP Remaining: %i / %i" % (fighter.db.hp, fighter.db.max_hp)) + + if not is_in_combat(fighter): + fighter.msg(status_msg) + return + + engaged_obj = [] + reach_obj = [] + range_obj = [] + + for object in fighter.db.Combat_Range: + if object != fighter: + if fighter.db.Combat_Range[object] == 0: + engaged_obj.append(object) + if fighter.db.Combat_Range[object] == 1: + reach_obj.append(object) + if fighter.db.Combat_Range[object] > 1: + range_obj.append(object) + + if engaged_obj: + status_msg += "|/Engaged targets: %s" % ", ".join(obj.key for obj in engaged_obj) + if reach_obj: + status_msg += "|/Reach targets: %s" % ", ".join(obj.key for obj in reach_obj) + if range_obj: + status_msg += "|/Ranged targets: %s" % ", ".join(obj.key for obj in range_obj) + + fighter.msg(status_msg) + return + + + +""" +---------------------------------------------------------------------------- +TYPECLASSES START HERE +---------------------------------------------------------------------------- +""" + + +class TBRangeCharacter(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 + """ + 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 + +class TBRangeObject(DefaultObject): + """ + An object that is assigned range values in combat. Getting, giving, and dropping + the object has restrictions in combat - you must be next to an object to get it, + must be next to your target to give them something, and can only interact with + objects on your own turn. + """ + def at_before_drop(self, dropper): + """ + Called by the default `drop` command before this object has been + dropped. + + Args: + dropper (Object): The object which will drop this object. + **kwargs (dict): Arbitrary, optional arguments for users + overriding the call (unused by default). + + Returns: + shoulddrop (bool): If the object should be dropped or not. + + Notes: + If this method returns False/None, the dropping is cancelled + before it is even started. + + """ + # Can't drop something if in combat and it's not your turn + if is_in_combat(dropper) and not is_turn(dropper): + dropper.msg("You can only drop things on your turn!") + return False + return True + def at_drop(self, dropper): + """ + Called by the default `drop` command when this object has been + dropped. + + Args: + dropper (Object): The object which just dropped this object. + **kwargs (dict): Arbitrary, optional arguments for users + overriding the call (unused by default). + + Notes: + This hook cannot stop the drop from happening. Use + permissions or the at_before_drop() hook for that. + + """ + # If dropper is currently in combat + if dropper.location.db.Combat_TurnHandler: + # Object joins the range field + self.db.Combat_Range = {} + dropper.location.db.Combat_TurnHandler.join_rangefield(self, anchor_obj=dropper) + def at_before_get(self, getter): + """ + Called by the default `get` command before this object has been + picked up. + + Args: + getter (Object): The object about to get this object. + **kwargs (dict): Arbitrary, optional arguments for users + overriding the call (unused by default). + + Returns: + shouldget (bool): If the object should be gotten or not. + + Notes: + If this method returns False/None, the getting is cancelled + before it is even started. + """ + # Restrictions for getting in combat + if is_in_combat(getter): + if not is_turn(getter): # Not your turn + getter.msg("You can only get things on your turn!") + return False + if get_range(self, getter) > 0: # Too far away + getter.msg("You aren't close enough to get that! (see: help approach)") + return False + return True + def at_get(self, getter): + """ + Called by the default `get` command when this object has been + picked up. + + Args: + getter (Object): The object getting this object. + **kwargs (dict): Arbitrary, optional arguments for users + overriding the call (unused by default). + + Notes: + This hook cannot stop the pickup from happening. Use + permissions or the at_before_get() hook for that. + + """ + # If gotten, erase range values + if self.db.Combat_Range: + del self.db.Combat_Range + # Remove this object from everyone's range fields + for object in getter.location.contents: + if object.db.Combat_Range: + if self in object.db.Combat_Range: + object.db.Combat_Range.pop(self, None) + # If in combat, getter spends an action + if is_in_combat(getter): + spend_action(getter, 1, action_name="get") # Use up one action. + def at_before_give(self, giver, getter): + """ + Called by the default `give` command before this object has been + given. + + Args: + giver (Object): The object about to give this object. + getter (Object): The object about to get this object. + **kwargs (dict): Arbitrary, optional arguments for users + overriding the call (unused by default). + + Returns: + shouldgive (bool): If the object should be given or not. + + Notes: + If this method returns False/None, the giving is cancelled + before it is even started. + + """ + # Restrictions for giving in combat + if is_in_combat(giver): + if not is_turn(giver): # Not your turn + giver.msg("You can only give things on your turn!") + return False + if get_range(giver, getter) > 0: # Too far away from target + giver.msg("You aren't close enough to give things to %s! (see: help approach)" % getter) + return False + return True + def at_give(self, giver, getter): + """ + Called by the default `give` command when this object has been + given. + + Args: + giver (Object): The object giving this object. + getter (Object): The object getting this object. + **kwargs (dict): Arbitrary, optional arguments for users + overriding the call (unused by default). + + Notes: + This hook cannot stop the give from happening. Use + permissions or the at_before_give() hook for that. + + """ + # Spend an action if in combat + if is_in_combat(giver): + spend_action(giver, 1, action_name="give") # Use up one action. + +""" +---------------------------------------------------------------------------- +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_range.TBRangeTurnHandler") + # 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 in melee. + + Usage: + attack + + When in a fight, you may attack another character. The attack has + a chance to hit, and if successful, will deal damage. You can only + attack engaged targets - that is, targets that are right next to + you. Use the 'approach' command to get closer to a target. + """ + + 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 not get_range(attacker, defender) == 0: # Target isn't in melee + self.caller.msg("%s is too far away to attack - you need to get closer! (see: help approach)" % defender) + return + + "If everything checks out, call the attack resolving function." + resolve_attack(attacker, defender, "melee") + spend_action(self.caller, 1, action_name="attack") # Use up one action. + +class CmdShoot(Command): + """ + Attacks another character from range. + + Usage: + shoot + + When in a fight, you may shoot another character. The attack has + a chance to hit, and if successful, will deal damage. You can attack + any target in combat by shooting, but can't shoot if there are any + targets engaged with you. Use the 'withdraw' command to retreat from + nearby enemies. + """ + + key = "shoot" + 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 + + # Test to see if there are any nearby enemy targets. + in_melee = [] + for target in attacker.db.Combat_Range: + # Object is engaged and has HP + if get_range(attacker, defender) == 0 and target.db.hp and target != self.caller: + in_melee.append(target) # Add to list of targets in melee + + if len(in_melee) > 0: + self.caller.msg("You can't shoot because there are fighters engaged with you (%s) - you need to retreat! (see: help withdraw)" % ", ".join(obj.key for obj in in_melee)) + return + + "If everything checks out, call the attack resolving function." + resolve_attack(attacker, defender, "ranged") + spend_action(self.caller, 1, action_name="attack") # Use up one action. + +class CmdApproach(Command): + """ + Approaches an object. + + Usage: + approach + + Move one space toward a character or object. You can only attack + characters you are 0 spaces away from. + """ + + key = "approach" + help_category = "combat" + + def func(self): + "This performs the actual command." + + if not is_in_combat(self.caller): # If not in combat, can't approach. + 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 approach. + self.caller.msg("You can only do that on your turn.") + return + + if not self.caller.db.hp: # Can't approach if you have no HP. + self.caller.msg("You can't move, you've been defeated.") + return + + mover = self.caller + target = self.caller.search(self.args) + + if not target: # No valid target given. + return + + if not target.db.Combat_Range: # Target object is not on the range field + self.caller.msg("You can't move toward that!") + return + + if mover == target: # Target and mover are the same + self.caller.msg("You can't move toward yourself!") + return + + if get_range(mover, target) <= 0: # Already engaged with target + self.caller.msg("You're already next to that target!") + return + + # If everything checks out, call the approach resolving function. + approach(mover, target) + mover.location.msg_contents("%s moves toward %s." % (mover, target)) + spend_action(self.caller, 1, action_name="move") # Use up one action. + +class CmdWithdraw(Command): + """ + Moves away from an object. + + Usage: + withdraw + + Move one space away from a character or object. + """ + + key = "withdraw" + help_category = "combat" + + def func(self): + "This performs the actual command." + + if not is_in_combat(self.caller): # If not in combat, can't withdraw. + 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 withdraw. + self.caller.msg("You can only do that on your turn.") + return + + if not self.caller.db.hp: # Can't withdraw if you have no HP. + self.caller.msg("You can't move, you've been defeated.") + return + + mover = self.caller + target = self.caller.search(self.args) + + if not target: # No valid target given. + return + + if not target.db.Combat_Range: # Target object is not on the range field + self.caller.msg("You can't move away from that!") + return + + if mover == target: # Target and mover are the same + self.caller.msg("You can't move away from yourself!") + return + + if mover.db.Combat_Range[target] >= 3: # Already at maximum distance + self.caller.msg("You're as far as you can get from that target!") + return + + # If everything checks out, call the approach resolving function. + withdraw(mover, target) + mover.location.msg_contents("%s moves away from %s." % (mover, target)) + spend_action(self.caller, 1, action_name="move") # 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 CmdStatus(Command): + """ + Gives combat information. + + Usage: + status + + Shows your current and maximum HP and your distance from + other targets in combat. + """ + + key = "status" + help_category = "combat" + + def func(self): + "This performs the actual command." + + combat_status_message(self.caller) + + +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 an engaged target, attempting to deal damage.|/" + + "|wShoot:|n Attack from a distance, if not engaged with other fighters.|/" + + "|wApproach:|n Move one step cloer to a target.|/" + + "|wWithdraw:|n Move one step away from a target.|/" + + "|wPass:|n Pass your turn without further action.|/" + + "|wStatus:|n View current HP and ranges to other targets.|/" + + "|wDisengage:|n End your turn and attempt to end combat.|/") + else: + super(CmdCombatHelp, self).func() # Call the default help command + + +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(CmdShoot()) + self.add(CmdRest()) + self.add(CmdPass()) + self.add(CmdDisengage()) + self.add(CmdApproach()) + self.add(CmdWithdraw()) + self.add(CmdStatus()) + self.add(CmdCombatHelp()) + + +""" +---------------------------------------------------------------------------- +SCRIPTS START HERE +---------------------------------------------------------------------------- +""" + + +class TBRangeTurnHandler(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 object in self.obj.contents: + if object.db.hp: + self.db.fighters.append(object) + + # 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 + + # Initialize range field for all objects in the room + for object in self.obj.contents: + self.init_range(object) + + # 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 = 30 # 30 seconds + + def at_stop(self): + """ + Called at script termination. + """ + for object in self.obj.contents: + combat_cleanup(object) # Clean up the combat attributes for every object in the room. + 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 init_range(self, to_init): + """ + Initializes range values for an object at the start of a fight. + + Args: + to_init (object): Object to initialize range field for. + """ + rangedict = {} + # Get a list of objects in the room. + objectlist = self.obj.contents + for object in objectlist: + # Object always at distance 0 from itself + if object == to_init: + rangedict.update({object:0}) + else: + if object.destination or to_init.destination: + # Start exits at range 2 to put them at the 'edges' + rangedict.update({object:2}) + else: + # Start objects at range 1 from other objects + rangedict.update({object:1}) + to_init.db.Combat_Range = rangedict + + def join_rangefield(self, to_init, anchor_obj=None, add_distance=0): + """ + Adds a new object to the range field of a fight in progress. + + Args: + to_init (object): Object to initialize range field for. + + Kwargs: + anchor_obj (object): Object to copy range values from, or None for a random object. + add_distance (int): Distance to put between to_init object and anchor object. + + """ + # Get a list of room's contents without to_init object. + contents = self.obj.contents + contents.remove(to_init) + # If no anchor object given, pick one in the room at random. + if not anchor_obj: + anchor_obj = contents[randint(0, (len(contents)-1))] + # Copy the range values from the anchor object. + to_init.db.Combat_Range = anchor_obj.db.Combat_Range + # Add the new object to everyone else's ranges. + for object in contents: + new_objects_range = object.db.Combat_Range[anchor_obj] + object.db.Combat_Range.update({to_init:new_objects_range}) + # Set the new object's range to itself to 0. + to_init.db.Combat_Range.update({to_init:0}) + # Add additional distance from anchor object, if any. + for n in range(add_distance): + withdraw(to_init, anchor_obj) + + 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: + In this example, characters are given two actions per turn. This allows + characters to both move and attack in the same turn (or, alternately, + move twice or attack twice). + """ + character.db.Combat_ActionsLeft = 2 # 2 actions per turn. + # Prompt the character for their turn and give some information. + character.msg("|wIt's your turn!|n") + combat_status_message(character) + + 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 = 30 + 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) + # Add the character to the rangefield, at range from everyone, if they're not on it already. + if not character.db.Combat_Range: + self.join_rangefield(character, add_distance=2)