Merge branch 'develop' of git://github.com/FlutterSprite/evennia into FlutterSprite-develop

This commit is contained in:
Griatch 2017-10-13 23:05:06 +02:00
commit d70e7c52d2
5 changed files with 1954 additions and 21 deletions

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@ -907,7 +907,7 @@ class TestTutorialWorldRooms(CommandTest):
# test turnbattle
from evennia.contrib import turnbattle
from evennia.contrib.turnbattle import tb_basic, tb_equip
from evennia.objects.objects import DefaultRoom
@ -915,60 +915,78 @@ class TestTurnBattleCmd(CommandTest):
# Test combat commands
def test_turnbattlecmd(self):
self.call(turnbattle.CmdFight(), "", "You can't start a fight if you've been defeated!")
self.call(turnbattle.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
self.call(turnbattle.CmdPass(), "", "You can only do that in combat. (see: help fight)")
self.call(turnbattle.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
self.call(turnbattle.CmdRest(), "", "Char rests to recover HP.")
self.call(tb_basic.CmdFight(), "", "You can't start a fight if you've been defeated!")
self.call(tb_basic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_basic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_basic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_basic.CmdRest(), "", "Char rests to recover HP.")
# Test equipment commands
def test_turnbattleequipcmd(self):
# Start with equip module specific commands.
testweapon = create_object(tb_equip.TBEWeapon, key="test weapon")
testarmor = create_object(tb_equip.TBEArmor, key="test armor")
testweapon.move_to(self.char1)
testarmor.move_to(self.char1)
self.call(tb_equip.CmdWield(), "weapon", "Char wields test weapon.")
self.call(tb_equip.CmdUnwield(), "", "Char lowers test weapon.")
self.call(tb_equip.CmdDon(), "armor", "Char dons test armor.")
self.call(tb_equip.CmdDoff(), "", "Char removes test armor.")
# Also test the commands that are the same in the basic module
self.call(tb_equip.CmdFight(), "", "You can't start a fight if you've been defeated!")
self.call(tb_equip.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_equip.CmdPass(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_equip.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_equip.CmdRest(), "", "Char rests to recover HP.")
class TestTurnBattleFunc(EvenniaTest):
# Test combat functions
def test_turnbattlefunc(self):
attacker = create_object(turnbattle.BattleCharacter, key="Attacker")
defender = create_object(turnbattle.BattleCharacter, key="Defender")
attacker = create_object(tb_basic.TBBasicCharacter, key="Attacker")
defender = create_object(tb_basic.TBBasicCharacter, key="Defender")
testroom = create_object(DefaultRoom, key="Test Room")
attacker.location = testroom
defender.loaction = testroom
# Initiative roll
initiative = turnbattle.roll_init(attacker)
initiative = tb_basic.roll_init(attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = turnbattle.get_attack(attacker, defender)
attack_roll = tb_basic.get_attack(attacker, defender)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = turnbattle.get_defense(attacker, defender)
defense_roll = tb_basic.get_defense(attacker, defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = turnbattle.get_damage(attacker, defender)
damage_roll = tb_basic.get_damage(attacker, defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
defender.db.hp = 10
turnbattle.apply_damage(defender, 3)
tb_basic.apply_damage(defender, 3)
self.assertTrue(defender.db.hp == 7)
# Resolve attack
defender.db.hp = 40
turnbattle.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
tb_basic.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
self.assertTrue(defender.db.hp < 40)
# Combat cleanup
attacker.db.Combat_attribute = True
turnbattle.combat_cleanup(attacker)
tb_basic.combat_cleanup(attacker)
self.assertFalse(attacker.db.combat_attribute)
# Is in combat
self.assertFalse(turnbattle.is_in_combat(attacker))
self.assertFalse(tb_basic.is_in_combat(attacker))
# Set up turn handler script for further tests
attacker.location.scripts.add(turnbattle.TurnHandler)
attacker.location.scripts.add(tb_basic.TBBasicTurnHandler)
turnhandler = attacker.db.combat_TurnHandler
self.assertTrue(attacker.db.combat_TurnHandler)
# Force turn order
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
# Test is turn
self.assertTrue(turnbattle.is_turn(attacker))
self.assertTrue(tb_basic.is_turn(attacker))
# Spend actions
attacker.db.Combat_ActionsLeft = 1
turnbattle.spend_action(attacker, 1, action_name="Test")
tb_basic.spend_action(attacker, 1, action_name="Test")
self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(attacker.db.Combat_LastAction == "Test")
# Initialize for combat
@ -992,7 +1010,84 @@ class TestTurnBattleFunc(EvenniaTest):
turnhandler.turn_end_check(attacker)
self.assertTrue(turnhandler.db.turn == 1)
# Join fight
joiner = create_object(turnbattle.BattleCharacter, key="Joiner")
joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner")
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
turnhandler.join_fight(joiner)
self.assertTrue(turnhandler.db.turn == 1)
self.assertTrue(turnhandler.db.fighters == [joiner, attacker, defender])
# Remove the script at the end
turnhandler.stop()
# Test the combat functions in tb_equip too. They work mostly the same.
def test_turnbattlefunc(self):
attacker = create_object(tb_equip.TBEquipCharacter, key="Attacker")
defender = create_object(tb_equip.TBEquipCharacter, key="Defender")
testroom = create_object(DefaultRoom, key="Test Room")
attacker.location = testroom
defender.loaction = testroom
# Initiative roll
initiative = tb_equip.roll_init(attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_equip.get_attack(attacker, defender)
self.assertTrue(attack_roll >= -50 and attack_roll <= 150)
# Defense roll
defense_roll = tb_equip.get_defense(attacker, defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_equip.get_damage(attacker, defender)
self.assertTrue(damage_roll >= 0 and damage_roll <= 50)
# Apply damage
defender.db.hp = 10
tb_equip.apply_damage(defender, 3)
self.assertTrue(defender.db.hp == 7)
# Resolve attack
defender.db.hp = 40
tb_equip.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
self.assertTrue(defender.db.hp < 40)
# Combat cleanup
attacker.db.Combat_attribute = True
tb_equip.combat_cleanup(attacker)
self.assertFalse(attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_equip.is_in_combat(attacker))
# Set up turn handler script for further tests
attacker.location.scripts.add(tb_equip.TBEquipTurnHandler)
turnhandler = attacker.db.combat_TurnHandler
self.assertTrue(attacker.db.combat_TurnHandler)
# Force turn order
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_equip.is_turn(attacker))
# Spend actions
attacker.db.Combat_ActionsLeft = 1
tb_equip.spend_action(attacker, 1, action_name="Test")
self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(attacker.db.Combat_LastAction == "Test")
# Initialize for combat
attacker.db.Combat_ActionsLeft = 983
turnhandler.initialize_for_combat(attacker)
self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(attacker.db.Combat_LastAction == "null")
# Start turn
defender.db.Combat_ActionsLeft = 0
turnhandler.start_turn(defender)
self.assertTrue(defender.db.Combat_ActionsLeft == 1)
# Next turn
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
turnhandler.next_turn()
self.assertTrue(turnhandler.db.turn == 1)
# Turn end check
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
attacker.db.Combat_ActionsLeft = 0
turnhandler.turn_end_check(attacker)
self.assertTrue(turnhandler.db.turn == 1)
# Join fight
joiner = create_object(tb_equip.TBEquipCharacter, key="Joiner")
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
turnhandler.join_fight(joiner)

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@ -0,0 +1,29 @@
# Turn based battle system framework
Contrib - Tim Ashley Jenkins 2017
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
any character to start a fight in a room, at which point initiative
is rolled and a turn order is established. Each participant in combat
has a limited time to decide their action for that turn (30 seconds by
default), and combat progresses through the turn order, looping through
the participants until the fight ends.
This folder contains multiple examples of how such a system can be
implemented and customized:
tb_basic.py - The simplest system, which implements initiative and turn
order, attack rolls against defense values, and damage to hit
points. Only very basic game mechanics are included.
tb_equip.py - Adds weapons and armor to the basic implementation of
the battle system, including commands for wielding weapons and
donning armor, and modifiers to accuracy and damage based on
currently used equipment.
This system is meant as a basic framework to start from, and is modeled
after the combat systems of popular tabletop role playing games rather than
the real-time battle systems that many MMOs and some MUDs use. As such, it
may be better suited to role-playing or more story-oriented games, or games
meant to closely emulate the experience of playing a tabletop RPG.

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@ -0,0 +1 @@

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@ -0,0 +1,738 @@
"""
Simple turn-based combat system
Contrib - Tim Ashley Jenkins 2017
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
any character to start a fight in a room, at which point initiative
is rolled and a turn order is established. Each participant in combat
has a limited time to decide their action for that turn (30 seconds by
default), and combat progresses through the turn order, looping through
the participants until the fight ends.
Only simple rolls for attacking are implemented here, but this system
is easily extensible and can be used as the foundation for implementing
the rules from your turn-based tabletop game of choice or making your
own battle system.
To install and test, import this module's TBBasicCharacter object into
your game's character.py module:
from evennia.contrib.turnbattle.tb_basic import TBBasicCharacter
And change your game's character typeclass to inherit from TBBasicCharacter
instead of the default:
class Character(TBBasicCharacter):
Next, import this module into your default_cmdsets.py module:
from evennia.contrib.turnbattle import tb_basic
And add the battle command set to your default command set:
#
# any commands you add below will overload the default ones.
#
self.add(tb_basic.BattleCmdSet())
This module is meant to be heavily expanded on, so you may want to copy it
to your game's 'world' folder and modify it there rather than importing it
in your game and using it as-is.
"""
from random import randint
from evennia import DefaultCharacter, Command, default_cmds, DefaultScript
from evennia.commands.default.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):
"""
Returns a value for an attack roll.
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being attacked
Returns:
attack_value (int): Attack roll value, compared against a defense value
to determine whether an attack hits or misses.
Notes:
By default, returns a random integer from 1 to 100 without using any
properties from either the attacker or defender.
This can easily be expanded to return a value based on characters stats,
equipment, and abilities. This is why the attacker and defender are passed
to this function, even though nothing from either one are used in this example.
"""
# For this example, just return a random integer up to 100.
attack_value = randint(1, 100)
return attack_value
def get_defense(attacker, defender):
"""
Returns a value for defense, which an attack roll must equal or exceed in order
for an attack to hit.
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being attacked
Returns:
defense_value (int): Defense value, compared against an attack roll
to determine whether an attack hits or misses.
Notes:
By default, returns 50, not taking any properties of the defender or
attacker into account.
As above, this can be expanded upon based on character stats and equipment.
"""
# For this example, just return 50, for about a 50/50 chance of hit.
defense_value = 50
return defense_value
def get_damage(attacker, defender):
"""
Returns a value for damage to be deducted from the defender's HP after abilities
successful hit.
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being damaged
Returns:
damage_value (int): Damage value, which is to be deducted from the defending
character's HP.
Notes:
By default, returns a random integer from 15 to 25 without using any
properties from either the attacker or defender.
Again, this can be expanded upon.
"""
# For this example, just generate a number between 15 and 25.
damage_value = randint(15, 25)
return damage_value
def apply_damage(defender, damage):
"""
Applies damage to a target, reducing their HP by the damage amount to a
minimum of 0.
Args:
defender (obj): Character taking damage
damage (int): Amount of damage being taken
"""
defender.db.hp -= damage # Reduce defender's HP by the damage dealt.
# If this reduces it to 0 or less, set HP to 0.
if defender.db.hp <= 0:
defender.db.hp = 0
def 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, announce defeat.
if defender.db.hp <= 0:
attacker.location.msg_contents("%s has been defeated!" % 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
"""
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.
"""
----------------------------------------------------------------------------
CHARACTER TYPECLASS
----------------------------------------------------------------------------
"""
class TBBasicCharacter(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
"""
----------------------------------------------------------------------------
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_basic.TBBasicTurnHandler")
# Remember you'll have to change the path to the script if you copy this code to your own modules!
class CmdAttack(Command):
"""
Attacks another character.
Usage:
attack <target>
When in a fight, you may attack another character. The attack has
a chance to hit, and if successful, will deal damage.
"""
key = "attack"
help_category = "combat"
def func(self):
"This performs the actual command."
"Set the attacker to the caller and the defender to the target."
if not is_in_combat(self.caller): # If not in combat, can't attack.
self.caller.msg("You can only do that in combat. (see: help fight)")
return
if not is_turn(self.caller): # If it's not your turn, can't attack.
self.caller.msg("You can only do that on your turn.")
return
if not self.caller.db.hp: # Can't attack if you have no HP.
self.caller.msg("You can't attack, you've been defeated.")
return
attacker = self.caller
defender = self.caller.search(self.args)
if not defender: # No valid target given.
return
if not defender.db.hp: # Target object has no HP left or to begin with
self.caller.msg("You can't fight that!")
return
if attacker == defender: # Target and attacker are the same
self.caller.msg("You can't attack yourself!")
return
"If everything checks out, call the attack resolving function."
resolve_attack(attacker, defender)
spend_action(self.caller, 1, action_name="attack") # Use up one action.
class CmdPass(Command):
"""
Passes on your turn.
Usage:
pass
When in a fight, you can use this command to end your turn early, even
if there are still any actions you can take.
"""
key = "pass"
aliases = ["wait", "hold"]
help_category = "combat"
def func(self):
"""
This performs the actual command.
"""
if not is_in_combat(self.caller): # Can only pass a turn in combat.
self.caller.msg("You can only do that in combat. (see: help fight)")
return
if not is_turn(self.caller): # Can only pass if it's your turn.
self.caller.msg("You can only do that on your turn.")
return
self.caller.location.msg_contents("%s takes no further action, passing the turn." % self.caller)
spend_action(self.caller, 'all', action_name="pass") # Spend all remaining actions.
class CmdDisengage(Command):
"""
Passes your turn and attempts to end combat.
Usage:
disengage
Ends your turn early and signals that you're trying to end
the fight. If all participants in a fight disengage, the
fight ends.
"""
key = "disengage"
aliases = ["spare"]
help_category = "combat"
def func(self):
"""
This performs the actual command.
"""
if not is_in_combat(self.caller): # If you're not in combat
self.caller.msg("You can only do that in combat. (see: help fight)")
return
if not is_turn(self.caller): # If it's not your turn
self.caller.msg("You can only do that on your turn.")
return
self.caller.location.msg_contents("%s disengages, ready to stop fighting." % self.caller)
spend_action(self.caller, 'all', action_name="disengage") # Spend all remaining actions.
"""
The action_name kwarg sets the character's last action to "disengage", which is checked by
the turn handler script to see if all fighters have disengaged.
"""
class CmdRest(Command):
"""
Recovers damage.
Usage:
rest
Resting recovers your HP to its maximum, but you can only
rest if you're not in a fight.
"""
key = "rest"
help_category = "combat"
def func(self):
"This performs the actual command."
if is_in_combat(self.caller): # If you're in combat
self.caller.msg("You can't rest while you're in combat.")
return
self.caller.db.hp = self.caller.db.max_hp # Set current HP to maximum
self.caller.location.msg_contents("%s rests to recover HP." % self.caller)
"""
You'll probably want to replace this with your own system for recovering HP.
"""
class CmdCombatHelp(CmdHelp):
"""
View help or a list of topics
Usage:
help <topic or command>
help list
help all
This will search for help on commands and other
topics related to the game.
"""
# Just like the default help command, but will give quick
# tips on combat when used in a fight with no arguments.
def func(self):
if is_in_combat(self.caller) and not self.args: # In combat and entered 'help' alone
self.caller.msg("Available combat commands:|/" +
"|wAttack:|n Attack a target, attempting to deal damage.|/" +
"|wPass:|n Pass your turn without further action.|/" +
"|wDisengage:|n End your turn and attempt to end combat.|/")
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(CmdRest())
self.add(CmdPass())
self.add(CmdDisengage())
self.add(CmdCombatHelp())
"""
----------------------------------------------------------------------------
SCRIPTS START HERE
----------------------------------------------------------------------------
"""
class TBBasicTurnHandler(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
# 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 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 = 1 # 1 action per turn.
# 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 = 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)

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