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Merge branch 'develop' of git://github.com/FlutterSprite/evennia into FlutterSprite-develop
This commit is contained in:
commit
d70e7c52d2
5 changed files with 1954 additions and 21 deletions
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@ -907,7 +907,7 @@ class TestTutorialWorldRooms(CommandTest):
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# test turnbattle
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from evennia.contrib import turnbattle
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from evennia.contrib.turnbattle import tb_basic, tb_equip
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from evennia.objects.objects import DefaultRoom
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@ -915,60 +915,78 @@ class TestTurnBattleCmd(CommandTest):
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# Test combat commands
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def test_turnbattlecmd(self):
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self.call(turnbattle.CmdFight(), "", "You can't start a fight if you've been defeated!")
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self.call(turnbattle.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
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self.call(turnbattle.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(turnbattle.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(turnbattle.CmdRest(), "", "Char rests to recover HP.")
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self.call(tb_basic.CmdFight(), "", "You can't start a fight if you've been defeated!")
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self.call(tb_basic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_basic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_basic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_basic.CmdRest(), "", "Char rests to recover HP.")
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# Test equipment commands
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def test_turnbattleequipcmd(self):
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# Start with equip module specific commands.
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testweapon = create_object(tb_equip.TBEWeapon, key="test weapon")
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testarmor = create_object(tb_equip.TBEArmor, key="test armor")
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testweapon.move_to(self.char1)
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testarmor.move_to(self.char1)
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self.call(tb_equip.CmdWield(), "weapon", "Char wields test weapon.")
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self.call(tb_equip.CmdUnwield(), "", "Char lowers test weapon.")
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self.call(tb_equip.CmdDon(), "armor", "Char dons test armor.")
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self.call(tb_equip.CmdDoff(), "", "Char removes test armor.")
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# Also test the commands that are the same in the basic module
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self.call(tb_equip.CmdFight(), "", "You can't start a fight if you've been defeated!")
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self.call(tb_equip.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_equip.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_equip.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_equip.CmdRest(), "", "Char rests to recover HP.")
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class TestTurnBattleFunc(EvenniaTest):
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# Test combat functions
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def test_turnbattlefunc(self):
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attacker = create_object(turnbattle.BattleCharacter, key="Attacker")
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defender = create_object(turnbattle.BattleCharacter, key="Defender")
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attacker = create_object(tb_basic.TBBasicCharacter, key="Attacker")
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defender = create_object(tb_basic.TBBasicCharacter, key="Defender")
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testroom = create_object(DefaultRoom, key="Test Room")
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attacker.location = testroom
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defender.loaction = testroom
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# Initiative roll
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initiative = turnbattle.roll_init(attacker)
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initiative = tb_basic.roll_init(attacker)
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self.assertTrue(initiative >= 0 and initiative <= 1000)
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# Attack roll
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attack_roll = turnbattle.get_attack(attacker, defender)
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attack_roll = tb_basic.get_attack(attacker, defender)
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self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
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# Defense roll
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defense_roll = turnbattle.get_defense(attacker, defender)
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defense_roll = tb_basic.get_defense(attacker, defender)
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self.assertTrue(defense_roll == 50)
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# Damage roll
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damage_roll = turnbattle.get_damage(attacker, defender)
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damage_roll = tb_basic.get_damage(attacker, defender)
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self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
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# Apply damage
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defender.db.hp = 10
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turnbattle.apply_damage(defender, 3)
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tb_basic.apply_damage(defender, 3)
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self.assertTrue(defender.db.hp == 7)
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# Resolve attack
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defender.db.hp = 40
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turnbattle.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
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tb_basic.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
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self.assertTrue(defender.db.hp < 40)
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# Combat cleanup
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attacker.db.Combat_attribute = True
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turnbattle.combat_cleanup(attacker)
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tb_basic.combat_cleanup(attacker)
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self.assertFalse(attacker.db.combat_attribute)
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# Is in combat
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self.assertFalse(turnbattle.is_in_combat(attacker))
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self.assertFalse(tb_basic.is_in_combat(attacker))
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# Set up turn handler script for further tests
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attacker.location.scripts.add(turnbattle.TurnHandler)
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attacker.location.scripts.add(tb_basic.TBBasicTurnHandler)
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turnhandler = attacker.db.combat_TurnHandler
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self.assertTrue(attacker.db.combat_TurnHandler)
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# Force turn order
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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# Test is turn
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self.assertTrue(turnbattle.is_turn(attacker))
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self.assertTrue(tb_basic.is_turn(attacker))
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# Spend actions
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attacker.db.Combat_ActionsLeft = 1
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turnbattle.spend_action(attacker, 1, action_name="Test")
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tb_basic.spend_action(attacker, 1, action_name="Test")
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self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(attacker.db.Combat_LastAction == "Test")
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# Initialize for combat
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@ -992,7 +1010,84 @@ class TestTurnBattleFunc(EvenniaTest):
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turnhandler.turn_end_check(attacker)
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self.assertTrue(turnhandler.db.turn == 1)
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# Join fight
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joiner = create_object(turnbattle.BattleCharacter, key="Joiner")
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joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner")
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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turnhandler.join_fight(joiner)
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self.assertTrue(turnhandler.db.turn == 1)
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self.assertTrue(turnhandler.db.fighters == [joiner, attacker, defender])
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# Remove the script at the end
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turnhandler.stop()
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# Test the combat functions in tb_equip too. They work mostly the same.
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def test_turnbattlefunc(self):
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attacker = create_object(tb_equip.TBEquipCharacter, key="Attacker")
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defender = create_object(tb_equip.TBEquipCharacter, key="Defender")
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testroom = create_object(DefaultRoom, key="Test Room")
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attacker.location = testroom
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defender.loaction = testroom
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# Initiative roll
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initiative = tb_equip.roll_init(attacker)
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self.assertTrue(initiative >= 0 and initiative <= 1000)
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# Attack roll
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attack_roll = tb_equip.get_attack(attacker, defender)
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self.assertTrue(attack_roll >= -50 and attack_roll <= 150)
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# Defense roll
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defense_roll = tb_equip.get_defense(attacker, defender)
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self.assertTrue(defense_roll == 50)
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# Damage roll
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damage_roll = tb_equip.get_damage(attacker, defender)
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self.assertTrue(damage_roll >= 0 and damage_roll <= 50)
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# Apply damage
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defender.db.hp = 10
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tb_equip.apply_damage(defender, 3)
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self.assertTrue(defender.db.hp == 7)
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# Resolve attack
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defender.db.hp = 40
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tb_equip.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
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self.assertTrue(defender.db.hp < 40)
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# Combat cleanup
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attacker.db.Combat_attribute = True
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tb_equip.combat_cleanup(attacker)
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self.assertFalse(attacker.db.combat_attribute)
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# Is in combat
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self.assertFalse(tb_equip.is_in_combat(attacker))
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# Set up turn handler script for further tests
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attacker.location.scripts.add(tb_equip.TBEquipTurnHandler)
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turnhandler = attacker.db.combat_TurnHandler
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self.assertTrue(attacker.db.combat_TurnHandler)
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# Force turn order
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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# Test is turn
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self.assertTrue(tb_equip.is_turn(attacker))
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# Spend actions
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attacker.db.Combat_ActionsLeft = 1
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tb_equip.spend_action(attacker, 1, action_name="Test")
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self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(attacker.db.Combat_LastAction == "Test")
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# Initialize for combat
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attacker.db.Combat_ActionsLeft = 983
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turnhandler.initialize_for_combat(attacker)
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self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(attacker.db.Combat_LastAction == "null")
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# Start turn
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defender.db.Combat_ActionsLeft = 0
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turnhandler.start_turn(defender)
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self.assertTrue(defender.db.Combat_ActionsLeft == 1)
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# Next turn
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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turnhandler.next_turn()
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self.assertTrue(turnhandler.db.turn == 1)
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# Turn end check
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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attacker.db.Combat_ActionsLeft = 0
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turnhandler.turn_end_check(attacker)
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self.assertTrue(turnhandler.db.turn == 1)
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# Join fight
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joiner = create_object(tb_equip.TBEquipCharacter, key="Joiner")
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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turnhandler.join_fight(joiner)
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29
evennia/contrib/turnbattle/README.md
Normal file
29
evennia/contrib/turnbattle/README.md
Normal file
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@ -0,0 +1,29 @@
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# Turn based battle system framework
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Contrib - Tim Ashley Jenkins 2017
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This is a framework for a simple turn-based combat system, similar
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to those used in D&D-style tabletop role playing games. It allows
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any character to start a fight in a room, at which point initiative
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is rolled and a turn order is established. Each participant in combat
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has a limited time to decide their action for that turn (30 seconds by
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default), and combat progresses through the turn order, looping through
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the participants until the fight ends.
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This folder contains multiple examples of how such a system can be
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implemented and customized:
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tb_basic.py - The simplest system, which implements initiative and turn
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order, attack rolls against defense values, and damage to hit
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points. Only very basic game mechanics are included.
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tb_equip.py - Adds weapons and armor to the basic implementation of
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the battle system, including commands for wielding weapons and
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donning armor, and modifiers to accuracy and damage based on
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currently used equipment.
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This system is meant as a basic framework to start from, and is modeled
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after the combat systems of popular tabletop role playing games rather than
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the real-time battle systems that many MMOs and some MUDs use. As such, it
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may be better suited to role-playing or more story-oriented games, or games
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meant to closely emulate the experience of playing a tabletop RPG.
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1
evennia/contrib/turnbattle/__init__.py
Normal file
1
evennia/contrib/turnbattle/__init__.py
Normal file
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@ -0,0 +1 @@
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738
evennia/contrib/turnbattle/tb_basic.py
Normal file
738
evennia/contrib/turnbattle/tb_basic.py
Normal file
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@ -0,0 +1,738 @@
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"""
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Simple turn-based combat system
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|
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Contrib - Tim Ashley Jenkins 2017
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|
||||
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
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default), and combat progresses through the turn order, looping through
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the participants until the fight ends.
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Only simple rolls for attacking are implemented here, but this system
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is easily extensible and can be used as the foundation for implementing
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the rules from your turn-based tabletop game of choice or making your
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own battle system.
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To install and test, import this module's TBBasicCharacter object into
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your game's character.py module:
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from evennia.contrib.turnbattle.tb_basic import TBBasicCharacter
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And change your game's character typeclass to inherit from TBBasicCharacter
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instead of the default:
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class Character(TBBasicCharacter):
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Next, import this module into your default_cmdsets.py module:
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from evennia.contrib.turnbattle import tb_basic
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And add the battle command set to your default command set:
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#
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# any commands you add below will overload the default ones.
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#
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self.add(tb_basic.BattleCmdSet())
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This module is meant to be heavily expanded on, so you may want to copy it
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to your game's 'world' folder and modify it there rather than importing it
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in your game and using it as-is.
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"""
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from random import randint
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from evennia import DefaultCharacter, Command, default_cmds, DefaultScript
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from evennia.commands.default.help import CmdHelp
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"""
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----------------------------------------------------------------------------
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COMBAT FUNCTIONS START HERE
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----------------------------------------------------------------------------
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"""
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def roll_init(character):
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"""
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Rolls a number between 1-1000 to determine initiative.
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Args:
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character (obj): The character to determine initiative for
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Returns:
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initiative (int): The character's place in initiative - higher
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numbers go first.
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Notes:
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By default, does not reference the character and simply returns
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a random integer from 1 to 1000.
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Since the character is passed to this function, you can easily reference
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a character's stats to determine an initiative roll - for example, if your
|
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character has a 'dexterity' attribute, you can use it to give that character
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an advantage in turn order, like so:
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return (randint(1,20)) + character.db.dexterity
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This way, characters with a higher dexterity will go first more often.
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"""
|
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return randint(1, 1000)
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def get_attack(attacker, defender):
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"""
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||||
Returns a value for an attack roll.
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||||
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Args:
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attacker (obj): Character doing the attacking
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||||
defender (obj): Character being attacked
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||||
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||||
Returns:
|
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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
|
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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.
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||||
attack_value = randint(1, 100)
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return attack_value
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||||
|
||||
|
||||
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)
|
||||
1070
evennia/contrib/turnbattle/tb_equip.py
Normal file
1070
evennia/contrib/turnbattle/tb_equip.py
Normal file
File diff suppressed because it is too large
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Add table
Add a link
Reference in a new issue