diff --git a/evennia/contrib/turnbattle/tb_basic.py b/evennia/contrib/turnbattle/tb_basic.py index e392715238..d01ad7ed4a 100644 --- a/evennia/contrib/turnbattle/tb_basic.py +++ b/evennia/contrib/turnbattle/tb_basic.py @@ -333,7 +333,182 @@ class TBBasicCharacter(DefaultCharacter): return False return True +""" +---------------------------------------------------------------------------- +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) + + """ ---------------------------------------------------------------------------- COMMANDS START HERE @@ -568,180 +743,4 @@ class BattleCmdSet(default_cmds.CharacterCmdSet): 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) + self.add(CmdCombatHelp()) \ No newline at end of file diff --git a/evennia/contrib/turnbattle/tb_equip.py b/evennia/contrib/turnbattle/tb_equip.py index e3820393c4..41fa93d4dd 100644 --- a/evennia/contrib/turnbattle/tb_equip.py +++ b/evennia/contrib/turnbattle/tb_equip.py @@ -324,6 +324,180 @@ def spend_action(character, actions, action_name=None): 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. +""" +---------------------------------------------------------------------------- +SCRIPTS START HERE +---------------------------------------------------------------------------- +""" + + +class TBEquipTurnHandler(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) """ ---------------------------------------------------------------------------- @@ -844,182 +1018,6 @@ class BattleCmdSet(default_cmds.CharacterCmdSet): self.add(CmdDon()) self.add(CmdDoff()) - -""" ----------------------------------------------------------------------------- -SCRIPTS START HERE ----------------------------------------------------------------------------- -""" - - -class TBEquipTurnHandler(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) - """ ---------------------------------------------------------------------------- PROTOTYPES START HERE diff --git a/evennia/contrib/turnbattle/tb_range.py b/evennia/contrib/turnbattle/tb_range.py index 91ccc3836e..daeb4bad8f 100644 --- a/evennia/contrib/turnbattle/tb_range.py +++ b/evennia/contrib/turnbattle/tb_range.py @@ -491,7 +491,240 @@ def combat_status_message(fighter): fighter.msg(status_msg) return +""" +---------------------------------------------------------------------------- +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) + """ ---------------------------------------------------------------------------- @@ -1128,239 +1361,4 @@ class BattleCmdSet(default_cmds.CharacterCmdSet): 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) + self.add(CmdCombatHelp()) \ No newline at end of file