fix: typo in test example
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@ -10,35 +10,34 @@ along, you can find a [free fan-version here](http://abominablefancy.blogspot.co
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Knave, being inspired by early Dungeons & Dragons, is very simple.
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Knave, being inspired by early Dungeons & Dragons, is very simple.
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- It uses six Ability bonuses
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- It uses six Ability bonuses
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_Strength_ (STR), _Dexterity_ (DEX), _Constitution_ (CON), _Intelligence_ (INT), _Wisdom_ (WIS)
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_Strength_ (STR), _Dexterity_ (DEX), _Constitution_ (CON), _Intelligence_ (INT), _Wisdom_ (WIS)
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and _Charisma_ (CHA). These are rated from `+1` to `+10`.
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and _Charisma_ (CHA). These are rated from `+1` to `+10`.
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- Rolls are made with a twenty-sided die (`1d20`), usually adding a suitable Ability bonus to the roll.
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- Rolls are made with a twenty-sided die (`1d20`), usually adding a suitable Ability bonus to the roll.
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- If you roll _with advantage_, you roll `2d20` and pick the
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- If you roll _with advantage_, you roll `2d20` and pick the
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_highest_ value, If you roll _with disadvantage_, you roll `2d20` and pick the _lowest_.
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_highest_ value, If you roll _with disadvantage_, you roll `2d20` and pick the _lowest_.
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- Rolling a natural `1` is a _critical failure_. A natural `20` is a _critical success_. Rolling such
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- Rolling a natural `1` is a _critical failure_. A natural `20` is a _critical success_. Rolling such
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in combat means your weapon or armor loses quality, which will eventually destroy it.
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in combat means your weapon or armor loses quality, which will eventually destroy it.
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- A _saving throw_ (trying to succeed against the environment) means making a roll to beat `15` (always).
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- A _saving throw_ (trying to succeed against the environment) means making a roll to beat `15` (always).
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So if you are lifting a heavy stone and have `STR +2`, you'd roll `1d20 + 2` and hope the result
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So if you are lifting a heavy stone and have `STR +2`, you'd roll `1d20 + 2` and hope the result
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is higher than `15`.
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is higher than `15`.
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- An _opposed saving throw_ means beating the enemy's suitable Ability 'defense', which is always their
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- An _opposed saving throw_ means beating the enemy's suitable Ability 'defense', which is always their
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`Ability bonus + 10`. So if you have `STR +1` and are arm wrestling someone with `STR +2`, you roll
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`Ability bonus + 10`. So if you have `STR +1` and are arm wrestling someone with `STR +2`, you roll
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`1d20 + 1` and hope to roll higher than `2 + 10 = 12`.
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`1d20 + 1` and hope to roll higher than `2 + 10 = 12`.
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- A special bonus is `Armor`, `+1` is unarmored, additional armor is given by equipment. Melee attacks
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- A special bonus is `Armor`, `+1` is unarmored, additional armor is given by equipment. Melee attacks
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test `STR` versus the `Armor` defense value while ranged attacks uses `WIS` vs `Armor`.
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test `STR` versus the `Armor` defense value while ranged attacks uses `WIS` vs `Armor`.
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- _Knave_ has no skills or classes. Everyone can use all items and using magic means having a special
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- _Knave_ has no skills or classes. Everyone can use all items and using magic means having a special
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'rune stone' in your hands; one spell per stone and day.
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'rune stone' in your hands; one spell per stone and day.
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- A character has `CON + 10` carry 'slots'. Most normal items uses one slot, armor and large weapons uses
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- A character has `CON + 10` carry 'slots'. Most normal items uses one slot, armor and large weapons uses
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two or three.
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two or three.
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- Healing is random, `1d8 + CON` health healed after food and sleep.
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- Healing is random, `1d8 + CON` health healed after food and sleep.
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- Monster difficulty is listed by hy many 1d8 HP they have; this is called their "hit die" or HD. If
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- Monster difficulty is listed by hy many 1d8 HP they have; this is called their "hit die" or HD. If
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needing to test Abilities, monsters have HD bonus in every Ability.
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needing to test Abilities, monsters have HD bonus in every Ability.
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- Monsters have a _morale rating_. When things go bad, they have a chance to panic and flee if
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- Monsters have a _morale rating_. When things go bad, they have a chance to panic and flee if
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rolling `2d6` over their morale rating.
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rolling `2d6` over their morale rating.
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- All Characters in _Knave_ are mostly randomly generated. HP is `<level>d8` but we give every
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- All Characters in _Knave_ are mostly randomly generated. HP is `<level>d8` but we give every
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new character max HP to start.
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new character max HP to start.
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- _Knave_ also have random tables, such as for starting equipment and to see if dying when
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- _Knave_ also have random tables, such as for starting equipment and to see if dying when
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hitting 0. Death, if it happens, is permanent.
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hitting 0. Death, if it happens, is permanent.
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## Making a rule module
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## Making a rule module
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@ -48,6 +47,7 @@ hitting 0. Death, if it happens, is permanent.
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A complete version of the rule module is found in
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A complete version of the rule module is found in
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[evennia/contrib/tutorials/evadventure/rules.py](../../../api/evennia.contrib.tutorials.evadventure.rules.md).
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[evennia/contrib/tutorials/evadventure/rules.py](../../../api/evennia.contrib.tutorials.evadventure.rules.md).
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```
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```
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There are three broad sets of rules for most RPGS:
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There are three broad sets of rules for most RPGS:
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- Character generation rules, often only used during character creation
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- Character generation rules, often only used during character creation
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@ -57,7 +57,6 @@ There are three broad sets of rules for most RPGS:
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We want our `rules` module to cover as many aspeects of what we'd otherwise would have to look up
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We want our `rules` module to cover as many aspeects of what we'd otherwise would have to look up
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in a rulebook.
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in a rulebook.
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## Rolling dice
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## Rolling dice
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We will start by making a dice roller. Let's group all of our dice rolling into a structure like this
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We will start by making a dice roller. Let's group all of our dice rolling into a structure like this
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@ -94,6 +93,7 @@ class EvAdventureRollEngine:
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dice = EvAdventureRollEngine()
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dice = EvAdventureRollEngine()
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```
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```
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```{sidebar}
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```{sidebar}
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This groups all dice-related code into one 'container' that is easy to import. But it's mostly a matter
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This groups all dice-related code into one 'container' that is easy to import. But it's mostly a matter
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of taste. You _could_ also break up the class' methods into normal functions at the top-level of the
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of taste. You _could_ also break up the class' methods into normal functions at the top-level of the
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@ -156,6 +156,7 @@ in a specific range. The line
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```python
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```python
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sum(randint(1, diesize) for _ in range(number))
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sum(randint(1, diesize) for _ in range(number))
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```
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```
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works like this:
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works like this:
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- For a certain `number` of times ...
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- For a certain `number` of times ...
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@ -223,6 +224,7 @@ have it figure things out:
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```python
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```python
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result, quality = dice.saving_throw(character, Ability.STR)
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result, quality = dice.saving_throw(character, Ability.STR)
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```
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```
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The return will be a boolean `True/False` if they pass, as well as a `quality` that tells us if
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The return will be a boolean `True/False` if they pass, as well as a `quality` that tells us if
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a perfect fail/success was rolled or not.
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a perfect fail/success was rolled or not.
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@ -379,7 +381,6 @@ number of HPs
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> Knowing what is available on the character and what rule rolls we need is a bit of a chicken-and-egg
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> Knowing what is available on the character and what rule rolls we need is a bit of a chicken-and-egg
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> problem. We will make sure to implement the matching _Character_ class next lesson.
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> problem. We will make sure to implement the matching _Character_ class next lesson.
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### Rolling on a table
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### Rolling on a table
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We occasionally need to roll on a 'table' - a selection of choices. There are two main table-types
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We occasionally need to roll on a 'table' - a selection of choices. There are two main table-types
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@ -388,7 +389,7 @@ we need to support:
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Simply one element per row of the table (same odds to get each result).
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Simply one element per row of the table (same odds to get each result).
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| Result |
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| Result |
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|:------:|
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| :----: |
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| item1 |
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| item1 |
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| item2 |
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| item2 |
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| item3 |
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| item3 |
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@ -403,7 +404,7 @@ This we will simply represent as a plain list
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Ranges per item (varying odds per result):
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Ranges per item (varying odds per result):
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| Range | Result |
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| Range | Result |
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|:-----:|:------:|
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| :---: | :----: |
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| 1-5 | item1 |
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| 1-5 | item1 |
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| 6-15 | item2 |
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| 6-15 | item2 |
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| 16-19 | item3 |
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| 16-19 | item3 |
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@ -461,9 +462,11 @@ class EvAdventureRollEngine:
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roll_result = max(1, min(len(table_choices), roll_result))
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roll_result = max(1, min(len(table_choices), roll_result))
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return table_choices[roll_result - 1]
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return table_choices[roll_result - 1]
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```
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```
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Check that you understand what this does.
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Check that you understand what this does.
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This may be confusing:
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This may be confusing:
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```python
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```python
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minval, *maxval = valrange.split("-", 1)
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minval, *maxval = valrange.split("-", 1)
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minval = abs(int(minval))
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minval = abs(int(minval))
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@ -484,22 +487,21 @@ maxval = abs(int(maxval[0]) if maxval else minval)
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we check if `maxval` actually has a value `("5",)` or if its empty `()`. The result is either
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we check if `maxval` actually has a value `("5",)` or if its empty `()`. The result is either
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`"5"` or the value of `minval`.
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`"5"` or the value of `minval`.
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### Roll for death
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### Roll for death
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While original Knave suggests hitting 0 HP means insta-death, we will grab the optional "death table"
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While original Knave suggests hitting 0 HP means insta-death, we will grab the optional "death table"
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from the "prettified" Knave's optional rules to make it a little less punishing. We also changed the
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from the "prettified" Knave's optional rules to make it a little less punishing. We also changed the
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result of `2` to 'dead' since we don't simulate 'dismemberment' in this tutorial:
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result of `2` to 'dead' since we don't simulate 'dismemberment' in this tutorial:
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| Roll | Result | -1d4 Loss of Ability |
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| Roll | Result | -1d4 Loss of Ability |
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|:---: |:--------:|:--------------------:|
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| :--: | :--------: | :------------------: |
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| 1-2 | dead | -
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| 1-2 | dead | - |
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| 3 | weakened | STR |
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| 3 | weakened | STR |
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|4 | unsteady | DEX |
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| 4 | unsteady | DEX |
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| 5 | sickly | CON |
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| 5 | sickly | CON |
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| 6 | addled | INT |
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| 6 | addled | INT |
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| 7 | rattled | WIS |
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| 7 | rattled | WIS |
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| 8 | disfigured | CHA |
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| 8 | disfigured | CHA |
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All the non-dead values map to a loss of 1d4 in one of the six Abilities (but you get HP back).
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All the non-dead values map to a loss of 1d4 in one of the six Abilities (but you get HP back).
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We need to map back to this from the above table. One also cannot have less than -10 Ability bonus,
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We need to map back to this from the above table. One also cannot have less than -10 Ability bonus,
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@ -584,7 +586,7 @@ class TestEvAdventureRuleEngine(BaseEvenniaTest):
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@patch("evadventure.rules.randint")
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@patch("evadventure.rules.randint")
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def test_roll(self, mock_randint):
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def test_roll(self, mock_randint):
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mock_randint.return_value = 4
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mock_randint.return_value = 4
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self.assertEqual(self.roll_engine.roll("1d6", 4))
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self.assertEqual(self.roll_engine.roll("1d6"), 4)
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self.assertEqual(self.roll_engine.roll("2d6"), 2 * 4)
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self.assertEqual(self.roll_engine.roll("2d6"), 2 * 4)
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# test of the other rule methods below ...
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# test of the other rule methods below ...
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@ -600,6 +602,7 @@ As before, run the specific test with
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In [evennia/contrib/tutorials/evadventure/tests/test_rules.py](../../../api/evennia.contrib.tutorials.evadventure.tests.test_rules.md)
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In [evennia/contrib/tutorials/evadventure/tests/test_rules.py](../../../api/evennia.contrib.tutorials.evadventure.tests.test_rules.md)
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has a complete example of rule testing.
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has a complete example of rule testing.
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```
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```
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The `setUp` method is a special method of the testing class. It will be run before every
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The `setUp` method is a special method of the testing class. It will be run before every
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test method. We use `super().setUp()` to make sure the parent class' version of this method
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test method. We use `super().setUp()` to make sure the parent class' version of this method
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always fire. Then we create a fresh `EvAdventureRollEngine` we can test with.
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always fire. Then we create a fresh `EvAdventureRollEngine` we can test with.
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@ -626,8 +629,3 @@ them for further help.
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This concludes all the core rule mechanics of _Knave_ - the rules used during play. We noticed here
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This concludes all the core rule mechanics of _Knave_ - the rules used during play. We noticed here
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that we are going to soon need to establish how our _Character_ actually stores data. So we will
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that we are going to soon need to establish how our _Character_ actually stores data. So we will
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address that next.
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address that next.
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