Merge branch 'turnbattle_refactor' into develop

This commit is contained in:
Griatch 2022-02-01 23:04:56 +01:00
commit 50e4579529
6 changed files with 1831 additions and 3545 deletions

View file

@ -1,7 +1,7 @@
"""
Simple turn-based combat system
Contrib - Tim Ashley Jenkins 2017
Contrib - Tim Ashley Jenkins 2017, Refactor by Griatch 2022
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
@ -62,7 +62,13 @@ COMBAT FUNCTIONS START HERE
"""
def roll_init(character):
class BasicCombatRules:
"""
Stores all combat rules and helper methods.
"""
def roll_init(self, character):
"""
Rolls a number between 1-1000 to determine initiative.
@ -88,8 +94,7 @@ def roll_init(character):
"""
return randint(1, 1000)
def get_attack(attacker, defender):
def get_attack(self, attacker, defender):
"""
Returns a value for an attack roll.
@ -113,8 +118,7 @@ def get_attack(attacker, defender):
attack_value = randint(1, 100)
return attack_value
def get_defense(attacker, defender):
def get_defense(self, attacker, defender):
"""
Returns a value for defense, which an attack roll must equal or exceed in order
for an attack to hit.
@ -137,8 +141,7 @@ def get_defense(attacker, defender):
defense_value = 50
return defense_value
def get_damage(attacker, defender):
def get_damage(self, attacker, defender):
"""
Returns a value for damage to be deducted from the defender's HP after abilities
successful hit.
@ -161,8 +164,7 @@ def get_damage(attacker, defender):
damage_value = randint(15, 25)
return damage_value
def apply_damage(defender, damage):
def apply_damage(self, defender, damage):
"""
Applies damage to a target, reducing their HP by the damage amount to a
minimum of 0.
@ -176,8 +178,7 @@ def apply_damage(defender, damage):
if defender.db.hp <= 0:
defender.db.hp = 0
def at_defeat(defeated):
def at_defeat(self, defeated):
"""
Announces the defeat of a fighter in combat.
@ -192,8 +193,7 @@ def at_defeat(defeated):
"""
defeated.location.msg_contents("%s has been defeated!" % defeated)
def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
def resolve_attack(self, attacker, defender, attack_value=None, defense_value=None):
"""
Resolves an attack and outputs the result.
@ -208,26 +208,25 @@ def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
"""
# Get an attack roll from the attacker.
if not attack_value:
attack_value = get_attack(attacker, defender)
attack_value = self.get_attack(attacker, defender)
# Get a defense value from the defender.
if not defense_value:
defense_value = get_defense(attacker, defender)
defense_value = self.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.
damage_value = self.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)
self.apply_damage(defender, damage_value)
# If defender HP is reduced to 0 or less, call at_defeat.
if defender.db.hp <= 0:
at_defeat(defender)
self.at_defeat(defender)
def combat_cleanup(character):
def combat_cleanup(self, character):
"""
Cleans up all the temporary combat-related attributes on a character.
@ -242,8 +241,7 @@ def combat_cleanup(character):
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):
def is_in_combat(self, character):
"""
Returns true if the given character is in combat.
@ -255,8 +253,7 @@ def is_in_combat(character):
"""
return bool(character.db.combat_turnhandler)
def is_turn(character):
def is_turn(self, character):
"""
Returns true if it's currently the given character's turn in combat.
@ -270,8 +267,7 @@ def is_turn(character):
currentchar = turnhandler.db.fighters[turnhandler.db.turn]
return bool(character == currentchar)
def spend_action(character, actions, action_name=None):
def spend_action(self, character, actions, action_name=None):
"""
Spends a character's available combat actions and checks for end of turn.
@ -294,6 +290,8 @@ def spend_action(character, actions, action_name=None):
character.db.combat_turnhandler.turn_end_check(character) # Signal potential end of turn.
COMBAT_RULES = BasicCombatRules()
"""
----------------------------------------------------------------------------
CHARACTER TYPECLASS
@ -306,6 +304,7 @@ class TBBasicCharacter(DefaultCharacter):
A character able to participate in turn-based combat. Has attributes for current
and maximum HP, and access to combat commands.
"""
rules = COMBAT_RULES
def at_object_creation(self):
"""
@ -339,7 +338,7 @@ class TBBasicCharacter(DefaultCharacter):
"""
# Keep the character from moving if at 0 HP or in combat.
if is_in_combat(self):
if self.rules.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:
@ -367,6 +366,8 @@ class TBBasicTurnHandler(DefaultScript):
remaining participants choose to end the combat with the 'disengage' command.
"""
rules = COMBAT_RULES
def at_script_creation(self):
"""
Called once, when the script is created.
@ -388,9 +389,10 @@ class TBBasicTurnHandler(DefaultScript):
# 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)
# 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 method and can be
# customized easily.
ordered_by_roll = sorted(self.db.fighters, key=self.rules.roll_init, reverse=True)
self.db.fighters = ordered_by_roll
# Announce the turn order.
@ -408,7 +410,7 @@ class TBBasicTurnHandler(DefaultScript):
Called at script termination.
"""
for fighter in self.db.fighters:
combat_cleanup(fighter) # Clean up the combat attributes for every fighter.
self.rules.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):
@ -423,7 +425,7 @@ class TBBasicTurnHandler(DefaultScript):
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(
self.rules.spend_action(
currentchar, "all", action_name="disengage"
) # Spend all remaining actions.
return
@ -439,7 +441,8 @@ class TBBasicTurnHandler(DefaultScript):
Args:
character (obj): Character to initialize for combat.
"""
combat_cleanup(character) # Clean up leftover combat attributes beforehand, just in case.
# Clean up leftover combat attributes beforehand, just in case.
self.rules.combat_cleanup(character)
character.db.combat_actionsleft = (
0 # Actions remaining - start of turn adds to this, turn ends when it reaches 0
)
@ -560,6 +563,9 @@ class CmdFight(Command):
key = "fight"
help_category = "combat"
rules = COMBAT_RULES
combat_handler_class = TBBasicTurnHandler
def func(self):
"""
This performs the actual command.
@ -570,7 +576,7 @@ class CmdFight(Command):
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
if self.rules.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.
@ -585,8 +591,7 @@ class CmdFight(Command):
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.game_systems.turnbattle.tb_basic.TBBasicTurnHandler")
# Remember you'll have to change the path to the script if you copy this code to your own modules!
here.scripts.add(self.command_handler_class)
class CmdAttack(Command):
@ -603,15 +608,17 @@ class CmdAttack(Command):
key = "attack"
help_category = "combat"
rules = COMBAT_RULES
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.
if not self.rules.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.
if not self.rules.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
@ -634,8 +641,8 @@ class CmdAttack(Command):
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.
self.rules.resolve_attack(attacker, defender)
self.rules.spend_action(self.caller, 1, action_name="attack") # Use up one action.
class CmdPass(Command):
@ -653,22 +660,25 @@ class CmdPass(Command):
aliases = ["wait", "hold"]
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
if not is_in_combat(self.caller): # Can only pass a turn in combat.
if not self.rules.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.
if not self.rules.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.
# Spend all remaining actions.
self.rules.spend_action(self.caller, "all", action_name="pass")
class CmdDisengage(Command):
@ -687,20 +697,23 @@ class CmdDisengage(Command):
aliases = ["spare"]
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
if not is_in_combat(self.caller): # If you're not in combat
if not self.rules.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
if not self.rules.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.
# Spend all remaining actions.
self.rules.spend_action(self.caller, "all", action_name="disengage")
"""
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.
@ -721,10 +734,12 @@ class CmdRest(Command):
key = "rest"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"This performs the actual command."
if is_in_combat(self.caller): # If you're in combat
if self.rules.is_in_combat(self.caller): # If you're in combat
self.caller.msg("You can't rest while you're in combat.")
return
@ -748,17 +763,21 @@ class CmdCombatHelp(CmdHelp):
topics related to the game.
"""
rules = COMBAT_RULES
combat_help_text = (
"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.|/"
)
# 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.|/"
)
# In combat and entered 'help' alone
if self.rules.is_in_combat(self.caller) and not self.args:
self.caller.msg(self.combat_help_text)
else:
super().func() # Call the default help command

View file

@ -1,7 +1,7 @@
"""
Simple turn-based combat system with equipment
Contrib - Tim Ashley Jenkins 2017
Contrib - Tim Ashley Jenkins 2017, Refactor by Griatch 2022
This is a version of the 'turnbattle' contrib with a basic system for
weapons and armor implemented. Weapons can have unique damage ranges
@ -55,8 +55,8 @@ in your game and using it as-is.
"""
from random import randint
from evennia import DefaultCharacter, Command, default_cmds, DefaultScript, DefaultObject
from evennia.commands.default.help import CmdHelp
from evennia import Command, default_cmds, DefaultObject
from . import tb_basic
"""
----------------------------------------------------------------------------
@ -74,34 +74,13 @@ COMBAT FUNCTIONS START HERE
"""
def roll_init(character):
class EquipmentCombatRules(tb_basic.BasicCombatRules):
"""
Rolls a number between 1-1000 to determine initiative.
Has all the methods of the basic combat, with the addition of equipment.
Args:
character (obj): The character to determine initiative for
Returns:
initiative (int): The character's place in initiative - higher
numbers go first.
Notes:
By default, does not reference the character and simply returns
a random integer from 1 to 1000.
Since the character is passed to this function, you can easily reference
a character's stats to determine an initiative roll - for example, if your
character has a 'dexterity' attribute, you can use it to give that character
an advantage in turn order, like so:
return (randint(1,20)) + character.db.dexterity
This way, characters with a higher dexterity will go first more often.
"""
return randint(1, 1000)
def get_attack(attacker, defender):
def get_attack(self, attacker, defender):
"""
Returns a value for an attack roll.
@ -133,8 +112,7 @@ def get_attack(attacker, defender):
attack_value += accuracy_bonus
return attack_value
def get_defense(attacker, defender):
def get_defense(self, attacker, defender):
"""
Returns a value for defense, which an attack roll must equal or exceed in order
for an attack to hit.
@ -160,8 +138,7 @@ def get_defense(attacker, defender):
defense_value += armor.db.defense_modifier
return defense_value
def get_damage(attacker, defender):
def get_damage(self, attacker, defender):
"""
Returns a value for damage to be deducted from the defender's HP after abilities
successful hit.
@ -199,39 +176,7 @@ def get_damage(attacker, defender):
damage_value = 0
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 at_defeat(defeated):
"""
Announces the defeat of a fighter in combat.
Args:
defeated (obj): Fighter that's been defeated.
Notes:
All this does is announce a defeat message by default, but if you
want anything else to happen to defeated fighters (like putting them
into a dying state or something similar) then this is the place to
do it.
"""
defeated.location.msg_contents("%s has been defeated!" % defeated)
def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
def resolve_attack(self, attacker, defender, attack_value=None, defense_value=None):
"""
Resolves an attack and outputs the result.
@ -251,17 +196,17 @@ def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
attackers_weapon = weapon.db.weapon_type_name
# Get an attack roll from the attacker.
if not attack_value:
attack_value = get_attack(attacker, defender)
attack_value = self.get_attack(attacker, defender)
# Get a defense value from the defender.
if not defense_value:
defense_value = get_defense(attacker, defender)
defense_value = self.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 %s misses %s!" % (attacker, attackers_weapon, defender)
)
else:
damage_value = get_damage(attacker, defender) # Calculate damage value.
damage_value = self.get_damage(attacker, defender) # Calculate damage value.
# Announce damage dealt and apply damage.
if damage_value > 0:
attacker.location.msg_contents(
@ -272,78 +217,13 @@ def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
attacker.location.msg_contents(
"%s's %s bounces harmlessly off %s!" % (attacker, attackers_weapon, defender)
)
apply_damage(defender, damage_value)
self.apply_damage(defender, damage_value)
# If defender HP is reduced to 0 or less, call at_defeat.
if defender.db.hp <= 0:
at_defeat(defender)
self.at_defeat(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
"""
return bool(character.db.combat_turnhandler)
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]
return bool(character == currentchar)
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
Keyword Args:
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.
COMBAT_RULES = EquipmentCombatRules()
"""
----------------------------------------------------------------------------
@ -352,7 +232,7 @@ SCRIPTS START HERE
"""
class TBEquipTurnHandler(DefaultScript):
class TBEquipTurnHandler(tb_basic.TBBasicTurnHandler):
"""
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
@ -363,174 +243,7 @@ class TBEquipTurnHandler(DefaultScript):
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 thing in self.obj.contents:
if thing.db.hp:
self.db.fighters.append(thing)
# 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 = TURN_TIMEOUT # Set timer to turn timeout specified in options
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 = ACTIONS_PER_TURN # Replenish actions
# 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 = TURN_TIMEOUT + 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)
rules = COMBAT_RULES
"""
@ -543,7 +256,9 @@ TYPECLASSES START HERE
class TBEWeapon(DefaultObject):
"""
A weapon which can be wielded in combat with the 'wield' command.
"""
rules = COMBAT_RULES
def at_object_creation(self):
"""
@ -592,7 +307,7 @@ class TBEArmor(DefaultObject):
"""
Can't drop in combat.
"""
if is_in_combat(dropper):
if self.rules.is_in_combat(dropper):
dropper.msg("You can't doff armor in a fight!")
return False
return True
@ -609,7 +324,7 @@ class TBEArmor(DefaultObject):
"""
Can't give away in combat.
"""
if is_in_combat(giver):
if self.rules.is_in_combat(giver):
dropper.msg("You can't doff armor in a fight!")
return False
return True
@ -623,7 +338,7 @@ class TBEArmor(DefaultObject):
giver.location.msg_contents("%s removes %s." % (giver, self))
class TBEquipCharacter(DefaultCharacter):
class TBEquipCharacter(tb_basic.TBBasicCharacter):
"""
A character able to participate in turn-based combat. Has attributes for current
and maximum HP, and access to combat commands.
@ -649,31 +364,6 @@ class TBEquipCharacter(DefaultCharacter):
can be changed at creation and factor into combat calculations.
"""
def at_pre_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
"""
----------------------------------------------------------------------------
@ -682,7 +372,7 @@ COMMANDS START HERE
"""
class CmdFight(Command):
class CmdFight(tb_basic.CmdFight):
"""
Starts a fight with everyone in the same room as you.
@ -697,36 +387,11 @@ class CmdFight(Command):
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.game_systems.turnbattle.tb_equip.TBEquipTurnHandler")
# Remember you'll have to change the path to the script if you copy this code to your own modules!
rules = COMBAT_RULES
command_handler_class = TBEquipTurnHandler
class CmdAttack(Command):
class CmdAttack(tb_basic.CmdAttack):
"""
Attacks another character.
@ -740,42 +405,10 @@ class CmdAttack(Command):
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.
rules = COMBAT_RULES
class CmdPass(Command):
class CmdPass(tb_basic.CmdPass):
"""
Passes on your turn.
@ -790,25 +423,10 @@ class CmdPass(Command):
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.
rules = COMBAT_RULES
class CmdDisengage(Command):
class CmdDisengage(tb_basic.CmdDisengage):
"""
Passes your turn and attempts to end combat.
@ -824,27 +442,10 @@ class CmdDisengage(Command):
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.
"""
rules = COMBAT_RULES
class CmdRest(Command):
class CmdRest(tb_basic.CmdRest):
"""
Recovers damage.
@ -858,21 +459,10 @@ class CmdRest(Command):
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.
"""
rules = COMBAT_RULES
class CmdCombatHelp(CmdHelp):
class CmdCombatHelp(tb_basic.CmdCombatHelp):
"""
View help or a list of topics
@ -885,19 +475,7 @@ class CmdCombatHelp(CmdHelp):
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().func() # Call the default help command
rules = COMBAT_RULES
class CmdWield(Command):
@ -918,13 +496,15 @@ class CmdWield(Command):
key = "wield"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
# If in combat, check to see if it's your turn.
if is_in_combat(self.caller):
if not is_turn(self.caller):
if self.rules.is_in_combat(self.caller):
if not self.rules.is_turn(self.caller):
self.caller.msg("You can only do that on your turn.")
return
if not self.args:
@ -933,7 +513,8 @@ class CmdWield(Command):
weapon = self.caller.search(self.args, candidates=self.caller.contents)
if not weapon:
return
if not weapon.is_typeclass("evennia.contrib.game_systems.turnbattle.tb_equip.TBEWeapon", exact=True):
if not weapon.is_typeclass("evennia.contrib.game_systems.turnbattle.tb_equip.TBEWeapon",
exact=True):
self.caller.msg("That's not a weapon!")
# Remember to update the path to the weapon typeclass if you move this module!
return
@ -948,8 +529,8 @@ class CmdWield(Command):
"%s lowers %s and wields %s." % (self.caller, old_weapon, weapon)
)
# Spend an action if in combat.
if is_in_combat(self.caller):
spend_action(self.caller, 1, action_name="wield") # Use up one action.
if self.rules.is_in_combat(self.caller):
self.rules.spend_action(self.caller, 1, action_name="wield") # Use up one action.
class CmdUnwield(Command):
@ -966,13 +547,15 @@ class CmdUnwield(Command):
key = "unwield"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
# If in combat, check to see if it's your turn.
if is_in_combat(self.caller):
if not is_turn(self.caller):
if self.rules.is_in_combat(self.caller):
if not self.rules.is_turn(self.caller):
self.caller.msg("You can only do that on your turn.")
return
if not self.caller.db.wielded_weapon:
@ -998,12 +581,14 @@ class CmdDon(Command):
key = "don"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
# Can't do this in combat
if is_in_combat(self.caller):
if self.rules.is_in_combat(self.caller):
self.caller.msg("You can't don armor in a fight!")
return
if not self.args:
@ -1012,7 +597,8 @@ class CmdDon(Command):
armor = self.caller.search(self.args, candidates=self.caller.contents)
if not armor:
return
if not armor.is_typeclass("evennia.contrib.game_systems.turnbattle.tb_equip.TBEArmor", exact=True):
if not armor.is_typeclass("evennia.contrib.game_systems.turnbattle.tb_equip.TBEArmor",
exact=True):
self.caller.msg("That's not armor!")
# Remember to update the path to the armor typeclass if you move this module!
return
@ -1043,12 +629,14 @@ class CmdDoff(Command):
key = "doff"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"""
This performs the actual command.
"""
# Can't do this in combat
if is_in_combat(self.caller):
if self.rules.is_in_combat(self.caller):
self.caller.msg("You can't doff armor in a fight!")
return
if not self.caller.db.worn_armor:

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -101,8 +101,9 @@ in your game and using it as-is.
"""
from random import randint
from evennia import DefaultCharacter, DefaultObject, Command, default_cmds, DefaultScript
from evennia import DefaultObject, Command, default_cmds, DefaultScript
from evennia.commands.default.help import CmdHelp
from . import tb_basic
"""
----------------------------------------------------------------------------
@ -120,34 +121,9 @@ COMBAT FUNCTIONS START HERE
"""
def roll_init(character):
"""
Rolls a number between 1-1000 to determine initiative.
class RangedCombatRules(tb_basic.BasicCombatRules):
Args:
character (obj): The character to determine initiative for
Returns:
initiative (int): The character's place in initiative - higher
numbers go first.
Notes:
By default, does not reference the character and simply returns
a random integer from 1 to 1000.
Since the character is passed to this function, you can easily reference
a character's stats to determine an initiative roll - for example, if your
character has a 'dexterity' attribute, you can use it to give that character
an advantage in turn order, like so:
return (randint(1,20)) + character.db.dexterity
This way, characters with a higher dexterity will go first more often.
"""
return randint(1, 1000)
def get_attack(attacker, defender, attack_type):
def get_attack(self, attacker, defender, attack_type):
"""
Returns a value for an attack roll.
@ -178,8 +154,7 @@ def get_attack(attacker, defender, attack_type):
attack_value -= 15
return attack_value
def get_defense(attacker, defender, attack_type):
def get_defense(self, attacker, defender, attack_type='melee'):
"""
Returns a value for defense, which an attack roll must equal or exceed in order
for an attack to hit.
@ -203,101 +178,7 @@ def get_defense(attacker, defender, attack_type):
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 at_defeat(defeated):
"""
Announces the defeat of a fighter in combat.
Args:
defeated (obj): Fighter that's been defeated.
Notes:
All this does is announce a defeat message by default, but if you
want anything else to happen to defeated fighters (like putting them
into a dying state or something similar) then this is the place to
do it.
"""
defeated.location.msg_contents("%s has been defeated!" % defeated)
def resolve_attack(attacker, defender, attack_type, attack_value=None, defense_value=None):
"""
Resolves an attack and outputs the result.
Args:
attacker (obj): Character doing the attacking
defender (obj): Character being attacked
attack_type (str): Type of attack (melee or ranged)
Notes:
Even though the attack and defense values are calculated
extremely simply, they are separated out into their own functions
so that they are easier to expand upon.
"""
# Get an attack roll from the attacker.
if not attack_value:
attack_value = get_attack(attacker, defender, attack_type)
# Get a defense value from the defender.
if not defense_value:
defense_value = get_defense(attacker, defender, attack_type)
# If the attack value is lower than the defense value, miss. Otherwise, hit.
if attack_value < defense_value:
attacker.location.msg_contents(
"%s's %s attack misses %s!" % (attacker, attack_type, defender)
)
else:
damage_value = get_damage(attacker, defender) # Calculate damage value.
# Announce damage dealt and apply damage.
attacker.location.msg_contents(
"%s hits %s with a %s attack for %i damage!"
% (attacker, defender, attack_type, damage_value)
)
apply_damage(defender, damage_value)
# If defender HP is reduced to 0 or less, call at_defeat.
if defender.db.hp <= 0:
at_defeat(defender)
def get_range(obj1, obj2):
def get_range(self, obj1, obj2):
"""
Gets the combat range between two objects.
@ -320,8 +201,7 @@ def get_range(obj1, obj2):
# Return the range between the two objects.
return obj1.db.combat_range[obj2]
def distance_inc(mover, target):
def distance_inc(self, mover, target):
"""
Function that increases distance in range field between mover and target.
@ -332,12 +212,32 @@ def distance_inc(mover, target):
mover.db.combat_range[target] += 1
target.db.combat_range[mover] = mover.db.combat_range[target]
# Set a cap of 2:
if get_range(mover, target) > 2:
if self.get_range(mover, target) > 2:
target.db.combat_range[mover] = 2
mover.db.combat_range[target] = 2
def distance_dec(self, mover, target):
"""
Helper function that decreases distance in range field between mover and target.
def approach(mover, target):
Args:
mover (obj): The object moving
target (obj): The object to be moved toward
"""
mover.db.combat_range[target] -= 1
target.db.combat_range[mover] = mover.db.combat_range[target]
# If this brings mover to range 0 (Engaged):
if self.get_range(mover, target) <= 0:
# Reset range to each other to 0 and copy target's ranges to mover.
target.db.combat_range[mover] = 0
mover.db.combat_range = target.db.combat_range
# Assure everything else has the same distance from the mover and target, now that
# they're together
for thing in mover.location.contents:
if thing != mover and thing != target:
thing.db.combat_range[mover] = thing.db.combat_range[target]
def approach(self, mover, target):
"""
Manages a character's whole approach, including changes in ranges to other characters.
@ -351,41 +251,20 @@ def approach(mover, target):
out close to.
"""
def distance_dec(mover, target):
"""
Helper function that decreases distance in range field between mover and target.
Args:
mover (obj): The object moving
target (obj): The object to be moved toward
"""
mover.db.combat_range[target] -= 1
target.db.combat_range[mover] = mover.db.combat_range[target]
# If this brings mover to range 0 (Engaged):
if get_range(mover, target) <= 0:
# Reset range to each other to 0 and copy target's ranges to mover.
target.db.combat_range[mover] = 0
mover.db.combat_range = target.db.combat_range
# Assure everything else has the same distance from the mover and target, now that they're together
for thing in mover.location.contents:
if thing != mover and thing != target:
thing.db.combat_range[mover] = thing.db.combat_range[target]
contents = mover.location.contents
for thing in contents:
if thing != mover and thing != target:
# Move closer to each object closer to the target than you.
if get_range(mover, thing) > get_range(target, thing):
distance_dec(mover, thing)
if self.get_range(mover, thing) > self.get_range(target, thing):
self.distance_dec(mover, thing)
# Move further from each object that's further from you than from the target.
if get_range(mover, thing) < get_range(target, thing):
distance_inc(mover, thing)
if self.get_range(mover, thing) < self.get_range(target, thing):
self.distance_inc(mover, thing)
# Lastly, move closer to your target.
distance_dec(mover, target)
self.distance_dec(mover, target)
def withdraw(mover, target):
def withdraw(self, mover, target):
"""
Manages a character's whole withdrawal, including changes in ranges to other characters.
@ -403,89 +282,60 @@ def withdraw(mover, target):
for thing in contents:
if thing != mover and thing != target:
# Move away from each object closer to the target than you, if it's also closer to you than you are to the target.
if get_range(mover, thing) >= get_range(target, thing) and get_range(
mover, thing
) < get_range(mover, target):
distance_inc(mover, thing)
# Move away from each object closer to the target than you, if it's also closer to
# you than you are to the target.
if (self.get_range(mover, thing) >= self.get_range(target, thing)
and self.get_range(mover, thing) < self.get_range(mover, target)):
self.distance_inc(mover, thing)
# Move away from anything your target is engaged with
if get_range(target, thing) == 0:
distance_inc(mover, thing)
if self.get_range(target, thing) == 0:
self.distance_inc(mover, thing)
# Move away from anything you're engaged with.
if get_range(mover, thing) == 0:
distance_inc(mover, thing)
if self.get_range(mover, thing) == 0:
self.distance_inc(mover, thing)
# Then, move away from your target.
distance_inc(mover, target)
self.distance_inc(mover, target)
def combat_cleanup(character):
def resolve_attack(self, attacker, defender, attack_value=None, defense_value=None,
attack_type='melee'):
"""
Cleans up all the temporary combat-related attributes on a character.
Resolves an attack and outputs the result.
Args:
character (obj): Character to have their combat attributes removed
attacker (obj): Character doing the attacking
defender (obj): Character being attacked
attack_type (str): Type of attack (melee or ranged)
Notes:
Any attribute whose key begins with 'combat_' is temporary and no
longer needed once a fight ends.
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.
"""
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
"""
return bool(character.db.combat_turnhandler)
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]
return bool(character == currentchar)
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
Keyword Args:
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
# Get an attack roll from the attacker.
if not attack_value:
attack_value = self.get_attack(attacker, defender, attack_type)
# Get a defense value from the defender.
if not defense_value:
defense_value = self.get_defense(attacker, defender, attack_type)
# If the attack value is lower than the defense value, miss. Otherwise, hit.
if attack_value < defense_value:
attacker.location.msg_contents(
"%s's %s attack misses %s!" % (attacker, attack_type, defender)
)
else:
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.
damage_value = self.get_damage(attacker, defender) # Calculate damage value.
# Announce damage dealt and apply damage.
attacker.location.msg_contents(
"%s hits %s with a %s attack for %i damage!"
% (attacker, defender, attack_type, damage_value)
)
self.apply_damage(defender, damage_value)
# If defender HP is reduced to 0 or less, call at_defeat.
if defender.db.hp <= 0:
self.at_defeat(defender)
def combat_status_message(fighter):
def combat_status_message(self, fighter):
"""
Sends a message to a player with their current HP and
distances to other fighters and objects. Called at turn
@ -497,7 +347,7 @@ def combat_status_message(fighter):
status_msg = "HP Remaining: %i / %i" % (fighter.db.hp, fighter.db.max_hp)
if not is_in_combat(fighter):
if not self.is_in_combat(fighter):
fighter.msg(status_msg)
return
@ -524,6 +374,8 @@ def combat_status_message(fighter):
fighter.msg(status_msg)
COMBAT_RULES = RangedCombatRules()
"""
----------------------------------------------------------------------------
SCRIPTS START HERE
@ -531,7 +383,7 @@ SCRIPTS START HERE
"""
class TBRangeTurnHandler(DefaultScript):
class TBRangeTurnHandler(tb_basic.TBBasicTurnHandler):
"""
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
@ -544,74 +396,7 @@ class TBRangeTurnHandler(DefaultScript):
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 thing in self.obj.contents:
if thing.db.hp:
self.db.fighters.append(thing)
# 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 thing in self.obj.contents:
self.init_range(thing)
# 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 = TURN_TIMEOUT # Set timer to turn timeout specified in options
def at_stop(self):
"""
Called at script termination.
"""
for thing in self.obj.contents:
combat_cleanup(thing) # 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
rules = COMBAT_RULES
def init_range(self, to_init):
"""
@ -663,23 +448,7 @@ class TBRangeTurnHandler(DefaultScript):
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
self.rules.withdraw(to_init, anchor_obj)
def start_turn(self, character):
"""
@ -694,64 +463,8 @@ class TBRangeTurnHandler(DefaultScript):
characters to both move and attack in the same turn (or, alternately,
move twice or attack twice).
"""
character.db.combat_actionsleft = ACTIONS_PER_TURN # Replenish actions
# 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 = TURN_TIMEOUT + 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
super().start_turn(character)
character.db.combat_actionsleft = ACTIONS_PER_TURN
def join_fight(self, character):
"""
@ -778,51 +491,12 @@ TYPECLASSES START HERE
"""
class TBRangeCharacter(DefaultCharacter):
class TBRangeCharacter(tb_basic.TBBasicCharacter):
"""
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_pre_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
rules = COMBAT_RULES
class TBRangeObject(DefaultObject):
@ -852,7 +526,7 @@ class TBRangeObject(DefaultObject):
"""
# Can't drop something if in combat and it's not your turn
if is_in_combat(dropper) and not is_turn(dropper):
if self.rules.is_in_combat(dropper) and not self.rules.is_turn(dropper):
dropper.msg("You can only drop things on your turn!")
return False
return True
@ -896,11 +570,11 @@ class TBRangeObject(DefaultObject):
before it is even started.
"""
# Restrictions for getting in combat
if is_in_combat(getter):
if not is_turn(getter): # Not your turn
if self.rules.is_in_combat(getter):
if not self.rules.is_turn(getter): # Not your turn
getter.msg("You can only get things on your turn!")
return False
if get_range(self, getter) > 0: # Too far away
if self.rules.get_range(self, getter) > 0: # Too far away
getter.msg("You aren't close enough to get that! (see: help approach)")
return False
return True
@ -929,8 +603,8 @@ class TBRangeObject(DefaultObject):
if self in thing.db.combat_range:
thing.db.combat_range.pop(self, None)
# If in combat, getter spends an action
if is_in_combat(getter):
spend_action(getter, 1, action_name="get") # Use up one action.
if self.rules.is_in_combat(getter):
self.rules.spend_action(getter, 1, action_name="get") # Use up one action.
def at_pre_give(self, giver, getter):
"""
@ -952,11 +626,11 @@ class TBRangeObject(DefaultObject):
"""
# Restrictions for giving in combat
if is_in_combat(giver):
if not is_turn(giver): # Not your turn
if self.rules.is_in_combat(giver):
if not self.rules.is_turn(giver): # Not your turn
giver.msg("You can only give things on your turn!")
return False
if get_range(giver, getter) > 0: # Too far away from target
if self.rules.get_range(giver, getter) > 0: # Too far away from target
giver.msg(
"You aren't close enough to give things to %s! (see: help approach)" % getter
)
@ -980,8 +654,8 @@ class TBRangeObject(DefaultObject):
"""
# Spend an action if in combat
if is_in_combat(giver):
spend_action(giver, 1, action_name="give") # Use up one action.
if self.rules.is_in_combat(giver):
self.rules.spend_action(giver, 1, action_name="give") # Use up one action.
"""
@ -991,7 +665,7 @@ COMMANDS START HERE
"""
class CmdFight(Command):
class CmdFight(tb_basic.CmdFight):
"""
Starts a fight with everyone in the same room as you.
@ -1006,36 +680,11 @@ class CmdFight(Command):
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.game_systems.turnbattle.tb_range.TBRangeTurnHandler")
# Remember you'll have to change the path to the script if you copy this code to your own modules!
rules = COMBAT_RULES
combat_handler_class = TBRangeTurnHandler
class CmdAttack(Command):
class CmdAttack(tb_basic.CmdAttack):
"""
Attacks another character in melee.
@ -1051,15 +700,17 @@ class CmdAttack(Command):
key = "attack"
help_category = "combat"
rules = COMBAT_RULES
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.
if not self.rules.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.
if not self.rules.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
@ -1081,7 +732,7 @@ class CmdAttack(Command):
self.caller.msg("You can't attack yourself!")
return
if not get_range(attacker, defender) == 0: # Target isn't in melee
if not self.rules.get_range(attacker, defender) == 0: # Target isn't in melee
self.caller.msg(
"%s is too far away to attack - you need to get closer! (see: help approach)"
% defender
@ -1089,8 +740,8 @@ class CmdAttack(Command):
return
"If everything checks out, call the attack resolving function."
resolve_attack(attacker, defender, "melee")
spend_action(self.caller, 1, action_name="attack") # Use up one action.
self.rules.resolve_attack(attacker, defender, "melee")
self.rules.spend_action(self.caller, 1, action_name="attack") # Use up one action.
class CmdShoot(Command):
@ -1110,15 +761,17 @@ class CmdShoot(Command):
key = "shoot"
help_category = "combat"
rules = COMBAT_RULES
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.
if not self.rules.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.
if not self.rules.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
@ -1144,19 +797,21 @@ class CmdShoot(Command):
in_melee = []
for target in attacker.db.combat_range:
# Object is engaged and has HP
if get_range(attacker, defender) == 0 and target.db.hp and target != self.caller:
if (self.rules.get_range(attacker, defender) == 0
and target.db.hp and target != self.caller):
in_melee.append(target) # Add to list of targets in melee
if len(in_melee) > 0:
self.caller.msg(
"You can't shoot because there are fighters engaged with you (%s) - you need to retreat! (see: help withdraw)"
"You can't shoot because there are fighters engaged with you (%s) - you need "
"to retreat! (see: help withdraw)"
% ", ".join(obj.key for obj in in_melee)
)
return
"If everything checks out, call the attack resolving function."
resolve_attack(attacker, defender, "ranged")
spend_action(self.caller, 1, action_name="attack") # Use up one action.
self.rules.resolve_attack(attacker, defender, "ranged")
self.rules.spend_action(self.caller, 1, action_name="attack") # Use up one action.
class CmdApproach(Command):
@ -1173,14 +828,16 @@ class CmdApproach(Command):
key = "approach"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"This performs the actual command."
if not is_in_combat(self.caller): # If not in combat, can't approach.
if not self.rules.is_in_combat(self.caller): # If not in combat, can't approach.
self.caller.msg("You can only do that in combat. (see: help fight)")
return
if not is_turn(self.caller): # If it's not your turn, can't approach.
if not self.rules.is_turn(self.caller): # If it's not your turn, can't approach.
self.caller.msg("You can only do that on your turn.")
return
@ -1202,14 +859,14 @@ class CmdApproach(Command):
self.caller.msg("You can't move toward yourself!")
return
if get_range(mover, target) <= 0: # Already engaged with target
if self.rules.get_range(mover, target) <= 0: # Already engaged with target
self.caller.msg("You're already next to that target!")
return
# If everything checks out, call the approach resolving function.
approach(mover, target)
self.rules.approach(mover, target)
mover.location.msg_contents("%s moves toward %s." % (mover, target))
spend_action(self.caller, 1, action_name="move") # Use up one action.
self.rules.spend_action(self.caller, 1, action_name="move") # Use up one action.
class CmdWithdraw(Command):
@ -1225,14 +882,16 @@ class CmdWithdraw(Command):
key = "withdraw"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"This performs the actual command."
if not is_in_combat(self.caller): # If not in combat, can't withdraw.
if not self.rules.is_in_combat(self.caller): # If not in combat, can't withdraw.
self.caller.msg("You can only do that in combat. (see: help fight)")
return
if not is_turn(self.caller): # If it's not your turn, can't withdraw.
if not self.rules.is_turn(self.caller): # If it's not your turn, can't withdraw.
self.caller.msg("You can only do that on your turn.")
return
@ -1259,12 +918,12 @@ class CmdWithdraw(Command):
return
# If everything checks out, call the approach resolving function.
withdraw(mover, target)
self.rules.withdraw(mover, target)
mover.location.msg_contents("%s moves away from %s." % (mover, target))
spend_action(self.caller, 1, action_name="move") # Use up one action.
self.rules.spend_action(self.caller, 1, action_name="move") # Use up one action.
class CmdPass(Command):
class CmdPass(tb_basic.CmdPass):
"""
Passes on your turn.
@ -1279,25 +938,10 @@ class CmdPass(Command):
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.
rules = COMBAT_RULES
class CmdDisengage(Command):
class CmdDisengage(tb_basic.CmdDisengage):
"""
Passes your turn and attempts to end combat.
@ -1313,27 +957,10 @@ class CmdDisengage(Command):
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.
"""
rules = COMBAT_RULES
class CmdRest(Command):
class CmdRest(tb_basic.CmdRest):
"""
Recovers damage.
@ -1347,18 +974,7 @@ class CmdRest(Command):
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.
"""
rules = COMBAT_RULES
class CmdStatus(Command):
@ -1375,12 +991,14 @@ class CmdStatus(Command):
key = "status"
help_category = "combat"
rules = COMBAT_RULES
def func(self):
"This performs the actual command."
combat_status_message(self.caller)
self.rules.combat_status_message(self.caller)
class CmdCombatHelp(CmdHelp):
class CmdCombatHelp(tb_basic.CmdCombatHelp):
"""
View help or a list of topics
@ -1395,21 +1013,17 @@ class CmdCombatHelp(CmdHelp):
# 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(
rules = COMBAT_RULES
combat_help_text = (
"Available combat commands:|/"
+ "|wAttack:|n Attack an engaged target, attempting to deal damage.|/"
+ "|wShoot:|n Attack from a distance, if not engaged with other fighters.|/"
+ "|wApproach:|n Move one step cloer to a target.|/"
+ "|wWithdraw:|n Move one step away from a target.|/"
+ "|wPass:|n Pass your turn without further action.|/"
+ "|wStatus:|n View current HP and ranges to other targets.|/"
+ "|wDisengage:|n End your turn and attempt to end combat.|/"
"|wAttack:|n Attack an engaged target, attempting to deal damage.|/"
"|wShoot:|n Attack from a distance, if not engaged with other fighters.|/"
"|wApproach:|n Move one step cloer to a target.|/"
"|wWithdraw:|n Move one step away from a target.|/"
"|wPass:|n Pass your turn without further action.|/"
"|wStatus:|n View current HP and ranges to other targets.|/"
"|wDisengage:|n End your turn and attempt to end combat.|/"
)
else:
super().func() # Call the default help command
class BattleCmdSet(default_cmds.CharacterCmdSet):

View file

@ -108,53 +108,54 @@ class TestTurnBattleBasicFunc(BaseEvenniaTest):
def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.testroom.delete()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
# Test combat functions
def test_tbbasicfunc(self):
# Initiative roll
initiative = tb_basic.roll_init(self.attacker)
initiative = tb_basic.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_basic.get_attack(self.attacker, self.defender)
attack_roll = tb_basic.COMBAT_RULES.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_basic.get_defense(self.attacker, self.defender)
defense_roll = tb_basic.COMBAT_RULES.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_basic.get_damage(self.attacker, self.defender)
damage_roll = tb_basic.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
self.defender.db.hp = 10
tb_basic.apply_damage(self.defender, 3)
tb_basic.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_basic.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
tb_basic.COMBAT_RULES.resolve_attack(self.attacker, self.defender,
attack_value=20, defense_value=10)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_basic.combat_cleanup(self.attacker)
tb_basic.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_basic.is_in_combat(self.attacker))
self.assertFalse(tb_basic.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_basic.TBBasicTurnHandler)
self.turnhandler = self.attacker.db.combat_TurnHandler
self.assertTrue(self.attacker.db.combat_TurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_basic.is_turn(self.attacker))
self.assertTrue(tb_basic.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_basic.spend_action(self.attacker, 1, action_name="Test")
tb_basic.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
@ -201,53 +202,53 @@ class TestTurnBattleEquipFunc(BaseEvenniaTest):
def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.testroom.delete()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
# Test the combat functions in tb_equip too. They work mostly the same.
def test_tbequipfunc(self):
# Initiative roll
initiative = tb_equip.roll_init(self.attacker)
initiative = tb_equip.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_equip.get_attack(self.attacker, self.defender)
attack_roll = tb_equip.COMBAT_RULES.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= -50 and attack_roll <= 150)
# Defense roll
defense_roll = tb_equip.get_defense(self.attacker, self.defender)
defense_roll = tb_equip.COMBAT_RULES.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_equip.get_damage(self.attacker, self.defender)
damage_roll = tb_equip.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 0 and damage_roll <= 50)
# Apply damage
self.defender.db.hp = 10
tb_equip.apply_damage(self.defender, 3)
tb_equip.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_equip.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
tb_equip.COMBAT_RULES.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_equip.combat_cleanup(self.attacker)
tb_equip.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_equip.is_in_combat(self.attacker))
self.assertFalse(tb_equip.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_equip.TBEquipTurnHandler)
self.turnhandler = self.attacker.db.combat_TurnHandler
self.assertTrue(self.attacker.db.combat_TurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_equip.is_turn(self.attacker))
self.assertTrue(tb_equip.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_equip.spend_action(self.attacker, 1, action_name="Test")
tb_equip.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
@ -293,55 +294,57 @@ class TestTurnBattleRangeFunc(BaseEvenniaTest):
def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.testroom.delete()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
# Test combat functions in tb_range too.
def test_tbrangefunc(self):
# Initiative roll
initiative = tb_range.roll_init(self.attacker)
initiative = tb_range.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_range.get_attack(self.attacker, self.defender, "test")
attack_roll = tb_range.COMBAT_RULES.get_attack(self.attacker, self.defender,
attack_type="test")
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_range.get_defense(self.attacker, self.defender, "test")
defense_roll = tb_range.COMBAT_RULES.get_defense(self.attacker, self.defender,
attack_type="test")
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_range.get_damage(self.attacker, self.defender)
damage_roll = tb_range.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
self.defender.db.hp = 10
tb_range.apply_damage(self.defender, 3)
tb_range.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_range.resolve_attack(
self.attacker, self.defender, "test", attack_value=20, defense_value=10
tb_range.COMBAT_RULES.resolve_attack(
self.attacker, self.defender, attack_type="test", attack_value=20, defense_value=10
)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_range.combat_cleanup(self.attacker)
tb_range.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_range.is_in_combat(self.attacker))
self.assertFalse(tb_range.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_range.TBRangeTurnHandler)
self.turnhandler = self.attacker.db.combat_TurnHandler
self.assertTrue(self.attacker.db.combat_TurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_range.is_turn(self.attacker))
self.assertTrue(tb_range.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_range.spend_action(self.attacker, 1, action_name="Test")
tb_range.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
@ -359,7 +362,7 @@ class TestTurnBattleRangeFunc(BaseEvenniaTest):
# Start turn
self.defender.db.Combat_ActionsLeft = 0
self.turnhandler.start_turn(self.defender)
self.assertTrue(self.defender.db.Combat_ActionsLeft == 2)
self.assertEqual(self.defender.db.Combat_ActionsLeft, 2)
# Next turn
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
@ -378,13 +381,13 @@ class TestTurnBattleRangeFunc(BaseEvenniaTest):
self.assertTrue(self.turnhandler.db.turn == 1)
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
# Now, test for approach/withdraw functions
self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 1)
self.assertTrue(tb_range.COMBAT_RULES.get_range(self.attacker, self.defender) == 1)
# Approach
tb_range.approach(self.attacker, self.defender)
self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 0)
tb_range.COMBAT_RULES.approach(self.attacker, self.defender)
self.assertTrue(tb_range.COMBAT_RULES.get_range(self.attacker, self.defender) == 0)
# Withdraw
tb_range.withdraw(self.attacker, self.defender)
self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 1)
tb_range.COMBAT_RULES.withdraw(self.attacker, self.defender)
self.assertTrue(tb_range.COMBAT_RULES.get_range(self.attacker, self.defender) == 1)
class TestTurnBattleItemsFunc(BaseEvenniaTest):
@ -407,54 +410,55 @@ class TestTurnBattleItemsFunc(BaseEvenniaTest):
def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.testroom.delete()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.user.delete()
self.testroom.delete()
# Test functions in tb_items.
def test_tbitemsfunc(self):
# Initiative roll
initiative = tb_items.roll_init(self.attacker)
initiative = tb_items.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_items.get_attack(self.attacker, self.defender)
attack_roll = tb_items.COMBAT_RULES.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_items.get_defense(self.attacker, self.defender)
defense_roll = tb_items.COMBAT_RULES.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_items.get_damage(self.attacker, self.defender)
damage_roll = tb_items.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
self.defender.db.hp = 10
tb_items.apply_damage(self.defender, 3)
tb_items.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_items.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
tb_items.COMBAT_RULES.resolve_attack(self.attacker, self.defender, attack_value=20,
defense_value=10)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_items.combat_cleanup(self.attacker)
tb_items.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_items.is_in_combat(self.attacker))
self.assertFalse(tb_items.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_items.TBItemsTurnHandler)
self.turnhandler = self.attacker.db.combat_TurnHandler
self.assertTrue(self.attacker.db.combat_TurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_items.is_turn(self.attacker))
self.assertTrue(tb_items.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_items.spend_action(self.attacker, 1, action_name="Test")
tb_items.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
@ -485,29 +489,29 @@ class TestTurnBattleItemsFunc(BaseEvenniaTest):
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
# Now time to test item stuff.
# Spend item use
tb_items.spend_item_use(self.test_healpotion, self.user)
tb_items.COMBAT_RULES.spend_item_use(self.test_healpotion, self.user)
self.assertTrue(self.test_healpotion.db.item_uses == 2)
# Use item
self.user.db.hp = 2
tb_items.use_item(self.user, self.test_healpotion, self.user)
tb_items.COMBAT_RULES.use_item(self.user, self.test_healpotion, self.user)
self.assertTrue(self.user.db.hp > 2)
# Add contition
tb_items.add_condition(self.user, self.user, "Test", 5)
tb_items.COMBAT_RULES.add_condition(self.user, self.user, "Test", 5)
self.assertTrue(self.user.db.conditions == {"Test": [5, self.user]})
# Condition tickdown
tb_items.condition_tickdown(self.user, self.user)
self.assertTrue(self.user.db.conditions == {"Test": [4, self.user]})
tb_items.COMBAT_RULES.condition_tickdown(self.user, self.user)
self.assertEqual(self.user.db.conditions, {"Test": [4, self.user]})
# Test item functions now!
# Item heal
self.user.db.hp = 2
tb_items.itemfunc_heal(self.test_healpotion, self.user, self.user)
tb_items.COMBAT_RULES.itemfunc_heal(self.test_healpotion, self.user, self.user)
# Item add condition
self.user.db.conditions = {}
tb_items.itemfunc_add_condition(self.test_healpotion, self.user, self.user)
tb_items.COMBAT_RULES.itemfunc_add_condition(self.test_healpotion, self.user, self.user)
self.assertTrue(self.user.db.conditions == {"Regeneration": [5, self.user]})
# Item cure condition
self.user.db.conditions = {"Poisoned": [5, self.user]}
tb_items.itemfunc_cure_condition(self.test_healpotion, self.user, self.user)
tb_items.COMBAT_RULES.itemfunc_cure_condition(self.test_healpotion, self.user, self.user)
self.assertTrue(self.user.db.conditions == {})
@ -526,53 +530,54 @@ class TestTurnBattleMagicFunc(BaseEvenniaTest):
def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.testroom.delete()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
# Test combat functions in tb_magic.
def test_tbbasicfunc(self):
# Initiative roll
initiative = tb_magic.roll_init(self.attacker)
initiative = tb_magic.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_magic.get_attack(self.attacker, self.defender)
attack_roll = tb_magic.COMBAT_RULES.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_magic.get_defense(self.attacker, self.defender)
defense_roll = tb_magic.COMBAT_RULES.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_magic.get_damage(self.attacker, self.defender)
damage_roll = tb_magic.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
self.defender.db.hp = 10
tb_magic.apply_damage(self.defender, 3)
tb_magic.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_magic.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
tb_magic.COMBAT_RULES.resolve_attack(self.attacker, self.defender, attack_value=20,
defense_value=10)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_magic.combat_cleanup(self.attacker)
tb_magic.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_magic.is_in_combat(self.attacker))
self.assertFalse(tb_magic.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_magic.TBMagicTurnHandler)
self.turnhandler = self.attacker.db.combat_TurnHandler
self.assertTrue(self.attacker.db.combat_TurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_magic.is_turn(self.attacker))
self.assertTrue(tb_magic.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_magic.spend_action(self.attacker, 1, action_name="Test")
tb_magic.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat