Some minor adjustments for pep8.
This commit is contained in:
parent
005923ee72
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1 changed files with 192 additions and 169 deletions
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@ -51,6 +51,8 @@ from evennia.commands.default.help import CmdHelp
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COMBAT FUNCTIONS START HERE
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COMBAT FUNCTIONS START HERE
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
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"""
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"""
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def roll_init(character):
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def roll_init(character):
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"""
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"""
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Rolls a number between 1-1000 to determine initiative.
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Rolls a number between 1-1000 to determine initiative.
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@ -75,7 +77,8 @@ def roll_init(character):
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This way, characters with a higher dexterity will go first more often.
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This way, characters with a higher dexterity will go first more often.
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"""
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"""
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return randint(1,1000)
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return randint(1, 1000)
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def get_attack(attacker, defender):
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def get_attack(attacker, defender):
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"""
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"""
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@ -101,6 +104,7 @@ def get_attack(attacker, defender):
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attack_value = randint(1, 100)
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attack_value = randint(1, 100)
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return attack_value
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return attack_value
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def get_defense(attacker, defender):
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def get_defense(attacker, defender):
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"""
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"""
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Returns a value for defense, which an attack roll must equal or exceed in order
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Returns a value for defense, which an attack roll must equal or exceed in order
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@ -124,6 +128,7 @@ def get_defense(attacker, defender):
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defense_value = 50
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defense_value = 50
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return defense_value
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return defense_value
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def get_damage(attacker, defender):
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def get_damage(attacker, defender):
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"""
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"""
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Returns a value for damage to be deducted from the defender's HP after abilities
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Returns a value for damage to be deducted from the defender's HP after abilities
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@ -147,6 +152,7 @@ def get_damage(attacker, defender):
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damage_value = randint(15, 25)
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damage_value = randint(15, 25)
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return damage_value
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return damage_value
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def apply_damage(defender, damage):
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def apply_damage(defender, damage):
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"""
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"""
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Applies damage to a target, reducing their HP by the damage amount to a
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Applies damage to a target, reducing their HP by the damage amount to a
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@ -156,11 +162,12 @@ def apply_damage(defender, damage):
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defender (obj): Character taking damage
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defender (obj): Character taking damage
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damage (int): Amount of damage being taken
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damage (int): Amount of damage being taken
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"""
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"""
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defender.db.hp -= damage # Reduce defender's HP by the damage dealt.
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defender.db.hp -= damage # Reduce defender's HP by the damage dealt.
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# If this reduces it to 0 or less, set HP to 0.
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# If this reduces it to 0 or less, set HP to 0.
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if defender.db.hp <= 0:
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if defender.db.hp <= 0:
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defender.db.hp = 0
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defender.db.hp = 0
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def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
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def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
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"""
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"""
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Resolves an attack and outputs the result.
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Resolves an attack and outputs the result.
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@ -184,14 +191,15 @@ def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
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if attack_value < defense_value:
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if attack_value < defense_value:
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attacker.location.msg_contents("%s's attack misses %s!" % (attacker, defender))
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attacker.location.msg_contents("%s's attack misses %s!" % (attacker, defender))
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else:
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else:
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damage_value = get_damage(attacker, defender) # Calculate damage value.
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damage_value = get_damage(attacker, defender) # Calculate damage value.
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# Announce damage dealt and apply damage.
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# Announce damage dealt and apply damage.
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attacker.location.msg_contents("%s hits %s for %i damage!" % (attacker, defender, damage_value))
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attacker.location.msg_contents("%s hits %s for %i damage!" % (attacker, defender, damage_value))
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apply_damage (defender, damage_value)
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apply_damage(defender, damage_value)
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# If defender HP is reduced to 0 or less, announce defeat.
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# If defender HP is reduced to 0 or less, announce defeat.
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if defender.db.hp <= 0:
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if defender.db.hp <= 0:
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attacker.location.msg_contents("%s has been defeated!" % defender)
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attacker.location.msg_contents("%s has been defeated!" % defender)
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def combat_cleanup(character):
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def combat_cleanup(character):
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"""
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"""
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Cleans up all the temporary combat-related attributes on a character.
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Cleans up all the temporary combat-related attributes on a character.
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@ -204,8 +212,9 @@ def combat_cleanup(character):
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longer needed once a fight ends.
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longer needed once a fight ends.
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"""
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"""
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for attr in character.attributes.all():
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for attr in character.attributes.all():
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if attr.key[:7] == "combat_": # If the attribute name starts with 'combat_'...
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if attr.key[:7] == "combat_": # If the attribute name starts with 'combat_'...
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character.attributes.remove(key=attr.key) # ...then delete it!
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character.attributes.remove(key=attr.key) # ...then delete it!
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def is_in_combat(character):
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def is_in_combat(character):
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"""
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"""
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@ -221,6 +230,7 @@ def is_in_combat(character):
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return True
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return True
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return False
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return False
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def is_turn(character):
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def is_turn(character):
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"""
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"""
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Returns true if it's currently the given character's turn in combat.
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Returns true if it's currently the given character's turn in combat.
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@ -237,6 +247,7 @@ def is_turn(character):
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return True
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return True
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return False
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return False
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def spend_action(character, actions, action_name=None):
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def spend_action(character, actions, action_name=None):
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"""
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"""
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Spends a character's available combat actions and checks for end of turn.
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Spends a character's available combat actions and checks for end of turn.
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@ -251,13 +262,13 @@ def spend_action(character, actions, action_name=None):
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"""
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"""
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if action_name:
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if action_name:
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character.db.Combat_LastAction = action_name
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character.db.Combat_LastAction = action_name
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if actions == 'all': # If spending all actions
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if actions == 'all': # If spending all actions
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character.db.Combat_ActionsLeft = 0 # Set actions to 0
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character.db.Combat_ActionsLeft = 0 # Set actions to 0
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else:
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else:
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character.db.Combat_ActionsLeft -= actions # Use up actions.
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character.db.Combat_ActionsLeft -= actions # Use up actions.
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if character.db.Combat_ActionsLeft < 0:
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if character.db.Combat_ActionsLeft < 0:
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character.db.Combat_ActionsLeft = 0 # Can't have fewer than 0 actions
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character.db.Combat_ActionsLeft = 0 # Can't have fewer than 0 actions
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character.db.Combat_TurnHandler.turn_end_check(character) # Signal potential end of turn.
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character.db.Combat_TurnHandler.turn_end_check(character) # Signal potential end of turn.
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"""
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"""
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@ -266,6 +277,7 @@ CHARACTER TYPECLASS
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
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"""
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"""
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class BattleCharacter(DefaultCharacter):
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class BattleCharacter(DefaultCharacter):
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"""
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"""
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A character able to participate in turn-based combat. Has attributes for current
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A character able to participate in turn-based combat. Has attributes for current
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@ -277,8 +289,8 @@ class BattleCharacter(DefaultCharacter):
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Called once, when this object is first created. This is the
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Called once, when this object is first created. This is the
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normal hook to overload for most object types.
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normal hook to overload for most object types.
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"""
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"""
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self.db.max_hp = 100 # Set maximum HP to 100
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self.db.max_hp = 100 # Set maximum HP to 100
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self.db.hp = self.db.max_hp # Set current HP to maximum
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self.db.hp = self.db.max_hp # Set current HP to maximum
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"""
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"""
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Adds attributes for a character's current and maximum HP.
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Adds attributes for a character's current and maximum HP.
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We're just going to set this value at '100' by default.
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We're just going to set this value at '100' by default.
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@ -286,6 +298,7 @@ class BattleCharacter(DefaultCharacter):
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You may want to expand this to include various 'stats' that
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You may want to expand this to include various 'stats' that
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can be changed at creation and factor into combat calculations.
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can be changed at creation and factor into combat calculations.
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"""
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"""
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def at_before_move(self, destination):
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def at_before_move(self, destination):
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"""
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"""
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Called just before starting to move this object to
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Called just before starting to move this object to
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@ -305,17 +318,20 @@ class BattleCharacter(DefaultCharacter):
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# Keep the character from moving if at 0 HP or in combat.
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# Keep the character from moving if at 0 HP or in combat.
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if is_in_combat(self):
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if is_in_combat(self):
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self.msg("You can't exit a room while in combat!")
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self.msg("You can't exit a room while in combat!")
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return False # Returning false keeps the character from moving.
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return False # Returning false keeps the character from moving.
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if self.db.HP <= 0:
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if self.db.HP <= 0:
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self.msg("You can't move, you've been defeated!")
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self.msg("You can't move, you've been defeated!")
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return False
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return False
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return True
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return True
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"""
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"""
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
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COMMANDS START HERE
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COMMANDS START HERE
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
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"""
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"""
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class CmdFight(Command):
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class CmdFight(Command):
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"""
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"""
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Starts a fight with everyone in the same room as you.
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Starts a fight with everyone in the same room as you.
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@ -337,26 +353,28 @@ class CmdFight(Command):
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here = self.caller.location
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here = self.caller.location
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fighters = []
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fighters = []
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if not self.caller.db.hp: # If you don't have any hp
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if not self.caller.db.hp: # If you don't have any hp
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self.caller.msg("You can't start a fight if you've been defeated!")
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self.caller.msg("You can't start a fight if you've been defeated!")
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return
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return
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if is_in_combat(self.caller): # Already in a fight
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if is_in_combat(self.caller): # Already in a fight
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self.caller.msg("You're already in a fight!")
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self.caller.msg("You're already in a fight!")
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return
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return
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for thing in here.contents: # Test everything in the room to add it to the fight.
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for thing in here.contents: # Test everything in the room to add it to the fight.
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if thing.db.HP: # If the object has HP...
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if thing.db.HP: # If the object has HP...
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fighters.append(thing) # ...then add it to the fight.
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fighters.append(thing) # ...then add it to the fight.
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if len(fighters) <= 1: # If you're the only able fighter in the room
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if len(fighters) <= 1: # If you're the only able fighter in the room
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self.caller.msg("There's nobody here to fight!")
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self.caller.msg("There's nobody here to fight!")
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return
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return
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if here.db.Combat_TurnHandler: # If there's already a fight going on...
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if here.db.Combat_TurnHandler: # If there's already a fight going on...
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here.msg_contents("%s joins the fight!" % self.caller)
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here.msg_contents("%s joins the fight!" % self.caller)
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here.db.Combat_TurnHandler.join_fight(self.caller) # Join the fight!
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here.db.Combat_TurnHandler.join_fight(self.caller) # Join the fight!
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return
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return
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here.msg_contents("%s starts a fight!" % self.caller)
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here.msg_contents("%s starts a fight!" % self.caller)
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here.scripts.add("contrib.turnbattle.TurnHandler") # Add a turn handler script to the room, which starts combat.
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# Add a turn handler script to the room, which starts combat.
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here.scripts.add("contrib.turnbattle.TurnHandler")
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# Remember you'll have to change the path to the script if you copy this code to your own modules!
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# Remember you'll have to change the path to the script if you copy this code to your own modules!
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class CmdAttack(Command):
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class CmdAttack(Command):
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"""
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"""
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Attacks another character.
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Attacks another character.
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"This performs the actual command."
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"This performs the actual command."
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"Set the attacker to the caller and the defender to the target."
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"Set the attacker to the caller and the defender to the target."
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if not is_in_combat(self.caller): # If not in combat, can't attack.
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if not is_in_combat(self.caller): # If not in combat, can't attack.
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self.caller.msg("You can only do that in combat. (see: help fight)")
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self.caller.msg("You can only do that in combat. (see: help fight)")
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return
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return
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if not is_turn(self.caller): # If it's not your turn, can't attack.
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if not is_turn(self.caller): # If it's not your turn, can't attack.
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self.caller.msg("You can only do that on your turn.")
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self.caller.msg("You can only do that on your turn.")
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return
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return
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if not self.caller.db.hp: # Can't attack if you have no HP.
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if not self.caller.db.hp: # Can't attack if you have no HP.
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self.caller.msg("You can't attack, you've been defeated.")
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self.caller.msg("You can't attack, you've been defeated.")
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return
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return
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attacker = self.caller
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attacker = self.caller
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defender = self.caller.search(self.args)
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defender = self.caller.search(self.args)
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if not defender: # No valid target given.
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if not defender: # No valid target given.
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return
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return
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if not defender.db.hp: # Target object has no HP left or to begin with
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if not defender.db.hp: # Target object has no HP left or to begin with
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self.caller.msg("You can't fight that!")
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self.caller.msg("You can't fight that!")
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return
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return
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if attacker == defender: # Target and attacker are the same
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if attacker == defender: # Target and attacker are the same
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self.caller.msg("You can't attack yourself!")
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self.caller.msg("You can't attack yourself!")
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return
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return
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"If everything checks out, call the attack resolving function."
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"If everything checks out, call the attack resolving function."
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resolve_attack(attacker, defender)
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resolve_attack(attacker, defender)
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spend_action(self.caller, 1, action_name="attack") # Use up one action.
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spend_action(self.caller, 1, action_name="attack") # Use up one action.
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class CmdPass(Command):
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class CmdPass(Command):
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"""
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"""
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"""
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"""
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This performs the actual command.
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This performs the actual command.
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"""
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"""
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if not is_in_combat(self.caller): # Can only pass a turn in combat.
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if not is_in_combat(self.caller): # Can only pass a turn in combat.
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self.caller.msg("You can only do that in combat. (see: help fight)")
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self.caller.msg("You can only do that in combat. (see: help fight)")
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return
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return
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if not is_turn(self.caller): # Can only pass if it's your turn.
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if not is_turn(self.caller): # Can only pass if it's your turn.
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self.caller.msg("You can only do that on your turn.")
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self.caller.msg("You can only do that on your turn.")
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return
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return
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self.caller.location.msg_contents("%s takes no further action, passing the turn." % self.caller)
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self.caller.location.msg_contents("%s takes no further action, passing the turn." % self.caller)
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spend_action(self.caller, 'all', action_name="pass") # Spend all remaining actions.
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spend_action(self.caller, 'all', action_name="pass") # Spend all remaining actions.
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class CmdDisengage(Command):
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class CmdDisengage(Command):
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"""
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"""
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"""
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"""
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This performs the actual command.
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This performs the actual command.
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"""
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"""
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if not is_in_combat(self.caller): # If you're not in combat
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if not is_in_combat(self.caller): # If you're not in combat
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self.caller.msg("You can only do that in combat. (see: help fight)")
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self.caller.msg("You can only do that in combat. (see: help fight)")
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return
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return
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if not is_turn(self.caller): # If it's not your turn
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if not is_turn(self.caller): # If it's not your turn
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self.caller.msg("You can only do that on your turn.")
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self.caller.msg("You can only do that on your turn.")
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return
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return
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self.caller.location.msg_contents("%s disengages, ready to stop fighting." % self.caller)
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self.caller.location.msg_contents("%s disengages, ready to stop fighting." % self.caller)
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spend_action(self.caller, 'all', action_name="disengage") # Spend all remaining actions.
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spend_action(self.caller, 'all', action_name="disengage") # Spend all remaining actions.
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"""
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"""
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The action_name kwarg sets the character's last action to "disengage", which is checked by
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The action_name kwarg sets the character's last action to "disengage", which is checked by
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the turn handler script to see if all fighters have disengaged.
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the turn handler script to see if all fighters have disengaged.
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"""
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"""
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class CmdRest(Command):
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class CmdRest(Command):
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"""
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"""
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Recovers damage.
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Recovers damage.
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@ -487,16 +508,17 @@ class CmdRest(Command):
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def func(self):
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def func(self):
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"This performs the actual command."
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"This performs the actual command."
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if is_in_combat(self.caller): # If you're in combat
|
if is_in_combat(self.caller): # If you're in combat
|
||||||
self.caller.msg("You can't rest while you're in combat.")
|
self.caller.msg("You can't rest while you're in combat.")
|
||||||
return
|
return
|
||||||
|
|
||||||
self.caller.db.hp = self.caller.db.max_hp # Set current HP to maximum
|
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)
|
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.
|
You'll probably want to replace this with your own system for recovering HP.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
|
|
||||||
class CmdCombatHelp(CmdHelp):
|
class CmdCombatHelp(CmdHelp):
|
||||||
"""
|
"""
|
||||||
View help or a list of topics
|
View help or a list of topics
|
||||||
|
|
@ -513,13 +535,14 @@ class CmdCombatHelp(CmdHelp):
|
||||||
# tips on combat when used in a fight with no arguments.
|
# tips on combat when used in a fight with no arguments.
|
||||||
|
|
||||||
def func(self):
|
def func(self):
|
||||||
if is_in_combat(self.caller) and not self.args: # In combat and entered 'help' alone
|
if is_in_combat(self.caller) and not self.args: # In combat and entered 'help' alone
|
||||||
self.caller.msg("Available combat commands:|/"+
|
self.caller.msg("Available combat commands:|/" +
|
||||||
"|wAttack:|n Attack a target, attempting to deal damage.|/"+
|
"|wAttack:|n Attack a target, attempting to deal damage.|/" +
|
||||||
"|wPass:|n Pass your turn without further action.|/"+
|
"|wPass:|n Pass your turn without further action.|/" +
|
||||||
"|wDisengage:|n End your turn and attempt to end combat.|/")
|
"|wDisengage:|n End your turn and attempt to end combat.|/")
|
||||||
else:
|
else:
|
||||||
super(CmdCombatHelp, self).func() # Call the default help command
|
super(CmdCombatHelp, self).func() # Call the default help command
|
||||||
|
|
||||||
|
|
||||||
class BattleCmdSet(default_cmds.CharacterCmdSet):
|
class BattleCmdSet(default_cmds.CharacterCmdSet):
|
||||||
"""
|
"""
|
||||||
|
|
@ -538,12 +561,14 @@ class BattleCmdSet(default_cmds.CharacterCmdSet):
|
||||||
self.add(CmdDisengage())
|
self.add(CmdDisengage())
|
||||||
self.add(CmdCombatHelp())
|
self.add(CmdCombatHelp())
|
||||||
|
|
||||||
|
|
||||||
"""
|
"""
|
||||||
----------------------------------------------------------------------------
|
----------------------------------------------------------------------------
|
||||||
SCRIPTS START HERE
|
SCRIPTS START HERE
|
||||||
----------------------------------------------------------------------------
|
----------------------------------------------------------------------------
|
||||||
"""
|
"""
|
||||||
|
|
||||||
|
|
||||||
class TurnHandler(DefaultScript):
|
class TurnHandler(DefaultScript):
|
||||||
"""
|
"""
|
||||||
This is the script that handles the progression of combat through turns.
|
This is the script that handles the progression of combat through turns.
|
||||||
|
|
@ -561,7 +586,7 @@ class TurnHandler(DefaultScript):
|
||||||
Called once, when the script is created.
|
Called once, when the script is created.
|
||||||
"""
|
"""
|
||||||
self.key = "Combat Turn Handler"
|
self.key = "Combat Turn Handler"
|
||||||
self.interval = 5 # Once every 5 seconds
|
self.interval = 5 # Once every 5 seconds
|
||||||
self.persistent = True
|
self.persistent = True
|
||||||
self.db.fighters = []
|
self.db.fighters = []
|
||||||
|
|
||||||
|
|
@ -585,36 +610,35 @@ class TurnHandler(DefaultScript):
|
||||||
# Announce the turn order.
|
# Announce the turn order.
|
||||||
self.obj.msg_contents("Turn order is: %s " % ", ".join(obj.key for obj in self.db.fighters))
|
self.obj.msg_contents("Turn order is: %s " % ", ".join(obj.key for obj in self.db.fighters))
|
||||||
|
|
||||||
#Set up the current turn and turn timeout delay.
|
# Set up the current turn and turn timeout delay.
|
||||||
self.db.turn = 0
|
self.db.turn = 0
|
||||||
self.db.timer = 30 # 30 seconds
|
self.db.timer = 30 # 30 seconds
|
||||||
|
|
||||||
def at_stop(self):
|
def at_stop(self):
|
||||||
"""
|
"""
|
||||||
Called at script termination.
|
Called at script termination.
|
||||||
"""
|
"""
|
||||||
for fighter in self.db.fighters:
|
for fighter in self.db.fighters:
|
||||||
combat_cleanup(fighter) #Clean up the combat attributes for every fighter.
|
combat_cleanup(fighter) # Clean up the combat attributes for every fighter.
|
||||||
self.obj.db.Combat_TurnHandler = None # Remove reference to turn handler in location
|
self.obj.db.Combat_TurnHandler = None # Remove reference to turn handler in location
|
||||||
|
|
||||||
def at_repeat(self):
|
def at_repeat(self):
|
||||||
"""
|
"""
|
||||||
Called once every self.interval seconds.
|
Called once every self.interval seconds.
|
||||||
"""
|
"""
|
||||||
currentchar = self.db.fighters[self.db.turn] # Note the current character in the turn order.
|
currentchar = self.db.fighters[self.db.turn] # Note the current character in the turn order.
|
||||||
self.db.timer -= self.interval # Count down the timer.
|
self.db.timer -= self.interval # Count down the timer.
|
||||||
|
|
||||||
if self.db.timer <= 0:
|
if self.db.timer <= 0:
|
||||||
# Force current character to disengage if timer runs out.
|
# Force current character to disengage if timer runs out.
|
||||||
self.obj.msg_contents("%s's turn timed out!" % currentchar)
|
self.obj.msg_contents("%s's turn timed out!" % currentchar)
|
||||||
spend_action(currentchar, 'all', action_name="disengage") # Spend all remaining actions.
|
spend_action(currentchar, 'all', action_name="disengage") # Spend all remaining actions.
|
||||||
return
|
return
|
||||||
elif self.db.timer <= 10 and not self.db.timeout_warning_given: # 10 seconds left
|
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.
|
# Warn the current character if they're about to time out.
|
||||||
currentchar.msg("WARNING: About to time out!")
|
currentchar.msg("WARNING: About to time out!")
|
||||||
self.db.timeout_warning_given = True
|
self.db.timeout_warning_given = True
|
||||||
|
|
||||||
|
|
||||||
def initialize_for_combat(self, character):
|
def initialize_for_combat(self, character):
|
||||||
"""
|
"""
|
||||||
Prepares a character for combat when starting or entering a fight.
|
Prepares a character for combat when starting or entering a fight.
|
||||||
|
|
@ -622,10 +646,10 @@ class TurnHandler(DefaultScript):
|
||||||
Args:
|
Args:
|
||||||
character (obj): Character to initialize for combat.
|
character (obj): Character to initialize for combat.
|
||||||
"""
|
"""
|
||||||
combat_cleanup(character) # Clean up leftover combat attributes beforehand, just in case.
|
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_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_TurnHandler = self # Add a reference to this turn handler script to the character
|
||||||
character.db.Combat_LastAction = "null" # Track last action taken in combat
|
character.db.Combat_LastAction = "null" # Track last action taken in combat
|
||||||
|
|
||||||
def start_turn(self, character):
|
def start_turn(self, character):
|
||||||
"""
|
"""
|
||||||
|
|
@ -642,7 +666,7 @@ class TurnHandler(DefaultScript):
|
||||||
separated for movement, by adding "character.db.Combat_MovesLeft = 3" or
|
separated for movement, by adding "character.db.Combat_MovesLeft = 3" or
|
||||||
something similar.
|
something similar.
|
||||||
"""
|
"""
|
||||||
character.db.Combat_ActionsLeft = 1 # 1 action per turn.
|
character.db.Combat_ActionsLeft = 1 # 1 action per turn.
|
||||||
# Prompt the character for their turn and give some information.
|
# 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)
|
character.msg("|wIt's your turn! You have %i HP remaining.|n" % character.db.hp)
|
||||||
|
|
||||||
|
|
@ -654,37 +678,36 @@ class TurnHandler(DefaultScript):
|
||||||
# Check to see if every character disengaged as their last action. If so, end combat.
|
# Check to see if every character disengaged as their last action. If so, end combat.
|
||||||
disengage_check = True
|
disengage_check = True
|
||||||
for fighter in self.db.fighters:
|
for fighter in self.db.fighters:
|
||||||
if fighter.db.Combat_LastAction != "disengage": # If a character has done anything but disengage
|
if fighter.db.Combat_LastAction != "disengage": # If a character has done anything but disengage
|
||||||
disengage_check = False
|
disengage_check = False
|
||||||
if disengage_check == True: # All characters have disengaged
|
if disengage_check: # All characters have disengaged
|
||||||
self.obj.msg_contents("All fighters have disengaged! Combat is over!")
|
self.obj.msg_contents("All fighters have disengaged! Combat is over!")
|
||||||
self.stop() # Stop this script and end combat.
|
self.stop() # Stop this script and end combat.
|
||||||
return
|
return
|
||||||
|
|
||||||
# Check to see if only one character is left standing. If so, end combat.
|
# Check to see if only one character is left standing. If so, end combat.
|
||||||
defeated_characters = 0
|
defeated_characters = 0
|
||||||
for fighter in self.db.fighters:
|
for fighter in self.db.fighters:
|
||||||
if fighter.db.HP == 0:
|
if fighter.db.HP == 0:
|
||||||
defeated_characters += 1 # Add 1 for every fighter with 0 HP left (defeated)
|
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
|
if defeated_characters == (len(self.db.fighters) - 1): # If only one character isn't defeated
|
||||||
for fighter in self.db.fighters:
|
for fighter in self.db.fighters:
|
||||||
if fighter.db.HP != 0:
|
if fighter.db.HP != 0:
|
||||||
LastStanding = fighter # Pick the one fighter left with HP remaining
|
LastStanding = fighter # Pick the one fighter left with HP remaining
|
||||||
self.obj.msg_contents("Only %s remains! Combat is over!" % LastStanding)
|
self.obj.msg_contents("Only %s remains! Combat is over!" % LastStanding)
|
||||||
self.stop() # Stop this script and end combat.
|
self.stop() # Stop this script and end combat.
|
||||||
return
|
return
|
||||||
|
|
||||||
# Cycle to the next turn.
|
# Cycle to the next turn.
|
||||||
currentchar = self.db.fighters[self.db.turn]
|
currentchar = self.db.fighters[self.db.turn]
|
||||||
self.db.turn += 1 # Go to the next in the turn order.
|
self.db.turn += 1 # Go to the next in the turn order.
|
||||||
if self.db.turn > len(self.db.fighters) - 1:
|
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.
|
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
|
newchar = self.db.fighters[self.db.turn] # Note the new character
|
||||||
self.db.timer = 30 + self.time_until_next_repeat() # Reset the timer.
|
self.db.timer = 30 + self.time_until_next_repeat() # Reset the timer.
|
||||||
self.db.timeout_warning_given = False # Reset the timeout warning.
|
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.obj.msg_contents("%s's turn ends - %s's turn begins!" % (currentchar, newchar))
|
||||||
self.start_turn(newchar) # Start the new character's turn.
|
self.start_turn(newchar) # Start the new character's turn.
|
||||||
|
|
||||||
|
|
||||||
def turn_end_check(self, character):
|
def turn_end_check(self, character):
|
||||||
"""
|
"""
|
||||||
|
|
@ -693,7 +716,7 @@ class TurnHandler(DefaultScript):
|
||||||
Args:
|
Args:
|
||||||
character (obj): Character to test for end of turn
|
character (obj): Character to test for end of turn
|
||||||
"""
|
"""
|
||||||
if not character.db.Combat_ActionsLeft: # Character has no actions remaining
|
if not character.db.Combat_ActionsLeft: # Character has no actions remaining
|
||||||
self.next_turn()
|
self.next_turn()
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue