Some minor adjustments for pep8.

This commit is contained in:
Griatch 2017-04-08 19:28:29 +02:00
parent 005923ee72
commit 59f491eab4

View file

@ -25,7 +25,7 @@ And change your game's character typeclass to inherit from BattleCharacter
instead of the default: instead of the default:
class Character(BattleCharacter): class Character(BattleCharacter):
Next, import this module into your default_cmdsets.py module: Next, import this module into your default_cmdsets.py module:
from evennia.contrib import turnbattle from evennia.contrib import turnbattle
@ -51,48 +51,51 @@ from evennia.commands.default.help import CmdHelp
COMBAT FUNCTIONS START HERE COMBAT FUNCTIONS START HERE
---------------------------------------------------------------------------- ----------------------------------------------------------------------------
""" """
def roll_init(character): def roll_init(character):
""" """
Rolls a number between 1-1000 to determine initiative. Rolls a number between 1-1000 to determine initiative.
Args: Args:
character (obj): The character to determine initiative for character (obj): The character to determine initiative for
Returns: Returns:
initiative (int): The character's place in initiative - higher initiative (int): The character's place in initiative - higher
numbers go first. numbers go first.
Notes: Notes:
By default, does not reference the character and simply returns By default, does not reference the character and simply returns
a random integer from 1 to 1000. a random integer from 1 to 1000.
Since the character is passed to this function, you can easily reference 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 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 character has a 'dexterity' attribute, you can use it to give that character
an advantage in turn order, like so: an advantage in turn order, like so:
return (randint(1,20)) + character.db.dexterity return (randint(1,20)) + character.db.dexterity
This way, characters with a higher dexterity will go first more often. This way, characters with a higher dexterity will go first more often.
""" """
return randint(1,1000) return randint(1, 1000)
def get_attack(attacker, defender): def get_attack(attacker, defender):
""" """
Returns a value for an attack roll. Returns a value for an attack roll.
Args: Args:
attacker (obj): Character doing the attacking attacker (obj): Character doing the attacking
defender (obj): Character being attacked defender (obj): Character being attacked
Returns: Returns:
attack_value (int): Attack roll value, compared against a defense value attack_value (int): Attack roll value, compared against a defense value
to determine whether an attack hits or misses. to determine whether an attack hits or misses.
Notes: Notes:
By default, returns a random integer from 1 to 100 without using any By default, returns a random integer from 1 to 100 without using any
properties from either the attacker or defender. properties from either the attacker or defender.
This can easily be expanded to return a value based on characters stats, This can easily be expanded to return a value based on characters stats,
equipment, and abilities. This is why the attacker and defender are passed equipment, and abilities. This is why the attacker and defender are passed
to this function, even though nothing from either one are used in this example. to this function, even though nothing from either one are used in this example.
@ -100,75 +103,79 @@ def get_attack(attacker, defender):
# For this example, just return a random integer up to 100. # For this example, just return a random integer up to 100.
attack_value = randint(1, 100) attack_value = randint(1, 100)
return attack_value return attack_value
def get_defense(attacker, defender): def get_defense(attacker, defender):
""" """
Returns a value for defense, which an attack roll must equal or exceed in order Returns a value for defense, which an attack roll must equal or exceed in order
for an attack to hit. for an attack to hit.
Args: Args:
attacker (obj): Character doing the attacking attacker (obj): Character doing the attacking
defender (obj): Character being attacked defender (obj): Character being attacked
Returns: Returns:
defense_value (int): Defense value, compared against an attack roll defense_value (int): Defense value, compared against an attack roll
to determine whether an attack hits or misses. to determine whether an attack hits or misses.
Notes: Notes:
By default, returns 50, not taking any properties of the defender or By default, returns 50, not taking any properties of the defender or
attacker into account. attacker into account.
As above, this can be expanded upon based on character stats and equipment. As above, this can be expanded upon based on character stats and equipment.
""" """
# For this example, just return 50, for about a 50/50 chance of hit. # For this example, just return 50, for about a 50/50 chance of hit.
defense_value = 50 defense_value = 50
return defense_value return defense_value
def get_damage(attacker, defender): def get_damage(attacker, defender):
""" """
Returns a value for damage to be deducted from the defender's HP after abilities Returns a value for damage to be deducted from the defender's HP after abilities
successful hit. successful hit.
Args: Args:
attacker (obj): Character doing the attacking attacker (obj): Character doing the attacking
defender (obj): Character being damaged defender (obj): Character being damaged
Returns: Returns:
damage_value (int): Damage value, which is to be deducted from the defending damage_value (int): Damage value, which is to be deducted from the defending
character's HP. character's HP.
Notes: Notes:
By default, returns a random integer from 15 to 25 without using any By default, returns a random integer from 15 to 25 without using any
properties from either the attacker or defender. properties from either the attacker or defender.
Again, this can be expanded upon. Again, this can be expanded upon.
""" """
# For this example, just generate a number between 15 and 25. # For this example, just generate a number between 15 and 25.
damage_value = randint(15, 25) damage_value = randint(15, 25)
return damage_value return damage_value
def apply_damage(defender, damage): def apply_damage(defender, damage):
""" """
Applies damage to a target, reducing their HP by the damage amount to a Applies damage to a target, reducing their HP by the damage amount to a
minimum of 0. minimum of 0.
Args: Args:
defender (obj): Character taking damage defender (obj): Character taking damage
damage (int): Amount of damage being taken damage (int): Amount of damage being taken
""" """
defender.db.hp -= damage # Reduce defender's HP by the damage dealt. 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 this reduces it to 0 or less, set HP to 0.
if defender.db.hp <= 0: if defender.db.hp <= 0:
defender.db.hp = 0 defender.db.hp = 0
def resolve_attack(attacker, defender, attack_value=None, defense_value=None): def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
""" """
Resolves an attack and outputs the result. Resolves an attack and outputs the result.
Args: Args:
attacker (obj): Character doing the attacking attacker (obj): Character doing the attacking
defender (obj): Character being attacked defender (obj): Character being attacked
Notes: Notes:
Even though the attack and defense values are calculated Even though the attack and defense values are calculated
extremely simply, they are separated out into their own functions extremely simply, they are separated out into their own functions
@ -184,18 +191,19 @@ def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
if attack_value < defense_value: if attack_value < defense_value:
attacker.location.msg_contents("%s's attack misses %s!" % (attacker, defender)) attacker.location.msg_contents("%s's attack misses %s!" % (attacker, defender))
else: else:
damage_value = get_damage(attacker, defender) # Calculate damage value. damage_value = get_damage(attacker, defender) # Calculate damage value.
# Announce damage dealt and apply damage. # Announce damage dealt and apply damage.
attacker.location.msg_contents("%s hits %s for %i damage!" % (attacker, defender, damage_value)) attacker.location.msg_contents("%s hits %s for %i damage!" % (attacker, defender, damage_value))
apply_damage (defender, damage_value) apply_damage(defender, damage_value)
# If defender HP is reduced to 0 or less, announce defeat. # If defender HP is reduced to 0 or less, announce defeat.
if defender.db.hp <= 0: if defender.db.hp <= 0:
attacker.location.msg_contents("%s has been defeated!" % defender) attacker.location.msg_contents("%s has been defeated!" % defender)
def combat_cleanup(character): def combat_cleanup(character):
""" """
Cleans up all the temporary combat-related attributes on a character. Cleans up all the temporary combat-related attributes on a character.
Args: Args:
character (obj): Character to have their combat attributes removed character (obj): Character to have their combat attributes removed
@ -204,13 +212,14 @@ def combat_cleanup(character):
longer needed once a fight ends. longer needed once a fight ends.
""" """
for attr in character.attributes.all(): for attr in character.attributes.all():
if attr.key[:7] == "combat_": # If the attribute name starts with 'combat_'... if attr.key[:7] == "combat_": # If the attribute name starts with 'combat_'...
character.attributes.remove(key=attr.key) # ...then delete it! character.attributes.remove(key=attr.key) # ...then delete it!
def is_in_combat(character): def is_in_combat(character):
""" """
Returns true if the given character is in combat. Returns true if the given character is in combat.
Args: Args:
character (obj): Character to determine if is in combat or not character (obj): Character to determine if is in combat or not
@ -220,11 +229,12 @@ def is_in_combat(character):
if character.db.Combat_TurnHandler: if character.db.Combat_TurnHandler:
return True return True
return False return False
def is_turn(character): def is_turn(character):
""" """
Returns true if it's currently the given character's turn in combat. Returns true if it's currently the given character's turn in combat.
Args: Args:
character (obj): Character to determine if it is their turn or not character (obj): Character to determine if it is their turn or not
@ -236,29 +246,30 @@ def is_turn(character):
if character == currentchar: if character == currentchar:
return True return True
return False return False
def spend_action(character, actions, action_name=None): def spend_action(character, actions, action_name=None):
""" """
Spends a character's available combat actions and checks for end of turn. Spends a character's available combat actions and checks for end of turn.
Args: Args:
character (obj): Character spending the action character (obj): Character spending the action
actions (int) or 'all': Number of actions to spend, or 'all' to spend all actions actions (int) or 'all': Number of actions to spend, or 'all' to spend all actions
Kwargs: Kwargs:
action_name (str or None): If a string is given, sets character's last action in action_name (str or None): If a string is given, sets character's last action in
combat to provided string combat to provided string
""" """
if action_name: if action_name:
character.db.Combat_LastAction = action_name character.db.Combat_LastAction = action_name
if actions == 'all': # If spending all actions if actions == 'all': # If spending all actions
character.db.Combat_ActionsLeft = 0 # Set actions to 0 character.db.Combat_ActionsLeft = 0 # Set actions to 0
else: else:
character.db.Combat_ActionsLeft -= actions # Use up actions. character.db.Combat_ActionsLeft -= actions # Use up actions.
if character.db.Combat_ActionsLeft < 0: if character.db.Combat_ActionsLeft < 0:
character.db.Combat_ActionsLeft = 0 # Can't have fewer than 0 actions character.db.Combat_ActionsLeft = 0 # Can't have fewer than 0 actions
character.db.Combat_TurnHandler.turn_end_check(character) # Signal potential end of turn. character.db.Combat_TurnHandler.turn_end_check(character) # Signal potential end of turn.
""" """
---------------------------------------------------------------------------- ----------------------------------------------------------------------------
@ -266,26 +277,28 @@ CHARACTER TYPECLASS
---------------------------------------------------------------------------- ----------------------------------------------------------------------------
""" """
class BattleCharacter(DefaultCharacter): class BattleCharacter(DefaultCharacter):
""" """
A character able to participate in turn-based combat. Has attributes for current A character able to participate in turn-based combat. Has attributes for current
and maximum HP, and access to combat commands. and maximum HP, and access to combat commands.
""" """
def at_object_creation(self): def at_object_creation(self):
""" """
Called once, when this object is first created. This is the Called once, when this object is first created. This is the
normal hook to overload for most object types. normal hook to overload for most object types.
""" """
self.db.max_hp = 100 # Set maximum HP to 100 self.db.max_hp = 100 # Set maximum HP to 100
self.db.hp = self.db.max_hp # Set current HP to maximum self.db.hp = self.db.max_hp # Set current HP to maximum
""" """
Adds attributes for a character's current and maximum HP. Adds attributes for a character's current and maximum HP.
We're just going to set this value at '100' by default. We're just going to set this value at '100' by default.
You may want to expand this to include various 'stats' that You may want to expand this to include various 'stats' that
can be changed at creation and factor into combat calculations. can be changed at creation and factor into combat calculations.
""" """
def at_before_move(self, destination): def at_before_move(self, destination):
""" """
Called just before starting to move this object to Called just before starting to move this object to
@ -305,24 +318,27 @@ class BattleCharacter(DefaultCharacter):
# Keep the character from moving if at 0 HP or in combat. # Keep the character from moving if at 0 HP or in combat.
if is_in_combat(self): if is_in_combat(self):
self.msg("You can't exit a room while in combat!") self.msg("You can't exit a room while in combat!")
return False # Returning false keeps the character from moving. return False # Returning false keeps the character from moving.
if self.db.HP <= 0: if self.db.HP <= 0:
self.msg("You can't move, you've been defeated!") self.msg("You can't move, you've been defeated!")
return False return False
return True return True
""" """
---------------------------------------------------------------------------- ----------------------------------------------------------------------------
COMMANDS START HERE COMMANDS START HERE
---------------------------------------------------------------------------- ----------------------------------------------------------------------------
""" """
class CmdFight(Command): class CmdFight(Command):
""" """
Starts a fight with everyone in the same room as you. Starts a fight with everyone in the same room as you.
Usage: Usage:
fight fight
When you start a fight, everyone in the room who is able to When you start a fight, everyone in the room who is able to
fight is added to combat, and a turn order is randomly rolled. fight is added to combat, and a turn order is randomly rolled.
When it's your turn, you can attack other characters. When it's your turn, you can attack other characters.
@ -336,82 +352,85 @@ class CmdFight(Command):
""" """
here = self.caller.location here = self.caller.location
fighters = [] fighters = []
if not self.caller.db.hp: # If you don't have any hp 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!") self.caller.msg("You can't start a fight if you've been defeated!")
return return
if is_in_combat(self.caller): # Already in a fight if is_in_combat(self.caller): # Already in a fight
self.caller.msg("You're already in a fight!") self.caller.msg("You're already in a fight!")
return return
for thing in here.contents: # Test everything in the room to add it to the fight. 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... if thing.db.HP: # If the object has HP...
fighters.append(thing) # ...then add it to the fight. fighters.append(thing) # ...then add it to the fight.
if len(fighters) <= 1: # If you're the only able fighter in the room if len(fighters) <= 1: # If you're the only able fighter in the room
self.caller.msg("There's nobody here to fight!") self.caller.msg("There's nobody here to fight!")
return return
if here.db.Combat_TurnHandler: # If there's already a fight going on... if here.db.Combat_TurnHandler: # If there's already a fight going on...
here.msg_contents("%s joins the fight!" % self.caller) here.msg_contents("%s joins the fight!" % self.caller)
here.db.Combat_TurnHandler.join_fight(self.caller) # Join the fight! here.db.Combat_TurnHandler.join_fight(self.caller) # Join the fight!
return return
here.msg_contents("%s starts a fight!" % self.caller) here.msg_contents("%s starts a fight!" % self.caller)
here.scripts.add("contrib.turnbattle.TurnHandler") # Add a turn handler script to the room, which starts combat. # Add a turn handler script to the room, which starts combat.
here.scripts.add("contrib.turnbattle.TurnHandler")
# Remember you'll have to change the path to the script if you copy this code to your own modules! # Remember you'll have to change the path to the script if you copy this code to your own modules!
class CmdAttack(Command): class CmdAttack(Command):
""" """
Attacks another character. Attacks another character.
Usage: Usage:
attack <target> attack <target>
When in a fight, you may attack another character. The attack has When in a fight, you may attack another character. The attack has
a chance to hit, and if successful, will deal damage. a chance to hit, and if successful, will deal damage.
""" """
key = "attack" key = "attack"
help_category = "combat" help_category = "combat"
def func(self): def func(self):
"This performs the actual command." "This performs the actual command."
"Set the attacker to the caller and the defender to the target." "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 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)") self.caller.msg("You can only do that in combat. (see: help fight)")
return return
if not is_turn(self.caller): # If it's not your turn, can't attack. 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.") self.caller.msg("You can only do that on your turn.")
return return
if not self.caller.db.hp: # Can't attack if you have no HP. 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.") self.caller.msg("You can't attack, you've been defeated.")
return return
attacker = self.caller attacker = self.caller
defender = self.caller.search(self.args) defender = self.caller.search(self.args)
if not defender: # No valid target given. if not defender: # No valid target given.
return return
if not defender.db.hp: # Target object has no HP left or to begin with if not defender.db.hp: # Target object has no HP left or to begin with
self.caller.msg("You can't fight that!") self.caller.msg("You can't fight that!")
return return
if attacker == defender: # Target and attacker are the same if attacker == defender: # Target and attacker are the same
self.caller.msg("You can't attack yourself!") self.caller.msg("You can't attack yourself!")
return return
"If everything checks out, call the attack resolving function." "If everything checks out, call the attack resolving function."
resolve_attack(attacker, defender) resolve_attack(attacker, defender)
spend_action(self.caller, 1, action_name="attack") # Use up one action. spend_action(self.caller, 1, action_name="attack") # Use up one action.
class CmdPass(Command): class CmdPass(Command):
""" """
Passes on your turn. Passes on your turn.
Usage: Usage:
pass pass
When in a fight, you can use this command to end your turn early, even When in a fight, you can use this command to end your turn early, even
if there are still any actions you can take. if there are still any actions you can take.
""" """
@ -424,24 +443,25 @@ class CmdPass(Command):
""" """
This performs the actual command. This performs the actual command.
""" """
if not is_in_combat(self.caller): # Can only pass a turn in combat. 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)") self.caller.msg("You can only do that in combat. (see: help fight)")
return return
if not is_turn(self.caller): # Can only pass if it's your turn. 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.") self.caller.msg("You can only do that on your turn.")
return return
self.caller.location.msg_contents("%s takes no further action, passing the turn." % self.caller) 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_action(self.caller, 'all', action_name="pass") # Spend all remaining actions.
class CmdDisengage(Command): class CmdDisengage(Command):
""" """
Passes your turn and attempts to end combat. Passes your turn and attempts to end combat.
Usage: Usage:
disengage disengage
Ends your turn early and signals that you're trying to end Ends your turn early and signals that you're trying to end
the fight. If all participants in a fight disengage, the the fight. If all participants in a fight disengage, the
fight ends. fight ends.
@ -455,48 +475,50 @@ class CmdDisengage(Command):
""" """
This performs the actual command. This performs the actual command.
""" """
if not is_in_combat(self.caller): # If you're not in combat 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)") self.caller.msg("You can only do that in combat. (see: help fight)")
return return
if not is_turn(self.caller): # If it's not your turn if not is_turn(self.caller): # If it's not your turn
self.caller.msg("You can only do that on your turn.") self.caller.msg("You can only do that on your turn.")
return return
self.caller.location.msg_contents("%s disengages, ready to stop fighting." % self.caller) 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_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 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. the turn handler script to see if all fighters have disengaged.
""" """
class CmdRest(Command): class CmdRest(Command):
""" """
Recovers damage. Recovers damage.
Usage: Usage:
rest rest
Resting recovers your HP to its maximum, but you can only Resting recovers your HP to its maximum, but you can only
rest if you're not in a fight. rest if you're not in a fight.
""" """
key = "rest" key = "rest"
help_category = "combat" help_category = "combat"
def func(self): def func(self):
"This performs the actual command." "This performs the actual command."
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
@ -511,15 +533,16 @@ class CmdCombatHelp(CmdHelp):
""" """
# Just like the default help command, but will give quick # Just like the default help command, but will give quick
# 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):
""" """
@ -537,13 +560,15 @@ class BattleCmdSet(default_cmds.CharacterCmdSet):
self.add(CmdPass()) self.add(CmdPass())
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.
@ -551,90 +576,89 @@ class TurnHandler(DefaultScript):
to its roster and then sorts them into a turn order. There can only be one to its roster and then sorts them into a turn order. There can only be one
fight going on in a single room at a time, so the script is assigned to a fight going on in a single room at a time, so the script is assigned to a
room as its object. room as its object.
Fights persist until only one participant is left with any HP or all Fights persist until only one participant is left with any HP or all
remaining participants choose to end the combat with the 'disengage' command. remaining participants choose to end the combat with the 'disengage' command.
""" """
def at_script_creation(self): def at_script_creation(self):
""" """
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 = []
# Add all fighters in the room with at least 1 HP to the combat." # Add all fighters in the room with at least 1 HP to the combat."
for object in self.obj.contents: for object in self.obj.contents:
if object.db.hp: if object.db.hp:
self.db.fighters.append(object) self.db.fighters.append(object)
# Initialize each fighter for combat # Initialize each fighter for combat
for fighter in self.db.fighters: for fighter in self.db.fighters:
self.initialize_for_combat(fighter) self.initialize_for_combat(fighter)
# Add a reference to this script to the room # Add a reference to this script to the room
self.obj.db.Combat_TurnHandler = self self.obj.db.Combat_TurnHandler = self
# Roll initiative and sort the list of fighters depending on who rolls highest to determine turn order. # 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. # 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) ordered_by_roll = sorted(self.db.fighters, key=roll_init, reverse=True)
self.db.fighters = ordered_by_roll self.db.fighters = ordered_by_roll
# 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.
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):
""" """
Readies a character for the start of their turn by replenishing their Readies a character for the start of their turn by replenishing their
available actions and notifying them that their turn has come up. available actions and notifying them that their turn has come up.
Args: Args:
character (obj): Character to be readied. character (obj): Character to be readied.
Notes: Notes:
Here, you only get one action per turn, but you might want to allow more than 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 one per turn, or even grant a number of actions based on a character's
@ -642,65 +666,64 @@ 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)
def next_turn(self): def next_turn(self):
""" """
Advances to the next character in the turn order. Advances to the next character in the turn order.
""" """
# 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):
""" """
Tests to see if a character's turn is over, and cycles to the next turn if it is. Tests to see if a character's turn is over, and cycles to the next turn if it is.
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
def join_fight(self, character): def join_fight(self, character):
""" """
Adds a new character to a fight already in progress. Adds a new character to a fight already in progress.
Args: Args:
character (obj): Character to be added to the fight. character (obj): Character to be added to the fight.
""" """