1086 lines
38 KiB
Python
1086 lines
38 KiB
Python
"""
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Simple turn-based combat system with equipment
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Contrib - Tim Ashley Jenkins 2017
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This is a version of the 'turnbattle' contrib with a basic system for
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weapons and armor implemented. Weapons can have unique damage ranges
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and accuracy modifiers, while armor can reduce incoming damage and
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change one's chance of getting hit. The 'wield' command is used to
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equip weapons and the 'don' command is used to equip armor.
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Some prototypes are included at the end of this module - feel free to
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copy them into your game's prototypes.py module in your 'world' folder
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and create them with the @spawn command. (See the tutorial for using
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the @spawn command for details.)
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For the example equipment given, heavier weapons deal more damage
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but are less accurate, while light weapons are more accurate but
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deal less damage. Similarly, heavy armor reduces incoming damage by
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a lot but increases your chance of getting hit, while light armor is
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easier to dodge in but reduces incoming damage less. Light weapons are
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more effective against lightly armored opponents and heavy weapons are
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more damaging against heavily armored foes, but heavy weapons and armor
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are slightly better than light weapons and armor overall.
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This is a fairly bare implementation of equipment that is meant to be
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expanded to fit your game - weapon and armor slots, damage types and
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damage bonuses, etc. should be fairly simple to implement according to
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the rules of your preferred system or the needs of your own game.
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To install and test, import this module's TBEquipCharacter object into
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your game's character.py module:
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from evennia.contrib.turnbattle.tb_equip import TBEquipCharacter
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And change your game's character typeclass to inherit from TBEquipCharacter
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instead of the default:
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class Character(TBEquipCharacter):
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Next, import this module into your default_cmdsets.py module:
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from evennia.contrib.turnbattle import tb_equip
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And add the battle command set to your default command set:
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#
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# any commands you add below will overload the default ones.
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#
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self.add(tb_equip.BattleCmdSet())
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This module is meant to be heavily expanded on, so you may want to copy it
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to your game's 'world' folder and modify it there rather than importing it
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in your game and using it as-is.
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"""
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from random import randint
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from evennia import DefaultCharacter, Command, default_cmds, DefaultScript, DefaultObject
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from evennia.commands.default.help import CmdHelp
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"""
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----------------------------------------------------------------------------
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OPTIONS
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----------------------------------------------------------------------------
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"""
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TURN_TIMEOUT = 30 # Time before turns automatically end, in seconds
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ACTIONS_PER_TURN = 1 # Number of actions allowed per turn
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"""
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----------------------------------------------------------------------------
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COMBAT FUNCTIONS START HERE
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----------------------------------------------------------------------------
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"""
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def roll_init(character):
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"""
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Rolls a number between 1-1000 to determine initiative.
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Args:
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character (obj): The character to determine initiative for
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Returns:
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initiative (int): The character's place in initiative - higher
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numbers go first.
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Notes:
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By default, does not reference the character and simply returns
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a random integer from 1 to 1000.
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Since the character is passed to this function, you can easily reference
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a character's stats to determine an initiative roll - for example, if your
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character has a 'dexterity' attribute, you can use it to give that character
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an advantage in turn order, like so:
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return (randint(1,20)) + character.db.dexterity
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This way, characters with a higher dexterity will go first more often.
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"""
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return randint(1, 1000)
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def get_attack(attacker, defender):
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"""
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Returns a value for an attack roll.
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Args:
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attacker (obj): Character doing the attacking
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defender (obj): Character being attacked
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Returns:
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attack_value (int): Attack roll value, compared against a defense value
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to determine whether an attack hits or misses.
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Notes:
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In this example, a weapon's accuracy bonus is factored into the attack
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roll. Lighter weapons are more accurate but less damaging, and heavier
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weapons are less accurate but deal more damage. Of course, you can
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change this paradigm completely in your own game.
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"""
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# Start with a roll from 1 to 100.
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attack_value = randint(1, 100)
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accuracy_bonus = 0
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# If armed, add weapon's accuracy bonus.
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if attacker.db.wielded_weapon:
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weapon = attacker.db.wielded_weapon
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accuracy_bonus += weapon.db.accuracy_bonus
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# If unarmed, use character's unarmed accuracy bonus.
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else:
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accuracy_bonus += attacker.db.unarmed_accuracy
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# Add the accuracy bonus to the attack roll.
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attack_value += accuracy_bonus
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return attack_value
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def get_defense(attacker, defender):
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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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for an attack to hit.
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Args:
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attacker (obj): Character doing the attacking
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defender (obj): Character being attacked
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Returns:
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defense_value (int): Defense value, compared against an attack roll
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to determine whether an attack hits or misses.
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Notes:
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Characters are given a default defense value of 50 which can be
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modified up or down by armor. In this example, wearing armor actually
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makes you a little easier to hit, but reduces incoming damage.
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"""
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# Start with a defense value of 50 for a 50/50 chance to hit.
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defense_value = 50
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# Modify this value based on defender's armor.
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if defender.db.worn_armor:
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armor = defender.db.worn_armor
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defense_value += armor.db.defense_modifier
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return defense_value
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def get_damage(attacker, defender):
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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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successful hit.
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Args:
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attacker (obj): Character doing the attacking
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defender (obj): Character being damaged
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Returns:
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damage_value (int): Damage value, which is to be deducted from the defending
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character's HP.
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Notes:
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Damage is determined by the attacker's wielded weapon, or the attacker's
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unarmed damage range if no weapon is wielded. Incoming damage is reduced
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by the defender's armor.
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"""
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damage_value = 0
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# Generate a damage value from wielded weapon if armed
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if attacker.db.wielded_weapon:
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weapon = attacker.db.wielded_weapon
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# Roll between minimum and maximum damage
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damage_value = randint(weapon.db.damage_range[0], weapon.db.damage_range[1])
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# Use attacker's unarmed damage otherwise
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else:
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damage_value = randint(attacker.db.unarmed_damage_range[0], attacker.db.unarmed_damage_range[1])
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# If defender is armored, reduce incoming damage
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if defender.db.worn_armor:
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armor = defender.db.worn_armor
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damage_value -= armor.db.damage_reduction
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# Make sure minimum damage is 0
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if damage_value < 0:
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damage_value = 0
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return damage_value
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def apply_damage(defender, damage):
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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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minimum of 0.
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Args:
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defender (obj): Character taking damage
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damage (int): Amount of damage being taken
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"""
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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 defender.db.hp <= 0:
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defender.db.hp = 0
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def at_defeat(defeated):
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"""
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Announces the defeat of a fighter in combat.
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Args:
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defeated (obj): Fighter that's been defeated.
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Notes:
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All this does is announce a defeat message by default, but if you
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want anything else to happen to defeated fighters (like putting them
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into a dying state or something similar) then this is the place to
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do it.
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"""
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defeated.location.msg_contents("%s has been defeated!" % defeated)
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def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
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"""
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Resolves an attack and outputs the result.
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Args:
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attacker (obj): Character doing the attacking
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defender (obj): Character being attacked
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Notes:
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Even though the attack and defense values are calculated
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extremely simply, they are separated out into their own functions
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so that they are easier to expand upon.
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"""
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# Get the attacker's weapon type to reference in combat messages.
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attackers_weapon = "attack"
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if attacker.db.wielded_weapon:
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weapon = attacker.db.wielded_weapon
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attackers_weapon = weapon.db.weapon_type_name
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# Get an attack roll from the attacker.
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if not attack_value:
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attack_value = get_attack(attacker, defender)
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# Get a defense value from the defender.
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if not defense_value:
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defense_value = get_defense(attacker, defender)
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# If the attack value is lower than the defense value, miss. Otherwise, hit.
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if attack_value < defense_value:
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attacker.location.msg_contents("%s's %s misses %s!" % (attacker, attackers_weapon, defender))
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else:
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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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if damage_value > 0:
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attacker.location.msg_contents("%s's %s strikes %s for %i damage!" % (attacker, attackers_weapon, defender, damage_value))
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else:
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attacker.location.msg_contents("%s's %s bounces harmlessly off %s!" % (attacker, attackers_weapon, defender))
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apply_damage(defender, damage_value)
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# If defender HP is reduced to 0 or less, call at_defeat.
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if defender.db.hp <= 0:
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at_defeat(defender)
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def combat_cleanup(character):
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"""
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Cleans up all the temporary combat-related attributes on a character.
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Args:
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character (obj): Character to have their combat attributes removed
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Notes:
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Any attribute whose key begins with 'combat_' is temporary and no
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longer needed once a fight ends.
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"""
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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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character.attributes.remove(key=attr.key) # ...then delete it!
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def is_in_combat(character):
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"""
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Returns true if the given character is in combat.
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Args:
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character (obj): Character to determine if is in combat or not
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Returns:
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(bool): True if in combat or False if not in combat
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"""
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return bool(character.db.combat_turnhandler)
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def is_turn(character):
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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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Args:
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character (obj): Character to determine if it is their turn or not
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Returns:
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(bool): True if it is their turn or False otherwise
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"""
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turnhandler = character.db.combat_turnhandler
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currentchar = turnhandler.db.fighters[turnhandler.db.turn]
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return bool(character == currentchar)
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def spend_action(character, actions, action_name=None):
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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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Args:
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character (obj): Character spending the action
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actions (int) or 'all': Number of actions to spend, or 'all' to spend all actions
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Kwargs:
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action_name (str or None): If a string is given, sets character's last action in
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combat to provided string
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"""
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if 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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character.db.combat_actionsleft = 0 # Set actions to 0
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else:
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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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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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"""
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----------------------------------------------------------------------------
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SCRIPTS START HERE
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----------------------------------------------------------------------------
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"""
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class TBEquipTurnHandler(DefaultScript):
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"""
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This is the script that handles the progression of combat through turns.
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On creation (when a fight is started) it adds all combat-ready characters
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to its roster and then sorts them into a turn order. There can only be one
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fight going on in a single room at a time, so the script is assigned to a
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room as its object.
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Fights persist until only one participant is left with any HP or all
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remaining participants choose to end the combat with the 'disengage' command.
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"""
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def at_script_creation(self):
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"""
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Called once, when the script is created.
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"""
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self.key = "Combat Turn Handler"
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self.interval = 5 # Once every 5 seconds
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self.persistent = True
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self.db.fighters = []
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# Add all fighters in the room with at least 1 HP to the combat."
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for thing in self.obj.contents:
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if thing.db.hp:
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self.db.fighters.append(thing)
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# Initialize each fighter for combat
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for fighter in self.db.fighters:
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self.initialize_for_combat(fighter)
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# Add a reference to this script to the room
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self.obj.db.combat_turnhandler = self
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# Roll initiative and sort the list of fighters depending on who rolls highest to determine turn order.
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# The initiative roll is determined by the roll_init function and can be customized easily.
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ordered_by_roll = sorted(self.db.fighters, key=roll_init, reverse=True)
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self.db.fighters = ordered_by_roll
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# Announce the turn order.
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self.obj.msg_contents("Turn order is: %s " % ", ".join(obj.key for obj in self.db.fighters))
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# Start first fighter's turn.
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self.start_turn(self.db.fighters[0])
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# Set up the current turn and turn timeout delay.
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self.db.turn = 0
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self.db.timer = TURN_TIMEOUT # Set timer to turn timeout specified in options
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def at_stop(self):
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"""
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Called at script termination.
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"""
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for fighter in self.db.fighters:
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combat_cleanup(fighter) # Clean up the combat attributes for every fighter.
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self.obj.db.combat_turnhandler = None # Remove reference to turn handler in location
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def at_repeat(self):
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"""
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Called once every self.interval seconds.
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"""
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currentchar = self.db.fighters[self.db.turn] # Note the current character in the turn order.
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self.db.timer -= self.interval # Count down the timer.
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if self.db.timer <= 0:
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# Force current character to disengage if timer runs out.
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self.obj.msg_contents("%s's turn timed out!" % currentchar)
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spend_action(currentchar, 'all', action_name="disengage") # Spend all remaining actions.
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return
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elif self.db.timer <= 10 and not self.db.timeout_warning_given: # 10 seconds left
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# Warn the current character if they're about to time out.
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currentchar.msg("WARNING: About to time out!")
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self.db.timeout_warning_given = True
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def initialize_for_combat(self, character):
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"""
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Prepares a character for combat when starting or entering a fight.
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Args:
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character (obj): Character to initialize for combat.
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"""
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combat_cleanup(character) # Clean up leftover combat attributes beforehand, just in case.
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character.db.combat_actionsleft = 0 # Actions remaining - start of turn adds to this, turn ends when it reaches 0
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character.db.combat_turnhandler = self # Add a reference to this turn handler script to the character
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character.db.combat_lastaction = "null" # Track last action taken in combat
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def start_turn(self, character):
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"""
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Readies a character for the start of their turn by replenishing their
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available actions and notifying them that their turn has come up.
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Args:
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character (obj): Character to be readied.
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Notes:
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Here, you only get one action per turn, but you might want to allow more than
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one per turn, or even grant a number of actions based on a character's
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attributes. You can even add multiple different kinds of actions, I.E. actions
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separated for movement, by adding "character.db.combat_movesleft = 3" or
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something similar.
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"""
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character.db.combat_actionsleft = ACTIONS_PER_TURN # Replenish actions
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# Prompt the character for their turn and give some information.
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character.msg("|wIt's your turn! You have %i HP remaining.|n" % character.db.hp)
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def next_turn(self):
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"""
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Advances to the next character in the turn order.
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"""
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# Check to see if every character disengaged as their last action. If so, end combat.
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disengage_check = True
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for fighter in self.db.fighters:
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if fighter.db.combat_lastaction != "disengage": # If a character has done anything but disengage
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disengage_check = False
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if disengage_check: # All characters have disengaged
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self.obj.msg_contents("All fighters have disengaged! Combat is over!")
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self.stop() # Stop this script and end combat.
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return
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# Check to see if only one character is left standing. If so, end combat.
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defeated_characters = 0
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for fighter in self.db.fighters:
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if fighter.db.HP == 0:
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defeated_characters += 1 # Add 1 for every fighter with 0 HP left (defeated)
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if defeated_characters == (len(self.db.fighters) - 1): # If only one character isn't defeated
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for fighter in self.db.fighters:
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if fighter.db.HP != 0:
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LastStanding = fighter # Pick the one fighter left with HP remaining
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self.obj.msg_contents("Only %s remains! Combat is over!" % LastStanding)
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self.stop() # Stop this script and end combat.
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return
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# Cycle to the next turn.
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currentchar = self.db.fighters[self.db.turn]
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self.db.turn += 1 # Go to the next in the turn order.
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if self.db.turn > len(self.db.fighters) - 1:
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self.db.turn = 0 # Go back to the first in the turn order once you reach the end.
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newchar = self.db.fighters[self.db.turn] # Note the new character
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self.db.timer = TURN_TIMEOUT + self.time_until_next_repeat() # Reset the timer.
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self.db.timeout_warning_given = False # Reset the timeout warning.
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self.obj.msg_contents("%s's turn ends - %s's turn begins!" % (currentchar, newchar))
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self.start_turn(newchar) # Start the new character's turn.
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def turn_end_check(self, character):
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"""
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Tests to see if a character's turn is over, and cycles to the next turn if it is.
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Args:
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character (obj): Character to test for end of turn
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"""
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if not character.db.combat_actionsleft: # Character has no actions remaining
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self.next_turn()
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return
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def join_fight(self, character):
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"""
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Adds a new character to a fight already in progress.
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Args:
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character (obj): Character to be added to the fight.
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"""
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# Inserts the fighter to the turn order, right behind whoever's turn it currently is.
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self.db.fighters.insert(self.db.turn, character)
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# Tick the turn counter forward one to compensate.
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self.db.turn += 1
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# Initialize the character like you do at the start.
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|
self.initialize_for_combat(character)
|
|
|
|
"""
|
|
----------------------------------------------------------------------------
|
|
TYPECLASSES START HERE
|
|
----------------------------------------------------------------------------
|
|
"""
|
|
|
|
class TBEWeapon(DefaultObject):
|
|
"""
|
|
A weapon which can be wielded in combat with the 'wield' command.
|
|
"""
|
|
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.damage_range = (15, 25) # Minimum and maximum damage on hit
|
|
self.db.accuracy_bonus = 0 # Bonus to attack rolls (or penalty if negative)
|
|
self.db.weapon_type_name = "weapon" # Single word for weapon - I.E. "dagger", "staff", "scimitar"
|
|
def at_drop(self, dropper):
|
|
"""
|
|
Stop being wielded if dropped.
|
|
"""
|
|
if dropper.db.wielded_weapon == self:
|
|
dropper.db.wielded_weapon = None
|
|
dropper.location.msg_contents("%s stops wielding %s." % (dropper, self))
|
|
def at_give(self, giver, getter):
|
|
"""
|
|
Stop being wielded if given.
|
|
"""
|
|
if giver.db.wielded_weapon == self:
|
|
giver.db.wielded_weapon = None
|
|
giver.location.msg_contents("%s stops wielding %s." % (giver, self))
|
|
|
|
class TBEArmor(DefaultObject):
|
|
"""
|
|
A set of armor which can be worn with the 'don' command.
|
|
"""
|
|
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.damage_reduction = 4 # Amount of incoming damage reduced by armor
|
|
self.db.defense_modifier = -4 # Amount to modify defense value (pos = harder to hit, neg = easier)
|
|
def at_before_drop(self, dropper):
|
|
"""
|
|
Can't drop in combat.
|
|
"""
|
|
if is_in_combat(dropper):
|
|
dropper.msg("You can't doff armor in a fight!")
|
|
return False
|
|
return True
|
|
def at_drop(self, dropper):
|
|
"""
|
|
Stop being wielded if dropped.
|
|
"""
|
|
if dropper.db.worn_armor == self:
|
|
dropper.db.worn_armor = None
|
|
dropper.location.msg_contents("%s removes %s." % (dropper, self))
|
|
def at_before_give(self, giver, getter):
|
|
"""
|
|
Can't give away in combat.
|
|
"""
|
|
if is_in_combat(giver):
|
|
dropper.msg("You can't doff armor in a fight!")
|
|
return False
|
|
return True
|
|
def at_give(self, giver, getter):
|
|
"""
|
|
Stop being wielded if given.
|
|
"""
|
|
if giver.db.worn_armor == self:
|
|
giver.db.worn_armor = None
|
|
giver.location.msg_contents("%s removes %s." % (giver, self))
|
|
|
|
class TBEquipCharacter(DefaultCharacter):
|
|
"""
|
|
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
|
|
self.db.wielded_weapon = None # Currently used weapon
|
|
self.db.worn_armor = None # Currently worn armor
|
|
self.db.unarmed_damage_range = (5, 15) # Minimum and maximum unarmed damage
|
|
self.db.unarmed_accuracy = 30 # Accuracy bonus for unarmed attacks
|
|
|
|
"""
|
|
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_before_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
|
|
|
|
|
|
"""
|
|
----------------------------------------------------------------------------
|
|
COMMANDS START HERE
|
|
----------------------------------------------------------------------------
|
|
"""
|
|
|
|
|
|
class CmdFight(Command):
|
|
"""
|
|
Starts a fight with everyone in the same room as you.
|
|
|
|
Usage:
|
|
fight
|
|
|
|
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.
|
|
When it's your turn, you can attack other characters.
|
|
"""
|
|
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.turnbattle.tb_equip.TBEquipTurnHandler")
|
|
# Remember you'll have to change the path to the script if you copy this code to your own modules!
|
|
|
|
|
|
class CmdAttack(Command):
|
|
"""
|
|
Attacks another character.
|
|
|
|
Usage:
|
|
attack <target>
|
|
|
|
When in a fight, you may attack another character. The attack has
|
|
a chance to hit, and if successful, will deal damage.
|
|
"""
|
|
|
|
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.
|
|
|
|
|
|
class CmdPass(Command):
|
|
"""
|
|
Passes on your turn.
|
|
|
|
Usage:
|
|
pass
|
|
|
|
When in a fight, you can use this command to end your turn early, even
|
|
if there are still any actions you can take.
|
|
"""
|
|
|
|
key = "pass"
|
|
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.
|
|
|
|
|
|
class CmdDisengage(Command):
|
|
"""
|
|
Passes your turn and attempts to end combat.
|
|
|
|
Usage:
|
|
disengage
|
|
|
|
Ends your turn early and signals that you're trying to end
|
|
the fight. If all participants in a fight disengage, the
|
|
fight ends.
|
|
"""
|
|
|
|
key = "disengage"
|
|
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.
|
|
"""
|
|
|
|
|
|
class CmdRest(Command):
|
|
"""
|
|
Recovers damage.
|
|
|
|
Usage:
|
|
rest
|
|
|
|
Resting recovers your HP to its maximum, but you can only
|
|
rest if you're not in a fight.
|
|
"""
|
|
|
|
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.
|
|
"""
|
|
|
|
|
|
class CmdCombatHelp(CmdHelp):
|
|
"""
|
|
View help or a list of topics
|
|
|
|
Usage:
|
|
help <topic or command>
|
|
help list
|
|
help all
|
|
|
|
This will search for help on commands and other
|
|
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
|
|
|
|
class CmdWield(Command):
|
|
"""
|
|
Wield a weapon you are carrying
|
|
|
|
Usage:
|
|
wield <weapon>
|
|
|
|
Select a weapon you are carrying to wield in combat. If
|
|
you are already wielding another weapon, you will switch
|
|
to the weapon you specify instead. Using this command in
|
|
combat will spend your action for your turn. Use the
|
|
"unwield" command to stop wielding any weapon you are
|
|
currently wielding.
|
|
"""
|
|
|
|
key = "wield"
|
|
help_category = "combat"
|
|
|
|
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):
|
|
self.caller.msg("You can only do that on your turn.")
|
|
return
|
|
if not self.args:
|
|
self.caller.msg("Usage: wield <obj>")
|
|
return
|
|
weapon = self.caller.search(self.args, candidates=self.caller.contents)
|
|
if not weapon:
|
|
return
|
|
if not weapon.is_typeclass("evennia.contrib.turnbattle.tb_equip.TBEWeapon"):
|
|
self.caller.msg("That's not a weapon!")
|
|
# Remember to update the path to the weapon typeclass if you move this module!
|
|
return
|
|
|
|
if not self.caller.db.wielded_weapon:
|
|
self.caller.db.wielded_weapon = weapon
|
|
self.caller.location.msg_contents("%s wields %s." % (self.caller, weapon))
|
|
else:
|
|
old_weapon = self.caller.db.wielded_weapon
|
|
self.caller.db.wielded_weapon = weapon
|
|
self.caller.location.msg_contents("%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.
|
|
|
|
class CmdUnwield(Command):
|
|
"""
|
|
Stop wielding a weapon.
|
|
|
|
Usage:
|
|
unwield
|
|
|
|
After using this command, you will stop wielding any
|
|
weapon you are currently wielding and become unarmed.
|
|
"""
|
|
|
|
key = "unwield"
|
|
help_category = "combat"
|
|
|
|
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):
|
|
self.caller.msg("You can only do that on your turn.")
|
|
return
|
|
if not self.caller.db.wielded_weapon:
|
|
self.caller.msg("You aren't wielding a weapon!")
|
|
else:
|
|
old_weapon = self.caller.db.wielded_weapon
|
|
self.caller.db.wielded_weapon = None
|
|
self.caller.location.msg_contents("%s lowers %s." % (self.caller, old_weapon))
|
|
|
|
class CmdDon(Command):
|
|
"""
|
|
Don armor that you are carrying
|
|
|
|
Usage:
|
|
don <armor>
|
|
|
|
Select armor to wear in combat. You can't use this
|
|
command in the middle of a fight. Use the "doff"
|
|
command to remove any armor you are wearing.
|
|
"""
|
|
|
|
key = "don"
|
|
help_category = "combat"
|
|
|
|
def func(self):
|
|
"""
|
|
This performs the actual command.
|
|
"""
|
|
# Can't do this in combat
|
|
if is_in_combat(self.caller):
|
|
self.caller.msg("You can't don armor in a fight!")
|
|
return
|
|
if not self.args:
|
|
self.caller.msg("Usage: don <obj>")
|
|
return
|
|
armor = self.caller.search(self.args, candidates=self.caller.contents)
|
|
if not armor:
|
|
return
|
|
if not armor.is_typeclass("evennia.contrib.turnbattle.tb_equip.TBEArmor"):
|
|
self.caller.msg("That's not armor!")
|
|
# Remember to update the path to the armor typeclass if you move this module!
|
|
return
|
|
|
|
if not self.caller.db.worn_armor:
|
|
self.caller.db.worn_armor = armor
|
|
self.caller.location.msg_contents("%s dons %s." % (self.caller, armor))
|
|
else:
|
|
old_armor = self.caller.db.worn_armor
|
|
self.caller.db.worn_armor = armor
|
|
self.caller.location.msg_contents("%s removes %s and dons %s." % (self.caller, old_armor, armor))
|
|
|
|
class CmdDoff(Command):
|
|
"""
|
|
Stop wearing armor.
|
|
|
|
Usage:
|
|
doff
|
|
|
|
After using this command, you will stop wearing any
|
|
armor you are currently using and become unarmored.
|
|
You can't use this command in combat.
|
|
"""
|
|
|
|
key = "doff"
|
|
help_category = "combat"
|
|
|
|
def func(self):
|
|
"""
|
|
This performs the actual command.
|
|
"""
|
|
# Can't do this in combat
|
|
if is_in_combat(self.caller):
|
|
self.caller.msg("You can't doff armor in a fight!")
|
|
return
|
|
if not self.caller.db.worn_armor:
|
|
self.caller.msg("You aren't wearing any armor!")
|
|
else:
|
|
old_armor = self.caller.db.worn_armor
|
|
self.caller.db.worn_armor = None
|
|
self.caller.location.msg_contents("%s removes %s." % (self.caller, old_armor))
|
|
|
|
|
|
|
|
class BattleCmdSet(default_cmds.CharacterCmdSet):
|
|
"""
|
|
This command set includes all the commmands used in the battle system.
|
|
"""
|
|
key = "DefaultCharacter"
|
|
|
|
def at_cmdset_creation(self):
|
|
"""
|
|
Populates the cmdset
|
|
"""
|
|
self.add(CmdFight())
|
|
self.add(CmdAttack())
|
|
self.add(CmdRest())
|
|
self.add(CmdPass())
|
|
self.add(CmdDisengage())
|
|
self.add(CmdCombatHelp())
|
|
self.add(CmdWield())
|
|
self.add(CmdUnwield())
|
|
self.add(CmdDon())
|
|
self.add(CmdDoff())
|
|
|
|
"""
|
|
----------------------------------------------------------------------------
|
|
PROTOTYPES START HERE
|
|
----------------------------------------------------------------------------
|
|
"""
|
|
|
|
BASEWEAPON = {
|
|
"typeclass": "evennia.contrib.turnbattle.tb_equip.TBEWeapon",
|
|
}
|
|
|
|
BASEARMOR = {
|
|
"typeclass": "evennia.contrib.turnbattle.tb_equip.TBEArmor",
|
|
}
|
|
|
|
DAGGER = {
|
|
"prototype" : "BASEWEAPON",
|
|
"damage_range" : (10, 20),
|
|
"accuracy_bonus" : 30,
|
|
"key": "a thin steel dagger",
|
|
"weapon_type_name" : "dagger"
|
|
}
|
|
|
|
BROADSWORD = {
|
|
"prototype" : "BASEWEAPON",
|
|
"damage_range" : (15, 30),
|
|
"accuracy_bonus" : 15,
|
|
"key": "an iron broadsword",
|
|
"weapon_type_name" : "broadsword"
|
|
}
|
|
|
|
GREATSWORD = {
|
|
"prototype" : "BASEWEAPON",
|
|
"damage_range" : (20, 40),
|
|
"accuracy_bonus" : 0,
|
|
"key": "a rune-etched greatsword",
|
|
"weapon_type_name" : "greatsword"
|
|
}
|
|
|
|
LEATHERARMOR = {
|
|
"prototype" : "BASEARMOR",
|
|
"damage_reduction" : 2,
|
|
"defense_modifier" : -2,
|
|
"key": "a suit of leather armor"
|
|
}
|
|
|
|
SCALEMAIL = {
|
|
"prototype" : "BASEARMOR",
|
|
"damage_reduction" : 4,
|
|
"defense_modifier" : -4,
|
|
"key": "a suit of scale mail"
|
|
}
|
|
|
|
PLATEMAIL = {
|
|
"prototype" : "BASEARMOR",
|
|
"damage_reduction" : 6,
|
|
"defense_modifier" : -6,
|
|
"key": "a suit of plate mail"
|
|
}
|