Add Container class with lock/trap detection, corpse drops, and numbered duplicate corpses

This commit is contained in:
KansaiGaijin
2026-07-07 12:13:43 +12:00
parent db4b5cb543
commit 221cb71410
32 changed files with 938 additions and 160 deletions

339
player.py
View File

@@ -1,16 +1,33 @@
import re
from random import randint
from enum_list import DamageType, DamageMod, ItemType, Slots
from enum_list import DamageType, DamageMod, ItemType, Slots, SaveType
from spell_list import SPELL_LISTS, get_spell_by_name
def roll_dice(dice_str):
"""Rolls a dice string like '1d6', '3d4+3', '2d10-1' and returns the total."""
if not dice_str:
return 0
match = re.match(r"(\d+)d(\d+)([+-]\d+)?", dice_str.strip())
if not match:
return 0
num, size, modifier = match.groups()
total = sum(randint(1, int(size)) for _ in range(int(num)))
if modifier:
total += int(modifier)
return total
# Define Item classes here, as they are fundamental building blocks
class Item:
"""The base class for all items"""
def __init__(self, name, description, value, magical, itemType, attunement):
def __init__(self, name, description, value, magical, itemType, attunement, weight=0):
self.name = name
self.description = description
self.value = value
self.magical = magical
self.itemType = itemType
self.attunement = attunement
self.weight = weight # in pounds, per SRD carrying capacity rules
def __repr__(self):
return f"{self.name}\n=====\n{self.description}\nValue: {self.value}\n"
@@ -29,13 +46,14 @@ class Money(Item):
value=self.amt,
magical=self.magical,
itemType=ItemType.Money,
attunement=False)
attunement=False,
weight=0.02) # SRD: 50 coins weigh 1 lb, regardless of denomination
class Weapon(Item):
"""The base class for all weapons"""
def __init__(self, name, description, value, slot, damage1H, damage2H, versatiledmg, light, finesse,
dmgType, dmgMod, versatile, thrown, ItemType, magical, attunement):
dmgType, dmgMod, versatile, thrown, ItemType, magical, attunement, weight=0):
self.slot = slot
self.damage1H = damage1H
self.damage2H = damage2H
@@ -47,7 +65,7 @@ class Weapon(Item):
self.versatile = versatile
self.thrown = thrown
self.itemType = ItemType
super().__init__(name, description, value, magical, ItemType, attunement)
super().__init__(name, description, value, magical, ItemType, attunement, weight)
def __str__(self):
if self.damage2H is None and self.damage1H is not None:
@@ -84,14 +102,15 @@ class Weapon(Item):
class Armor(Item):
"""The base class for all armor"""
def __init__(self, name, description, value, slot, grade, ac, disadvantage, dmgRes, ItemType, magical, attunement):
def __init__(self, name, description, value, slot, grade, ac, disadvantage, dmgRes, ItemType, magical,
attunement, weight=0):
self.slot = slot
self.grade = grade
self.ac = ac
self.stealthDis = disadvantage
self.dmgRes = dmgRes
self.itemType = ItemType
super().__init__(name, description, value, magical, ItemType, attunement)
super().__init__(name, description, value, magical, ItemType, attunement, weight)
def __repr__(self):
if self.stealthDis:
@@ -299,6 +318,65 @@ class Inventory:
attune_count += 1
self.equipped_items[Slots.Attunement] = attune_count
# ----- Weight / Encumbrance (SRD carrying capacity) -----
def total_weight(self):
"""Sums the weight of everything carried, including equipped gear."""
return sum(item.weight * data["Count"] for item, data in self.items.items())
def carrying_capacity(self, strength_score):
"""SRD: your carrying capacity is your Strength score multiplied by 15."""
return strength_score * 15
def encumbrance_status(self, strength_score):
"""Returns (status_str, weight, capacity) using the SRD variant encumbrance thresholds."""
weight = self.total_weight()
capacity = self.carrying_capacity(strength_score)
heavily_encumbered_at = strength_score * 10
encumbered_at = strength_score * 5
if weight > capacity:
status = "Over Capacity! You cannot carry this much."
elif weight > heavily_encumbered_at:
status = "Heavily Encumbered (speed -20 ft, disadvantage on Strength/Dexterity/Constitution checks, attacks, and saves)"
elif weight > encumbered_at:
status = "Encumbered (speed -10 ft)"
else:
status = "Unencumbered"
return status, weight, capacity
def print_carry_report(self, strength_score):
"""Prints a human-readable summary of current carrying weight/capacity."""
status, weight, capacity = self.encumbrance_status(strength_score)
print(f"Carrying {weight:.2f} lb / {capacity} lb capacity.")
print(f"Status: {status}")
# ----- Currency -----
def _coin_counts(self):
"""Returns a dict of coin name -> count currently held, e.g. {'Gold': 12}."""
counts = {}
for item, data in self.items.items():
if item.itemType == ItemType.Money:
counts[item.name] = data["Count"]
return counts
def total_currency_in_gp(self):
"""Converts all held coinage to a single gold-piece value (SRD: 1gp = 10sp = 100cp)."""
coins = self._coin_counts()
gp = coins.get("Gold", 0)
sp = coins.get("Silver", 0)
cp = coins.get("Copper", 0)
return gp + (sp / 10) + (cp / 100)
def print_currency(self):
"""Prints a breakdown of held coinage and its total gold-piece value."""
coins = self._coin_counts()
if not coins:
print("You have no coins.")
return
parts = [f"{count} {name}" for name, count in coins.items() if count > 0]
print(f"You are carrying: {', '.join(parts) if parts else 'no coins'}.")
print(f"Total value: {self.total_currency_in_gp():.2f} gp")
# --- Item Instances (Moved here for clarity, but still defined once) ---
# Different types of coins
@@ -323,7 +401,8 @@ rock = Weapon(
thrown=True,
magical=False,
ItemType=ItemType.Weapon,
attunement=False
attunement=False,
weight=2
)
dagger = Weapon(
@@ -342,7 +421,8 @@ dagger = Weapon(
thrown=True,
magical=False,
ItemType=ItemType.Weapon,
attunement=False
attunement=False,
weight=1
)
polearm = Weapon(
@@ -361,7 +441,8 @@ polearm = Weapon(
thrown=False, # Polearms are not typically thrown
magical=False,
ItemType=ItemType.Weapon,
attunement=False
attunement=False,
weight=6
)
tornRags = Armor(
@@ -375,7 +456,8 @@ tornRags = Armor(
dmgRes="None",
magical=False,
ItemType=ItemType.Armor,
attunement=False
attunement=False,
weight=2
)
paper = Item(
@@ -384,19 +466,22 @@ paper = Item(
value=None,
magical=False,
itemType=ItemType.Item,
attunement=False
attunement=False,
weight=0
)
class Player:
"""Character Creation"""
def __init__(self, name, gender, age, race, job):
def __init__(self, name, gender, age, race, class_):
# Identity
self.name = name
self.gender = gender
self.age = age
self.race = race
self.job = job
# `class_` (not `class`) because `class` is a reserved Python keyword.
# See the NOTE ON NAMING comment at the top of class_list.py for the full convention.
self.class_ = class_
# Defence
self.ac = 0 # This will be calculated based on equipped armor
@@ -423,6 +508,19 @@ class Player:
# Equipment and Inventory
self.inventory = Inventory() # Each player gets their own inventory instance
# Proficiency bonus (SRD: +2 at levels 1-4)
self.proficiency_bonus = 2
# --- Spellcasting (SRD) ---
# None of these are populated until initialize_spellcasting() runs, since they
# depend on ability modifiers, which are calculated later during character creation.
self.spellcasting_ability = class_.spellcasting_ability # e.g. "Intelligence", or None
self.cantrips_known = [] # list of Spell objects, always available, no slot cost
self.spells_known = [] # Wizard: spellbook contents. Cleric: full accessible list.
self.spells_prepared = [] # subset of spells_known currently prepared/castable
self.spell_slots_max = dict(class_.spell_slots) # {level: max_slots}
self.spell_slots_current = dict(class_.spell_slots) # {level: slots_remaining}
# Ability Scores
self.stats = {"Strength": 0,
"Dexterity": 0,
@@ -540,22 +638,198 @@ class Player:
print("As a Dwarf, your constitution increases by 2.")
self.stats["Constitution"] += 2
def set_stats_job(self):
"""Applies job-specific stats like hit points."""
# Using self.job.name to access the job name from the Job object
if self.job.name.lower() == "barbarian":
self.hitDie = randint(self.job.hitdie[0], self.job.hitdie[1]) # Use job's hitdie range
self.maxHP = (self.job.hitdie[1] + self.mods["Constitution"]) # Use max hitdie value for initial HP
def set_stats_class(self):
"""Applies class-specific stats like hit points."""
# Using self.class_.name to access the class name from the CharacterClass object
if self.class_.name.lower() == "barbarian":
self.hitDie = randint(self.class_.hitdie[0], self.class_.hitdie[1]) # Use class's hitdie range
self.maxHP = (self.class_.hitdie[1] + self.mods["Constitution"]) # Use max hitdie value for initial HP
self.currentHP = self.maxHP
elif self.job.name.lower() == "cleric":
self.hitDie = randint(self.job.hitdie[0], self.job.hitdie[1])
self.maxHP = (self.job.hitdie[1] + self.mods["Constitution"])
elif self.class_.name.lower() == "cleric":
self.hitDie = randint(self.class_.hitdie[0], self.class_.hitdie[1])
self.maxHP = (self.class_.hitdie[1] + self.mods["Constitution"])
self.currentHP = self.maxHP
elif self.job.name.lower() == "wizard":
self.hitDie = randint(self.job.hitdie[0], self.job.hitdie[1])
self.maxHP = (self.job.hitdie[1] + self.mods["Constitution"])
elif self.class_.name.lower() == "wizard":
self.hitDie = randint(self.class_.hitdie[0], self.class_.hitdie[1])
self.maxHP = (self.class_.hitdie[1] + self.mods["Constitution"])
self.currentHP = self.maxHP
self.initialize_spellcasting()
# ----- Magic system (SRD) -----
def initialize_spellcasting(self):
"""Grants starting cantrips and known/preparable spells for casters. Non-casters no-op."""
if not self.class_.is_caster:
return
class_name = self.class_.name
class_spells = SPELL_LISTS.get(class_name, {})
# Cantrips: granted automatically up to the class's cantrips_known count.
available_cantrips = class_spells.get(0, [])
self.cantrips_known = list(available_cantrips[:self.class_.cantrips_known])
# Known/preparable leveled spells depend on the class's spellbook style.
available_level1 = class_spells.get(1, [])
if self.class_.spellbook_style == "spellbook":
# Wizard: the whole curated list forms your starting spellbook.
self.spells_known = list(available_level1)
elif self.class_.spellbook_style == "all_known":
# Cleric: you have access to your entire class list, and choose what to prepare.
self.spells_known = list(available_level1)
# Auto-prepare up to your max_prepared_spells() limit so the character is playable
# immediately after creation; the player can re-prepare later with 'prepare <spell>'.
max_prepared = self.max_prepared_spells()
self.spells_prepared = list(self.spells_known[:max_prepared])
def max_prepared_spells(self):
"""SRD: ability modifier + character level (minimum 1)."""
if not self.spellcasting_ability:
return 0
return max(1, self.mods[self.spellcasting_ability] + self.level)
def spell_save_dc(self):
"""SRD: 8 + proficiency bonus + spellcasting ability modifier."""
if not self.spellcasting_ability:
return None
return 8 + self.proficiency_bonus + self.mods[self.spellcasting_ability]
def spell_attack_bonus(self):
"""SRD: proficiency bonus + spellcasting ability modifier."""
if not self.spellcasting_ability:
return None
return self.proficiency_bonus + self.mods[self.spellcasting_ability]
def print_spellbook(self):
"""Prints known cantrips, known/preparable spells, prepared spells, and slots."""
if not self.class_.is_caster:
print(f"{self.class_.name}s don't cast spells.")
return
print(f"Spellcasting Ability: {self.spellcasting_ability}")
print(f"Spell Save DC: {self.spell_save_dc()}")
print(f"Spell Attack Bonus: {self.spell_attack_bonus():+}")
print(f"\nCantrips Known ({len(self.cantrips_known)}):")
for spell in self.cantrips_known:
print(f" - {spell.name}")
style_label = "Spellbook" if self.class_.spellbook_style == "spellbook" else "Class Spell List"
print(f"\n{style_label} ({len(self.spells_known)}):")
for spell in self.spells_known:
prepared_tag = " [Prepared]" if spell in self.spells_prepared else ""
print(f" - {spell.name} (Level {spell.level}){prepared_tag}")
print(f"\nPrepared Spells: {len(self.spells_prepared)}/{self.max_prepared_spells()}")
print("Spell Slots:")
for level in sorted(self.spell_slots_max):
print(f" Level {level}: {self.spell_slots_current.get(level, 0)}/{self.spell_slots_max[level]}")
def prepare_spell(self, spell_name):
"""Moves a spell from your known list into your prepared list, if you have room."""
spell = next((s for s in self.spells_known if s.name.lower() == spell_name.lower()), None)
if not spell:
print(f"'{spell_name}' isn't in your {'spellbook' if self.class_.spellbook_style == 'spellbook' else 'class spell list'}.")
return
if spell in self.spells_prepared:
print(f"{spell.name} is already prepared.")
return
if len(self.spells_prepared) >= self.max_prepared_spells():
print(f"You can't prepare any more spells ({self.max_prepared_spells()} max). "
f"Unprepare something first.")
return
self.spells_prepared.append(spell)
print(f"Prepared {spell.name}.")
def unprepare_spell(self, spell_name):
"""Removes a spell from your prepared list."""
spell = next((s for s in self.spells_prepared if s.name.lower() == spell_name.lower()), None)
if not spell:
print(f"'{spell_name}' isn't currently prepared.")
return
self.spells_prepared.remove(spell)
print(f"Unprepared {spell.name}.")
def cast_spell(self, spell_name, slot_level=None):
"""
Casts a cantrip (free) or a prepared leveled spell (consumes a slot).
Returns a result dict describing what happened, or None if the cast failed.
"""
# Cantrips are always available and never cost a slot.
cantrip = next((s for s in self.cantrips_known if s.name.lower() == spell_name.lower()), None)
if cantrip:
return self._resolve_spell_effect(cantrip, slot_level=0)
spell = next((s for s in self.spells_prepared if s.name.lower() == spell_name.lower()), None)
if not spell:
print(f"You don't have '{spell_name}' prepared, and it isn't a cantrip you know.")
return None
# Default to casting at its base level if no upcast level is specified.
cast_level = slot_level or spell.level
if cast_level < spell.level:
print(f"{spell.name} requires at least a level {spell.level} slot.")
return None
if self.spell_slots_current.get(cast_level, 0) <= 0:
print(f"You have no level {cast_level} spell slots remaining.")
return None
self.spell_slots_current[cast_level] -= 1
return self._resolve_spell_effect(spell, slot_level=cast_level)
def _resolve_spell_effect(self, spell, slot_level):
"""Rolls damage/healing for a spell and prints/returns the outcome."""
result = {"spell": spell.name, "damage": 0, "heal": 0, "dmg_type": spell.dmg_type,
"save": spell.save, "save_dc": self.spell_save_dc()}
# Determine upcast bonus dice, if any.
extra_levels = max(0, slot_level - spell.level) if spell.level > 0 else 0
if spell.damage:
damage = roll_dice(spell.damage)
if spell.scaling_damage:
if "per_slot_level" in spell.scaling_damage and extra_levels:
for _ in range(extra_levels):
damage += roll_dice(spell.scaling_damage["per_slot_level"])
elif self.level in spell.scaling_damage:
# Cantrip scaling by character level (e.g. Fire Bolt at level 5/11/17)
damage = roll_dice(spell.scaling_damage.get(self.level, spell.damage))
else:
for threshold in sorted([t for t in spell.scaling_damage if isinstance(t, int)], reverse=True):
if self.level >= threshold:
damage = roll_dice(spell.scaling_damage[threshold])
break
result["damage"] = damage
if spell.heal:
heal = roll_dice(spell.heal)
if spell.scaling_damage and "per_slot_level" in spell.scaling_damage and extra_levels:
for _ in range(extra_levels):
heal += roll_dice(spell.scaling_damage["per_slot_level"])
result["heal"] = heal
# Print a readable summary.
print(f"\nYou cast {spell.name}!")
if spell.save != SaveType.NONE:
print(f"Target must make a DC {result['save_dc']} {spell.save.name} saving throw.")
elif spell.damage:
atk_bonus = self.spell_attack_bonus()
print(f"Spell attack roll: 1d20{atk_bonus:+} vs target AC.")
if result["damage"]:
print(f"Damage: {result['damage']} {spell.dmg_type.name if spell.dmg_type else ''}".rstrip())
if result["heal"]:
print(f"Healing: {result['heal']} HP")
if not spell.damage and not spell.heal:
print(spell.description)
return result
def long_rest(self):
"""Restores HP to max and refills all spell slots."""
self.currentHP = self.maxHP
self.spell_slots_current = dict(self.spell_slots_max)
print("You take a long rest. HP and spell slots are fully restored.")
def current_stats(self):
"""Prints a display of the user's current statistics."""
print(f'\nYour current stats are:')
@@ -584,18 +858,29 @@ class Player:
self.allocation() # 1. Sets base self.stats from rolls.
self.set_stats_race() # 2. Applies racial bonuses to self.stats.
self.getModifier() # 3. Calculates ALL self.mods based on the FINAL self.stats (base + racial).
self.set_stats_job() # 4. Calculates maxHP using the now-accurate self.mods["Constitution"].
self.set_stats_class() # 4. Calculates maxHP using the now-accurate self.mods["Constitution"].
self.current_stats() # 5. Displays the final stats.
print(' ')
self.inventory.current_equipment() # Corrected to call instance method
print(' ')
self.inventory.current_inventory()
print(' ')
if self.class_.is_caster:
self.print_spellbook()
print(' ')
def health_check(self):
"""Print out current/max HP"""
print(f'You have {self.currentHP}/{self.maxHP} HP.')
def carry_report(self):
"""Print current weight carried vs. carrying capacity, and encumbrance status."""
self.inventory.print_carry_report(self.stats["Strength"])
def currency_report(self):
"""Print current coinage and its total gold-piece value."""
self.inventory.print_currency()
def take_damage(self, DMGtype, size):
"""Define the damage type and dice size"""
damage = randint(1, size)