Source code for evennia.contrib.turnbattle.tb_items

"""
Simple turn-based combat system with items and status effects

Contrib - Tim Ashley Jenkins 2017

This is a version of the 'turnbattle' combat system that includes
conditions and usable items, which can instill these conditions, cure
them, or do just about anything else.

Conditions are stored on characters as a dictionary, where the key
is the name of the condition and the value is a list of two items:
an integer representing the number of turns left until the condition
runs out, and the character upon whose turn the condition timer is
ticked down. Unlike most combat-related attributes, conditions aren't
wiped once combat ends - if out of combat, they tick down in real time
instead.

This module includes a number of example conditions:

    Regeneration: Character recovers HP every turn
    Poisoned: Character loses HP every turn
    Accuracy Up: +25 to character's attack rolls
    Accuracy Down: -25 to character's attack rolls
    Damage Up: +5 to character's damage
    Damage Down: -5 to character's damage
    Defense Up: +15 to character's defense
    Defense Down: -15 to character's defense
    Haste: +1 action per turn
    Paralyzed: No actions per turn
    Frightened: Character can't use the 'attack' command

Since conditions can have a wide variety of effects, their code is
scattered throughout the other functions wherever they may apply.

Items aren't given any sort of special typeclass - instead, whether or
not an object counts as an item is determined by its attributes. To make
an object into an item, it must have the attribute 'item_func', with
the value given as a callable - this is the function that will be called
when an item is used. Other properties of the item, such as how many
uses it has, whether it's destroyed when its uses are depleted, and such
can be specified on the item as well, but they are optional.

To install and test, import this module's TBItemsCharacter object into
your game's character.py module:

    from evennia.contrib.turnbattle.tb_items import TBItemsCharacter

And change your game's character typeclass to inherit from TBItemsCharacter
instead of the default:

    class Character(TBItemsCharacter):

Next, import this module into your default_cmdsets.py module:

    from evennia.contrib.turnbattle import tb_items

And add the battle command set to your default command set:

    #
    # any commands you add below will overload the default ones.
    #
    self.add(tb_items.BattleCmdSet())

This module is meant to be heavily expanded on, so you may want to copy it
to your game's 'world' folder and modify it there rather than importing it
in your game and using it as-is.
"""

from random import randint
from evennia import DefaultCharacter, Command, default_cmds, DefaultScript
from evennia.commands.default.muxcommand import MuxCommand
from evennia.commands.default.help import CmdHelp
from evennia.prototypes.spawner import spawn
from evennia import TICKER_HANDLER as tickerhandler

"""
----------------------------------------------------------------------------
OPTIONS
----------------------------------------------------------------------------
"""

TURN_TIMEOUT = 30  # Time before turns automatically end, in seconds
ACTIONS_PER_TURN = 1  # Number of actions allowed per turn
NONCOMBAT_TURN_TIME = 30  # Time per turn count out of combat

# Condition options start here.
# If you need to make changes to how your conditions work later,
# it's best to put the easily tweakable values all in one place!

REGEN_RATE = (4, 8)  # Min and max HP regen for Regeneration
POISON_RATE = (4, 8)  # Min and max damage for Poisoned
ACC_UP_MOD = 25  # Accuracy Up attack roll bonus
ACC_DOWN_MOD = -25  # Accuracy Down attack roll penalty
DMG_UP_MOD = 5  # Damage Up damage roll bonus
DMG_DOWN_MOD = -5  # Damage Down damage roll penalty
DEF_UP_MOD = 15  # Defense Up defense bonus
DEF_DOWN_MOD = -15  # Defense Down defense penalty

"""
----------------------------------------------------------------------------
COMBAT FUNCTIONS START HERE
----------------------------------------------------------------------------
"""


[docs]def roll_init(character): """ Rolls a number between 1-1000 to determine initiative. Args: character (obj): The character to determine initiative for Returns: initiative (int): The character's place in initiative - higher numbers go first. Notes: By default, does not reference the character and simply returns a random integer from 1 to 1000. Since the character is passed to this function, you can easily reference a character's stats to determine an initiative roll - for example, if your character has a 'dexterity' attribute, you can use it to give that character an advantage in turn order, like so: return (randint(1,20)) + character.db.dexterity This way, characters with a higher dexterity will go first more often. """ return randint(1, 1000)
[docs]def get_attack(attacker, defender): """ Returns a value for an attack roll. Args: attacker (obj): Character doing the attacking defender (obj): Character being attacked Returns: attack_value (int): Attack roll value, compared against a defense value to determine whether an attack hits or misses. Notes: This is where conditions affecting attack rolls are applied, as well. Accuracy Up and Accuracy Down are also accounted for in itemfunc_attack(), so that attack items' accuracy is affected as well. """ # For this example, just return a random integer up to 100. attack_value = randint(1, 100) # Add to the roll if the attacker has the "Accuracy Up" condition. if "Accuracy Up" in attacker.db.conditions: attack_value += ACC_UP_MOD # Subtract from the roll if the attack has the "Accuracy Down" condition. if "Accuracy Down" in attacker.db.conditions: attack_value += ACC_DOWN_MOD return attack_value
[docs]def get_defense(attacker, defender): """ Returns a value for defense, which an attack roll must equal or exceed in order for an attack to hit. Args: attacker (obj): Character doing the attacking defender (obj): Character being attacked Returns: defense_value (int): Defense value, compared against an attack roll to determine whether an attack hits or misses. Notes: This is where conditions affecting defense are accounted for. """ # For this example, just return 50, for about a 50/50 chance of hit. defense_value = 50 # Add to defense if the defender has the "Defense Up" condition. if "Defense Up" in defender.db.conditions: defense_value += DEF_UP_MOD # Subtract from defense if the defender has the "Defense Down" condition. if "Defense Down" in defender.db.conditions: defense_value += DEF_DOWN_MOD return defense_value
[docs]def get_damage(attacker, defender): """ Returns a value for damage to be deducted from the defender's HP after abilities successful hit. Args: attacker (obj): Character doing the attacking defender (obj): Character being damaged Returns: damage_value (int): Damage value, which is to be deducted from the defending character's HP. Notes: This is where conditions affecting damage are accounted for. Since attack items roll their own damage in itemfunc_attack(), their damage is unaffected by any conditions. """ # For this example, just generate a number between 15 and 25. damage_value = randint(15, 25) # Add to damage roll if attacker has the "Damage Up" condition. if "Damage Up" in attacker.db.conditions: damage_value += DMG_UP_MOD # Subtract from the roll if the attacker has the "Damage Down" condition. if "Damage Down" in attacker.db.conditions: damage_value += DMG_DOWN_MOD return damage_value
[docs]def apply_damage(defender, damage): """ Applies damage to a target, reducing their HP by the damage amount to a minimum of 0. Args: defender (obj): Character taking damage damage (int): Amount of damage being taken """ defender.db.hp -= damage # Reduce defender's HP by the damage dealt. # If this reduces it to 0 or less, set HP to 0. if defender.db.hp <= 0: defender.db.hp = 0
[docs]def at_defeat(defeated): """ Announces the defeat of a fighter in combat. Args: defeated (obj): Fighter that's been defeated. Notes: All this does is announce a defeat message by default, but if you want anything else to happen to defeated fighters (like putting them into a dying state or something similar) then this is the place to do it. """ defeated.location.msg_contents("%s has been defeated!" % defeated)
[docs]def resolve_attack( attacker, defender, attack_value=None, defense_value=None, damage_value=None, inflict_condition=[], ): """ Resolves an attack and outputs the result. Args: attacker (obj): Character doing the attacking defender (obj): Character being attacked Options: attack_value (int): Override for attack roll defense_value (int): Override for defense value damage_value (int): Override for damage value inflict_condition (list): Conditions to inflict upon hit, a list of tuples formated as (condition(str), duration(int)) Notes: This function is called by normal attacks as well as attacks made with items. """ # Get an attack roll from the attacker. if not attack_value: attack_value = get_attack(attacker, defender) # Get a defense value from the defender. if not defense_value: defense_value = get_defense(attacker, defender) # If the attack value is lower than the defense value, miss. Otherwise, hit. if attack_value < defense_value: attacker.location.msg_contents("%s's attack misses %s!" % (attacker, defender)) else: if not damage_value: damage_value = get_damage(attacker, defender) # Calculate damage value. # Announce damage dealt and apply damage. attacker.location.msg_contents( "%s hits %s for %i damage!" % (attacker, defender, damage_value) ) apply_damage(defender, damage_value) # Inflict conditions on hit, if any specified for condition in inflict_condition: add_condition(defender, attacker, condition[0], condition[1]) # If defender HP is reduced to 0 or less, call at_defeat. if defender.db.hp <= 0: at_defeat(defender)
[docs]def combat_cleanup(character): """ Cleans up all the temporary combat-related attributes on a character. Args: character (obj): Character to have their combat attributes removed Notes: Any attribute whose key begins with 'combat_' is temporary and no longer needed once a fight ends. """ for attr in character.attributes.all(): if attr.key[:7] == "combat_": # If the attribute name starts with 'combat_'... character.attributes.remove(key=attr.key) # ...then delete it!
[docs]def is_in_combat(character): """ Returns true if the given character is in combat. Args: character (obj): Character to determine if is in combat or not Returns: (bool): True if in combat or False if not in combat """ return bool(character.db.combat_turnhandler)
[docs]def is_turn(character): """ Returns true if it's currently the given character's turn in combat. Args: character (obj): Character to determine if it is their turn or not Returns: (bool): True if it is their turn or False otherwise """ turnhandler = character.db.combat_turnhandler currentchar = turnhandler.db.fighters[turnhandler.db.turn] return bool(character == currentchar)
[docs]def spend_action(character, actions, action_name=None): """ Spends a character's available combat actions and checks for end of turn. Args: character (obj): Character spending the action actions (int) or 'all': Number of actions to spend, or 'all' to spend all actions Keyword Args: action_name (str or None): If a string is given, sets character's last action in combat to provided string """ if action_name: character.db.combat_lastaction = action_name if actions == "all": # If spending all actions character.db.combat_actionsleft = 0 # Set actions to 0 else: character.db.combat_actionsleft -= actions # Use up actions. if character.db.combat_actionsleft < 0: character.db.combat_actionsleft = 0 # Can't have fewer than 0 actions character.db.combat_turnhandler.turn_end_check(character) # Signal potential end of turn.
[docs]def spend_item_use(item, user): """ Spends one use on an item with limited uses. Args: item (obj): Item being used user (obj): Character using the item Notes: If item.db.item_consumable is 'True', the item is destroyed if it runs out of uses - if it's a string instead of 'True', it will also spawn a new object as residue, using the value of item.db.item_consumable as the name of the prototype to spawn. """ item.db.item_uses -= 1 # Spend one use if item.db.item_uses > 0: # Has uses remaining # Inform the player user.msg("%s has %i uses remaining." % (item.key.capitalize(), item.db.item_uses)) else: # All uses spent if not item.db.item_consumable: # Item isn't consumable # Just inform the player that the uses are gone user.msg("%s has no uses remaining." % item.key.capitalize()) else: # If item is consumable if item.db.item_consumable == True: # If the value is 'True', just destroy the item user.msg("%s has been consumed." % item.key.capitalize()) item.delete() # Delete the spent item else: # If a string, use value of item_consumable to spawn an object in its place residue = spawn({"prototype": item.db.item_consumable})[0] # Spawn the residue residue.location = item.location # Move the residue to the same place as the item user.msg("After using %s, you are left with %s." % (item, residue)) item.delete() # Delete the spent item
[docs]def use_item(user, item, target): """ Performs the action of using an item. Args: user (obj): Character using the item item (obj): Item being used target (obj): Target of the item use """ # If item is self only and no target given, set target to self. if item.db.item_selfonly and target == None: target = user # If item is self only, abort use if used on others. if item.db.item_selfonly and user != target: user.msg("%s can only be used on yourself." % item) return # Set kwargs to pass to item_func kwargs = {} if item.db.item_kwargs: kwargs = item.db.item_kwargs # Match item_func string to function try: item_func = ITEMFUNCS[item.db.item_func] except KeyError: # If item_func string doesn't match to a function in ITEMFUNCS user.msg("ERROR: %s not defined in ITEMFUNCS" % item.db.item_func) return # Call the item function - abort if it returns False, indicating an error. # This performs the actual action of using the item. # Regardless of what the function returns (if anything), it's still executed. if item_func(item, user, target, **kwargs) == False: return # If we haven't returned yet, we assume the item was used successfully. # Spend one use if item has limited uses if item.db.item_uses: spend_item_use(item, user) # Spend an action if in combat if is_in_combat(user): spend_action(user, 1, action_name="item")
[docs]def condition_tickdown(character, turnchar): """ Ticks down the duration of conditions on a character at the start of a given character's turn. Args: character (obj): Character to tick down the conditions of turnchar (obj): Character whose turn it currently is Notes: In combat, this is called on every fighter at the start of every character's turn. Out of combat, it's instead called when a character's at_update() hook is called, which is every 30 seconds by default. """ for key in character.db.conditions: # The first value is the remaining turns - the second value is whose turn to count down on. condition_duration = character.db.conditions[key][0] condition_turnchar = character.db.conditions[key][1] # If the duration is 'True', then the condition doesn't tick down - it lasts indefinitely. if not condition_duration is True: # Count down if the given turn character matches the condition's turn character. if condition_turnchar == turnchar: character.db.conditions[key][0] -= 1 if character.db.conditions[key][0] <= 0: # If the duration is brought down to 0, remove the condition and inform everyone. character.location.msg_contents( "%s no longer has the '%s' condition." % (str(character), str(key)) ) del character.db.conditions[key]
[docs]def add_condition(character, turnchar, condition, duration): """ Adds a condition to a fighter. Args: character (obj): Character to give the condition to turnchar (obj): Character whose turn to tick down the condition on in combat condition (str): Name of the condition duration (int or True): Number of turns the condition lasts, or True for indefinite """ # The first value is the remaining turns - the second value is whose turn to count down on. character.db.conditions.update({condition: [duration, turnchar]}) # Tell everyone! character.location.msg_contents("%s gains the '%s' condition." % (character, condition))
""" ---------------------------------------------------------------------------- CHARACTER TYPECLASS ---------------------------------------------------------------------------- """
[docs]class TBItemsCharacter(DefaultCharacter): """ A character able to participate in turn-based combat. Has attributes for current and maximum HP, and access to combat commands. """
[docs] 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.conditions = {} # Set empty dict for conditions # Subscribe character to the ticker handler tickerhandler.add(NONCOMBAT_TURN_TIME, self.at_update, idstring="update") """ Adds attributes for a character's current and maximum HP. We're just going to set this value at '100' by default. An empty dictionary is created to store conditions later, and the character is subscribed to the Ticker Handler, which will call at_update() on the character, with the interval specified by NONCOMBAT_TURN_TIME above. This is used to tick down conditions out of combat. You may want to expand this to include various 'stats' that can be changed at creation and factor into combat calculations. """
[docs] 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
[docs] def at_turn_start(self): """ Hook called at the beginning of this character's turn in combat. """ # Prompt the character for their turn and give some information. self.msg("|wIt's your turn! You have %i HP remaining.|n" % self.db.hp) # Apply conditions that fire at the start of each turn. self.apply_turn_conditions()
[docs] def apply_turn_conditions(self): """ Applies the effect of conditions that occur at the start of each turn in combat, or every 30 seconds out of combat. """ # Regeneration: restores 4 to 8 HP at the start of character's turn if "Regeneration" in self.db.conditions: to_heal = randint(REGEN_RATE[0], REGEN_RAGE[1]) # Restore HP if self.db.hp + to_heal > self.db.max_hp: to_heal = self.db.max_hp - self.db.hp # Cap healing to max HP self.db.hp += to_heal self.location.msg_contents("%s regains %i HP from Regeneration." % (self, to_heal)) # Poisoned: does 4 to 8 damage at the start of character's turn if "Poisoned" in self.db.conditions: to_hurt = randint(POISON_RATE[0], POISON_RATE[1]) # Deal damage apply_damage(self, to_hurt) self.location.msg_contents("%s takes %i damage from being Poisoned." % (self, to_hurt)) if self.db.hp <= 0: # Call at_defeat if poison defeats the character at_defeat(self) # Haste: Gain an extra action in combat. if is_in_combat(self) and "Haste" in self.db.conditions: self.db.combat_actionsleft += 1 self.msg("You gain an extra action this turn from Haste!") # Paralyzed: Have no actions in combat. if is_in_combat(self) and "Paralyzed" in self.db.conditions: self.db.combat_actionsleft = 0 self.location.msg_contents("%s is Paralyzed, and can't act this turn!" % self) self.db.combat_turnhandler.turn_end_check(self)
[docs] def at_update(self): """ Fires every 30 seconds. """ if not is_in_combat(self): # Not in combat # Change all conditions to update on character's turn. for key in self.db.conditions: self.db.conditions[key][1] = self # Apply conditions that fire every turn self.apply_turn_conditions() # Tick down condition durations condition_tickdown(self, self)
[docs]class TBItemsCharacterTest(TBItemsCharacter): """ Just like the TBItemsCharacter, but doesn't subscribe to the TickerHandler. This makes it easier to run unit tests on. """
[docs] def at_object_creation(self): self.db.max_hp = 100 # Set maximum HP to 100 self.db.hp = self.db.max_hp # Set current HP to maximum self.db.conditions = {} # Set empty dict for conditions
""" ---------------------------------------------------------------------------- SCRIPTS START HERE ---------------------------------------------------------------------------- """
[docs]class TBItemsTurnHandler(DefaultScript): """ This is the script that handles the progression of combat through turns. On creation (when a fight is started) it adds all combat-ready characters 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 room as its object. Fights persist until only one participant is left with any HP or all remaining participants choose to end the combat with the 'disengage' command. """
[docs] def at_script_creation(self): """ Called once, when the script is created. """ self.key = "Combat Turn Handler" self.interval = 5 # Once every 5 seconds self.persistent = True self.db.fighters = [] # Add all fighters in the room with at least 1 HP to the combat." for thing in self.obj.contents: if thing.db.hp: self.db.fighters.append(thing) # Initialize each fighter for combat for fighter in self.db.fighters: self.initialize_for_combat(fighter) # Add a reference to this script to the room self.obj.db.combat_turnhandler = self # Roll initiative and sort the list of fighters depending on who rolls highest to determine turn order. # The initiative roll is determined by the roll_init function and can be customized easily. ordered_by_roll = sorted(self.db.fighters, key=roll_init, reverse=True) self.db.fighters = ordered_by_roll # Announce the turn order. self.obj.msg_contents("Turn order is: %s " % ", ".join(obj.key for obj in self.db.fighters)) # Start first fighter's turn. self.start_turn(self.db.fighters[0]) # Set up the current turn and turn timeout delay. self.db.turn = 0 self.db.timer = TURN_TIMEOUT # Set timer to turn timeout specified in options
[docs] def at_stop(self): """ Called at script termination. """ for fighter in self.db.fighters: combat_cleanup(fighter) # Clean up the combat attributes for every fighter. self.obj.db.combat_turnhandler = None # Remove reference to turn handler in location
[docs] def at_repeat(self): """ Called once every self.interval seconds. """ currentchar = self.db.fighters[ self.db.turn ] # Note the current character in the turn order. self.db.timer -= self.interval # Count down the timer. if self.db.timer <= 0: # Force current character to disengage if timer runs out. self.obj.msg_contents("%s's turn timed out!" % currentchar) spend_action( currentchar, "all", action_name="disengage" ) # Spend all remaining actions. return elif self.db.timer <= 10 and not self.db.timeout_warning_given: # 10 seconds left # Warn the current character if they're about to time out. currentchar.msg("WARNING: About to time out!") self.db.timeout_warning_given = True
[docs] def initialize_for_combat(self, character): """ Prepares a character for combat when starting or entering a fight. Args: character (obj): Character to initialize for combat. """ combat_cleanup(character) # Clean up leftover combat attributes beforehand, just in case. character.db.combat_actionsleft = ( 0 # Actions remaining - start of turn adds to this, turn ends when it reaches 0 ) character.db.combat_turnhandler = ( self # Add a reference to this turn handler script to the character ) character.db.combat_lastaction = "null" # Track last action taken in combat
[docs] def start_turn(self, character): """ Readies a character for the start of their turn by replenishing their available actions and notifying them that their turn has come up. Args: character (obj): Character to be readied. Notes: Here, you only get one action per turn, but you might want to allow more than one per turn, or even grant a number of actions based on a character's attributes. You can even add multiple different kinds of actions, I.E. actions separated for movement, by adding "character.db.combat_movesleft = 3" or something similar. """ character.db.combat_actionsleft = ACTIONS_PER_TURN # Replenish actions # Call character's at_turn_start() hook. character.at_turn_start()
[docs] def next_turn(self): """ Advances to the next character in the turn order. """ # Check to see if every character disengaged as their last action. If so, end combat. disengage_check = True for fighter in self.db.fighters: if ( fighter.db.combat_lastaction != "disengage" ): # If a character has done anything but disengage disengage_check = False if disengage_check: # All characters have disengaged self.obj.msg_contents("All fighters have disengaged! Combat is over!") self.stop() # Stop this script and end combat. return # Check to see if only one character is left standing. If so, end combat. defeated_characters = 0 for fighter in self.db.fighters: if fighter.db.HP == 0: defeated_characters += 1 # Add 1 for every fighter with 0 HP left (defeated) if defeated_characters == ( len(self.db.fighters) - 1 ): # If only one character isn't defeated for fighter in self.db.fighters: if fighter.db.HP != 0: LastStanding = fighter # Pick the one fighter left with HP remaining self.obj.msg_contents("Only %s remains! Combat is over!" % LastStanding) self.stop() # Stop this script and end combat. return # Cycle to the next turn. currentchar = self.db.fighters[self.db.turn] self.db.turn += 1 # Go to the next in the turn order. if self.db.turn > len(self.db.fighters) - 1: self.db.turn = 0 # Go back to the first in the turn order once you reach the end. newchar = self.db.fighters[self.db.turn] # Note the new character self.db.timer = TURN_TIMEOUT + self.time_until_next_repeat() # Reset the timer. self.db.timeout_warning_given = False # Reset the timeout warning. self.obj.msg_contents("%s's turn ends - %s's turn begins!" % (currentchar, newchar)) self.start_turn(newchar) # Start the new character's turn. # Count down condition timers. for fighter in self.db.fighters: condition_tickdown(fighter, newchar)
[docs] def turn_end_check(self, character): """ Tests to see if a character's turn is over, and cycles to the next turn if it is. Args: character (obj): Character to test for end of turn """ if not character.db.combat_actionsleft: # Character has no actions remaining self.next_turn() return
[docs] def join_fight(self, character): """ Adds a new character to a fight already in progress. Args: character (obj): Character to be added to the fight. """ # Inserts the fighter to the turn order, right behind whoever's turn it currently is. self.db.fighters.insert(self.db.turn, character) # Tick the turn counter forward one to compensate. self.db.turn += 1 # Initialize the character like you do at the start. self.initialize_for_combat(character)
""" ---------------------------------------------------------------------------- COMMANDS START HERE ---------------------------------------------------------------------------- """
[docs]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"
[docs] 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_items.TBItemsTurnHandler")
# Remember you'll have to change the path to the script if you copy this code to your own modules!
[docs]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"
[docs] 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 if "Frightened" in self.caller.db.conditions: # Can't attack if frightened self.caller.msg("You're too frightened to attack!") 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.
[docs]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"
[docs] 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.
[docs]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"
[docs] 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. """
[docs]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"
[docs] 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. """
[docs]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.
[docs] 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.|/" + "|wUse:|n Use an item you're carrying." ) else: super(CmdCombatHelp, self).func() # Call the default help command
[docs]class CmdUse(MuxCommand): """ Use an item. Usage: use <item> [= target] An item can have various function - looking at the item may provide information as to its effects. Some items can be used to attack others, and as such can only be used in combat. """ key = "use" help_category = "combat"
[docs] def func(self): """ This performs the actual command. """ # Search for item item = self.caller.search(self.lhs, candidates=self.caller.contents) if not item: return # Search for target, if any is given target = None if self.rhs: target = self.caller.search(self.rhs) if not target: return # If in combat, can only use items on your turn if is_in_combat(self.caller): if not is_turn(self.caller): self.caller.msg("You can only use items on your turn.") return if not item.db.item_func: # Object has no item_func, not usable self.caller.msg("'%s' is not a usable item." % item.key.capitalize()) return if item.attributes.has("item_uses"): # Item has limited uses if item.db.item_uses <= 0: # Limited uses are spent self.caller.msg("'%s' has no uses remaining." % item.key.capitalize()) return # If everything checks out, call the use_item function use_item(self.caller, item, target)
[docs]class BattleCmdSet(default_cmds.CharacterCmdSet): """ This command set includes all the commmands used in the battle system. """ key = "DefaultCharacter"
[docs] 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(CmdUse())
""" ---------------------------------------------------------------------------- ITEM FUNCTIONS START HERE ---------------------------------------------------------------------------- These functions carry out the action of using an item - every item should contain a db entry "item_func", with its value being a string that is matched to one of these functions in the ITEMFUNCS dictionary below. Every item function must take the following arguments: item (obj): The item being used user (obj): The character using the item target (obj): The target of the item use Item functions must also accept **kwargs - these keyword arguments can be used to define how different items that use the same function can have different effects (for example, different attack items doing different amounts of damage). Each function below contains a description of what kwargs the function will take and the effect they have on the result. """
[docs]def itemfunc_heal(item, user, target, **kwargs): """ Item function that heals HP. kwargs: min_healing(int): Minimum amount of HP recovered max_healing(int): Maximum amount of HP recovered """ if not target: target = user # Target user if none specified if not target.attributes.has("max_hp"): # Has no HP to speak of user.msg("You can't use %s on that." % item) return False # Returning false aborts the item use if target.db.hp >= target.db.max_hp: user.msg("%s is already at full health." % target) return False min_healing = 20 max_healing = 40 # Retrieve healing range from kwargs, if present if "healing_range" in kwargs: min_healing = kwargs["healing_range"][0] max_healing = kwargs["healing_range"][1] to_heal = randint(min_healing, max_healing) # Restore 20 to 40 hp if target.db.hp + to_heal > target.db.max_hp: to_heal = target.db.max_hp - target.db.hp # Cap healing to max HP target.db.hp += to_heal user.location.msg_contents("%s uses %s! %s regains %i HP!" % (user, item, target, to_heal))
[docs]def itemfunc_add_condition(item, user, target, **kwargs): """ Item function that gives the target one or more conditions. kwargs: conditions (list): Conditions added by the item formatted as a list of tuples: (condition (str), duration (int or True)) Notes: Should mostly be used for beneficial conditions - use itemfunc_attack for an item that can give an enemy a harmful condition. """ conditions = [("Regeneration", 5)] if not target: target = user # Target user if none specified if not target.attributes.has("max_hp"): # Is not a fighter user.msg("You can't use %s on that." % item) return False # Returning false aborts the item use # Retrieve condition / duration from kwargs, if present if "conditions" in kwargs: conditions = kwargs["conditions"] user.location.msg_contents("%s uses %s!" % (user, item)) # Add conditions to the target for condition in conditions: add_condition(target, user, condition[0], condition[1])
[docs]def itemfunc_cure_condition(item, user, target, **kwargs): """ Item function that'll remove given conditions from a target. kwargs: to_cure(list): List of conditions (str) that the item cures when used """ to_cure = ["Poisoned"] if not target: target = user # Target user if none specified if not target.attributes.has("max_hp"): # Is not a fighter user.msg("You can't use %s on that." % item) return False # Returning false aborts the item use # Retrieve condition(s) to cure from kwargs, if present if "to_cure" in kwargs: to_cure = kwargs["to_cure"] item_msg = "%s uses %s! " % (user, item) for key in target.db.conditions: if key in to_cure: # If condition specified in to_cure, remove it. item_msg += "%s no longer has the '%s' condition. " % (str(target), str(key)) del target.db.conditions[key] user.location.msg_contents(item_msg)
[docs]def itemfunc_attack(item, user, target, **kwargs): """ Item function that attacks a target. kwargs: min_damage(int): Minimum damage dealt by the attack max_damage(int): Maximum damage dealth by the attack accuracy(int): Bonus / penalty to attack accuracy roll inflict_condition(list): List of conditions inflicted on hit, formatted as a (str, int) tuple containing condition name and duration. Notes: Calls resolve_attack at the end. """ if not is_in_combat(user): user.msg("You can only use that in combat.") return False # Returning false aborts the item use if not target: user.msg("You have to specify a target to use %s! (use <item> = <target>)" % item) return False if target == user: user.msg("You can't attack yourself!") return False if not target.db.hp: # Has no HP user.msg("You can't use %s on that." % item) return False min_damage = 20 max_damage = 40 accuracy = 0 inflict_condition = [] # Retrieve values from kwargs, if present if "damage_range" in kwargs: min_damage = kwargs["damage_range"][0] max_damage = kwargs["damage_range"][1] if "accuracy" in kwargs: accuracy = kwargs["accuracy"] if "inflict_condition" in kwargs: inflict_condition = kwargs["inflict_condition"] # Roll attack and damage attack_value = randint(1, 100) + accuracy damage_value = randint(min_damage, max_damage) # Account for "Accuracy Up" and "Accuracy Down" conditions if "Accuracy Up" in user.db.conditions: attack_value += 25 if "Accuracy Down" in user.db.conditions: attack_value -= 25 user.location.msg_contents("%s attacks %s with %s!" % (user, target, item)) resolve_attack( user, target, attack_value=attack_value, damage_value=damage_value, inflict_condition=inflict_condition, )
# Match strings to item functions here. We can't store callables on # prototypes, so we store a string instead, matching that string to # a callable in this dictionary. ITEMFUNCS = { "heal": itemfunc_heal, "attack": itemfunc_attack, "add_condition": itemfunc_add_condition, "cure_condition": itemfunc_cure_condition, } """ ---------------------------------------------------------------------------- PROTOTYPES START HERE ---------------------------------------------------------------------------- You can paste these prototypes into your game's prototypes.py module in your /world/ folder, and use the spawner to create them - they serve as examples of items you can make and a handy way to demonstrate the system for conditions as well. Items don't have any particular typeclass - any object with a db entry "item_func" that references one of the functions given above can be used as an item with the 'use' command. Only "item_func" is required, but item behavior can be further modified by specifying any of the following: item_uses (int): If defined, item has a limited number of uses item_selfonly (bool): If True, user can only use the item on themself item_consumable(True or str): If True, item is destroyed when it runs out of uses. If a string is given, the item will spawn a new object as it's destroyed, with the string specifying what prototype to spawn. item_kwargs (dict): Keyword arguments to pass to the function defined in item_func. Unique to each function, and can be used to make multiple items using the same function work differently. """ MEDKIT = { "key": "a medical kit", "aliases": ["medkit"], "desc": "A standard medical kit. It can be used a few times to heal wounds.", "item_func": "heal", "item_uses": 3, "item_consumable": True, "item_kwargs": {"healing_range": (15, 25)}, } GLASS_BOTTLE = {"key": "a glass bottle", "desc": "An empty glass bottle."} HEALTH_POTION = { "key": "a health potion", "desc": "A glass bottle full of a mystical potion that heals wounds when used.", "item_func": "heal", "item_uses": 1, "item_consumable": "GLASS_BOTTLE", "item_kwargs": {"healing_range": (35, 50)}, } REGEN_POTION = { "key": "a regeneration potion", "desc": "A glass bottle full of a mystical potion that regenerates wounds over time.", "item_func": "add_condition", "item_uses": 1, "item_consumable": "GLASS_BOTTLE", "item_kwargs": {"conditions": [("Regeneration", 10)]}, } HASTE_POTION = { "key": "a haste potion", "desc": "A glass bottle full of a mystical potion that hastens its user.", "item_func": "add_condition", "item_uses": 1, "item_consumable": "GLASS_BOTTLE", "item_kwargs": {"conditions": [("Haste", 10)]}, } BOMB = { "key": "a rotund bomb", "desc": "A large black sphere with a fuse at the end. Can be used on enemies in combat.", "item_func": "attack", "item_uses": 1, "item_consumable": True, "item_kwargs": {"damage_range": (25, 40), "accuracy": 25}, } POISON_DART = { "key": "a poison dart", "desc": "A thin dart coated in deadly poison. Can be used on enemies in combat", "item_func": "attack", "item_uses": 1, "item_consumable": True, "item_kwargs": { "damage_range": (5, 10), "accuracy": 25, "inflict_condition": [("Poisoned", 10)], }, } TASER = { "key": "a taser", "desc": "A device that can be used to paralyze enemies in combat.", "item_func": "attack", "item_kwargs": { "damage_range": (10, 20), "accuracy": 0, "inflict_condition": [("Paralyzed", 1)], }, } GHOST_GUN = { "key": "a ghost gun", "desc": "A gun that fires scary ghosts at people. Anyone hit by a ghost becomes frightened.", "item_func": "attack", "item_uses": 6, "item_kwargs": { "damage_range": (5, 10), "accuracy": 15, "inflict_condition": [("Frightened", 1)], }, } ANTIDOTE_POTION = { "key": "an antidote potion", "desc": "A glass bottle full of a mystical potion that cures poison when used.", "item_func": "cure_condition", "item_uses": 1, "item_consumable": "GLASS_BOTTLE", "item_kwargs": {"to_cure": ["Poisoned"]}, } AMULET_OF_MIGHT = { "key": "The Amulet of Might", "desc": "The one who holds this amulet can call upon its power to gain great strength.", "item_func": "add_condition", "item_selfonly": True, "item_kwargs": {"conditions": [("Damage Up", 3), ("Accuracy Up", 3), ("Defense Up", 3)]}, } AMULET_OF_WEAKNESS = { "key": "The Amulet of Weakness", "desc": "The one who holds this amulet can call upon its power to gain great weakness. It's not a terribly useful artifact.", "item_func": "add_condition", "item_selfonly": True, "item_kwargs": {"conditions": [("Damage Down", 3), ("Accuracy Down", 3), ("Defense Down", 3)]}, }