evennia.contrib.turnbattle.tb_equip

Simple turn-based combat system with equipment

Contrib - Tim Ashley Jenkins 2017

This is a version of the ‘turnbattle’ contrib with a basic system for weapons and armor implemented. Weapons can have unique damage ranges and accuracy modifiers, while armor can reduce incoming damage and change one’s chance of getting hit. The ‘wield’ command is used to equip weapons and the ‘don’ command is used to equip armor.

Some prototypes are included at the end of this module - feel free to copy them into your game’s prototypes.py module in your ‘world’ folder and create them with the @spawn command. (See the tutorial for using the @spawn command for details.)

For the example equipment given, heavier weapons deal more damage but are less accurate, while light weapons are more accurate but deal less damage. Similarly, heavy armor reduces incoming damage by a lot but increases your chance of getting hit, while light armor is easier to dodge in but reduces incoming damage less. Light weapons are more effective against lightly armored opponents and heavy weapons are more damaging against heavily armored foes, but heavy weapons and armor are slightly better than light weapons and armor overall.

This is a fairly bare implementation of equipment that is meant to be expanded to fit your game - weapon and armor slots, damage types and damage bonuses, etc. should be fairly simple to implement according to the rules of your preferred system or the needs of your own game.

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

from evennia.contrib.turnbattle.tb_equip import TBEquipCharacter

And change your game’s character typeclass to inherit from TBEquipCharacter instead of the default:

class Character(TBEquipCharacter):

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

from evennia.contrib.turnbattle import tb_equip

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

# # any commands you add below will overload the default ones. # self.add(tb_equip.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.

evennia.contrib.turnbattle.tb_equip.ACTIONS_PER_TURN = 1
evennia.contrib.turnbattle.tb_equip.roll_init(character)[source]

Rolls a number between 1-1000 to determine initiative.

Parameters

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.

evennia.contrib.turnbattle.tb_equip.get_attack(attacker, defender)[source]

Returns a value for an attack roll.

Parameters
  • 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

In this example, a weapon’s accuracy bonus is factored into the attack roll. Lighter weapons are more accurate but less damaging, and heavier weapons are less accurate but deal more damage. Of course, you can change this paradigm completely in your own game.

evennia.contrib.turnbattle.tb_equip.get_defense(attacker, defender)[source]

Returns a value for defense, which an attack roll must equal or exceed in order for an attack to hit.

Parameters
  • 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

Characters are given a default defense value of 50 which can be modified up or down by armor. In this example, wearing armor actually makes you a little easier to hit, but reduces incoming damage.

evennia.contrib.turnbattle.tb_equip.get_damage(attacker, defender)[source]

Returns a value for damage to be deducted from the defender’s HP after abilities successful hit.

Parameters
  • 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

Damage is determined by the attacker’s wielded weapon, or the attacker’s unarmed damage range if no weapon is wielded. Incoming damage is reduced by the defender’s armor.

evennia.contrib.turnbattle.tb_equip.apply_damage(defender, damage)[source]

Applies damage to a target, reducing their HP by the damage amount to a minimum of 0.

Parameters
  • defender (obj) – Character taking damage

  • damage (int) – Amount of damage being taken

evennia.contrib.turnbattle.tb_equip.at_defeat(defeated)[source]

Announces the defeat of a fighter in combat.

Parameters

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.

evennia.contrib.turnbattle.tb_equip.resolve_attack(attacker, defender, attack_value=None, defense_value=None)[source]

Resolves an attack and outputs the result.

Parameters
  • attacker (obj) – Character doing the attacking

  • defender (obj) – Character being attacked

Notes

Even though the attack and defense values are calculated extremely simply, they are separated out into their own functions so that they are easier to expand upon.

evennia.contrib.turnbattle.tb_equip.combat_cleanup(character)[source]

Cleans up all the temporary combat-related attributes on a character.

Parameters

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.

evennia.contrib.turnbattle.tb_equip.is_in_combat(character)[source]

Returns true if the given character is in combat.

Parameters

character (obj) – Character to determine if is in combat or not

Returns

(bool) – True if in combat or False if not in combat

evennia.contrib.turnbattle.tb_equip.is_turn(character)[source]

Returns true if it’s currently the given character’s turn in combat.

Parameters

character (obj) – Character to determine if it is their turn or not

Returns

(bool) – True if it is their turn or False otherwise

evennia.contrib.turnbattle.tb_equip.spend_action(character, actions, action_name=None)[source]

Spends a character’s available combat actions and checks for end of turn.

Parameters
  • character (obj) – Character spending the action

  • actions (int) – Number of actions to spend, or ‘all’ to spend all actions

Keyword Arguments
  • action_name (str or None) – If a string is given, sets character’s last action in

  • to provided string (combat) –

class evennia.contrib.turnbattle.tb_equip.TBEquipTurnHandler(*args, **kwargs)[source]

Bases: evennia.scripts.scripts.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.

at_script_creation()[source]

Called once, when the script is created.

at_stop()[source]

Called at script termination.

at_repeat()[source]

Called once every self.interval seconds.

initialize_for_combat(character)[source]

Prepares a character for combat when starting or entering a fight.

Parameters

character (obj) – Character to initialize for combat.

start_turn(character)[source]

Readies a character for the start of their turn by replenishing their available actions and notifying them that their turn has come up.

Parameters

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.

next_turn()[source]

Advances to the next character in the turn order.

turn_end_check(character)[source]

Tests to see if a character’s turn is over, and cycles to the next turn if it is.

Parameters

character (obj) – Character to test for end of turn

join_fight(character)[source]

Adds a new character to a fight already in progress.

Parameters

character (obj) – Character to be added to the fight.

exception DoesNotExist

Bases: evennia.scripts.scripts.DefaultScript.DoesNotExist

exception MultipleObjectsReturned

Bases: evennia.scripts.scripts.DefaultScript.MultipleObjectsReturned

path = 'evennia.contrib.turnbattle.tb_equip.TBEquipTurnHandler'
typename = 'TBEquipTurnHandler'
class evennia.contrib.turnbattle.tb_equip.TBEWeapon(*args, **kwargs)[source]

Bases: evennia.objects.objects.DefaultObject

A weapon which can be wielded in combat with the ‘wield’ command.

at_object_creation()[source]

Called once, when this object is first created. This is the normal hook to overload for most object types.

at_drop(dropper)[source]

Stop being wielded if dropped.

at_give(giver, getter)[source]

Stop being wielded if given.

exception DoesNotExist

Bases: evennia.objects.objects.DefaultObject.DoesNotExist

exception MultipleObjectsReturned

Bases: evennia.objects.objects.DefaultObject.MultipleObjectsReturned

path = 'evennia.contrib.turnbattle.tb_equip.TBEWeapon'
typename = 'TBEWeapon'
class evennia.contrib.turnbattle.tb_equip.TBEArmor(*args, **kwargs)[source]

Bases: evennia.objects.objects.DefaultObject

A set of armor which can be worn with the ‘don’ command.

at_object_creation()[source]

Called once, when this object is first created. This is the normal hook to overload for most object types.

at_before_drop(dropper)[source]

Can’t drop in combat.

at_drop(dropper)[source]

Stop being wielded if dropped.

at_before_give(giver, getter)[source]

Can’t give away in combat.

at_give(giver, getter)[source]

Stop being wielded if given.

exception DoesNotExist

Bases: evennia.objects.objects.DefaultObject.DoesNotExist

exception MultipleObjectsReturned

Bases: evennia.objects.objects.DefaultObject.MultipleObjectsReturned

path = 'evennia.contrib.turnbattle.tb_equip.TBEArmor'
typename = 'TBEArmor'
class evennia.contrib.turnbattle.tb_equip.TBEquipCharacter(*args, **kwargs)[source]

Bases: evennia.objects.objects.DefaultCharacter

A character able to participate in turn-based combat. Has attributes for current and maximum HP, and access to combat commands.

at_object_creation()[source]

Called once, when this object is first created. This is the normal hook to overload for most object types.

at_before_move(destination)[source]

Called just before starting to move this object to destination.

Parameters

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.

exception DoesNotExist

Bases: evennia.objects.objects.DefaultCharacter.DoesNotExist

exception MultipleObjectsReturned

Bases: evennia.objects.objects.DefaultCharacter.MultipleObjectsReturned

path = 'evennia.contrib.turnbattle.tb_equip.TBEquipCharacter'
typename = 'TBEquipCharacter'
class evennia.contrib.turnbattle.tb_equip.CmdFight(**kwargs)[source]

Bases: evennia.commands.command.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'
func()[source]

This performs the actual command.

aliases = []
lock_storage = 'cmd:all();'
class evennia.contrib.turnbattle.tb_equip.CmdAttack(**kwargs)[source]

Bases: evennia.commands.command.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'
func()[source]

This performs the actual command.

aliases = []
lock_storage = 'cmd:all();'
class evennia.contrib.turnbattle.tb_equip.CmdPass(**kwargs)[source]

Bases: evennia.commands.command.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 = ['hold', 'wait']
help_category = 'combat'
func()[source]

This performs the actual command.

lock_storage = 'cmd:all();'
class evennia.contrib.turnbattle.tb_equip.CmdDisengage(**kwargs)[source]

Bases: evennia.commands.command.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'
func()[source]

This performs the actual command.

lock_storage = 'cmd:all();'
class evennia.contrib.turnbattle.tb_equip.CmdRest(**kwargs)[source]

Bases: evennia.commands.command.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'
func()[source]

This performs the actual command.

aliases = []
lock_storage = 'cmd:all();'
class evennia.contrib.turnbattle.tb_equip.CmdCombatHelp(**kwargs)[source]

Bases: evennia.commands.default.help.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.

func()[source]

Run the dynamic help entry creator.

aliases = ['?']
help_category = 'general'
key = 'help'
lock_storage = 'cmd:all()'
class evennia.contrib.turnbattle.tb_equip.CmdWield(**kwargs)[source]

Bases: evennia.commands.command.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'
func()[source]

This performs the actual command.

aliases = []
lock_storage = 'cmd:all();'
class evennia.contrib.turnbattle.tb_equip.CmdUnwield(**kwargs)[source]

Bases: evennia.commands.command.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'
func()[source]

This performs the actual command.

aliases = []
lock_storage = 'cmd:all();'
class evennia.contrib.turnbattle.tb_equip.CmdDon(**kwargs)[source]

Bases: evennia.commands.command.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'
func()[source]

This performs the actual command.

aliases = []
lock_storage = 'cmd:all();'
class evennia.contrib.turnbattle.tb_equip.CmdDoff(**kwargs)[source]

Bases: evennia.commands.command.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'
func()[source]

This performs the actual command.

aliases = []
lock_storage = 'cmd:all();'
class evennia.contrib.turnbattle.tb_equip.BattleCmdSet(cmdsetobj=None, key=None)[source]

Bases: evennia.commands.default.cmdset_character.CharacterCmdSet

This command set includes all the commmands used in the battle system.

key = 'DefaultCharacter'
at_cmdset_creation()[source]

Populates the cmdset

path = 'evennia.contrib.turnbattle.tb_equip.BattleCmdSet'