evennia.contrib.turnbattle.tb_magic¶
Simple turn-based combat system with spell casting
Contrib - Tim Ashley Jenkins 2017
This is a version of the ‘turnbattle’ contrib that includes a basic, expandable framework for a ‘magic system’, whereby players can spend a limited resource (MP) to achieve a wide variety of effects, both in and out of combat. This does not have to strictly be a system for magic - it can easily be re-flavored to any other sort of resource based mechanic, like psionic powers, special moves and stamina, and so forth.
In this system, spells are learned by name with the ‘learnspell’ command, and then used with the ‘cast’ command. Spells can be cast in or out of combat - some spells can only be cast in combat, some can only be cast outside of combat, and some can be cast any time. However, if you are in combat, you can only cast a spell on your turn, and doing so will typically use an action (as specified in the spell’s funciton).
Spells are defined at the end of the module in a database that’s a dictionary of dictionaries - each spell is matched by name to a function, along with various parameters that restrict when the spell can be used and what the spell can be cast on. Included is a small variety of spells that damage opponents and heal HP, as well as one that creates an object.
Because a spell can call any function, a spell can be made to do just about anything at all. The SPELLS dictionary at the bottom of the module even allows kwargs to be passed to the spell function, so that the same function can be re-used for multiple similar spells.
Spells in this system work on a very basic resource: MP, which is spent when casting spells and restored by resting. It shouldn’t be too difficult to modify this system to use spell slots, some physical fuel or resource, or whatever else your game requires.
To install and test, import this module’s TBMagicCharacter object into your game’s character.py module:
from evennia.contrib.turnbattle.tb_magic import TBMagicCharacter
And change your game’s character typeclass to inherit from TBMagicCharacter instead of the default:
class Character(TBMagicCharacter):
Note: If your character already existed you need to also make sure to re-run the creation hooks on it to set the needed Attributes. Use update self to try on yourself or use py to call at_object_creation() on all existing Characters.
Next, import this module into your default_cmdsets.py module:
from evennia.contrib.turnbattle import tb_magic
And add the battle command set to your default command set:
# # any commands you add below will overload the default ones. # self.add(tb_magic.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.
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evennia.contrib.turnbattle.tb_magic.
ACTIONS_PER_TURN
= 1¶
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evennia.contrib.turnbattle.tb_magic.
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.
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evennia.contrib.turnbattle.tb_magic.
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
By default, returns a random integer from 1 to 100 without using any properties from either the attacker or defender.
This can easily be expanded to return a value based on characters stats, equipment, and abilities. This is why the attacker and defender are passed to this function, even though nothing from either one are used in this example.
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evennia.contrib.turnbattle.tb_magic.
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
By default, returns 50, not taking any properties of the defender or attacker into account.
As above, this can be expanded upon based on character stats and equipment.
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evennia.contrib.turnbattle.tb_magic.
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
By default, returns a random integer from 15 to 25 without using any properties from either the attacker or defender.
Again, this can be expanded upon.
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evennia.contrib.turnbattle.tb_magic.
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
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evennia.contrib.turnbattle.tb_magic.
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.
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evennia.contrib.turnbattle.tb_magic.
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.
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evennia.contrib.turnbattle.tb_magic.
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.
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evennia.contrib.turnbattle.tb_magic.
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
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evennia.contrib.turnbattle.tb_magic.
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
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evennia.contrib.turnbattle.tb_magic.
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) –
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class
evennia.contrib.turnbattle.tb_magic.
TBMagicCharacter
(*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.
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at_object_creation
()[source]¶ Called once, when this object is first created. This is the normal hook to overload for most object types.
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.
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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.
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exception
DoesNotExist
¶ Bases:
evennia.objects.objects.DefaultCharacter.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.objects.objects.DefaultCharacter.MultipleObjectsReturned
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path
= 'evennia.contrib.turnbattle.tb_magic.TBMagicCharacter'¶
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typename
= 'TBMagicCharacter'¶
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class
evennia.contrib.turnbattle.tb_magic.
TBMagicTurnHandler
(*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.
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initialize_for_combat
(character)[source]¶ Prepares a character for combat when starting or entering a fight.
- Parameters
character (obj) – Character to initialize for combat.
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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.
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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
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join_fight
(character)[source]¶ Adds a new character to a fight already in progress.
- Parameters
character (obj) – Character to be added to the fight.
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exception
DoesNotExist
¶
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exception
MultipleObjectsReturned
¶ Bases:
evennia.scripts.scripts.DefaultScript.MultipleObjectsReturned
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path
= 'evennia.contrib.turnbattle.tb_magic.TBMagicTurnHandler'¶
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typename
= 'TBMagicTurnHandler'¶
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class
evennia.contrib.turnbattle.tb_magic.
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.
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key
= 'fight'¶
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help_category
= 'combat'¶
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aliases
= []¶
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lock_storage
= 'cmd:all();'¶
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class
evennia.contrib.turnbattle.tb_magic.
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.
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key
= 'attack'¶
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help_category
= 'combat'¶
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aliases
= []¶
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lock_storage
= 'cmd:all();'¶
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class
evennia.contrib.turnbattle.tb_magic.
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.
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key
= 'pass'¶
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aliases
= ['hold', 'wait']¶
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help_category
= 'combat'¶
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lock_storage
= 'cmd:all();'¶
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class
evennia.contrib.turnbattle.tb_magic.
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.
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key
= 'disengage'¶
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aliases
= ['spare']¶
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help_category
= 'combat'¶
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lock_storage
= 'cmd:all();'¶
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class
evennia.contrib.turnbattle.tb_magic.
CmdLearnSpell
(**kwargs)[source]¶ Bases:
evennia.commands.command.Command
Learn a magic spell.
- Usage:
learnspell <spell name>
Adds a spell by name to your list of spells known.
The following spells are provided as examples:
- |wmagic missile|n (3 MP): Fires three missiles that never miss. Can target
up to three different enemies.
|wflame shot|n (3 MP): Shoots a high-damage jet of flame at one target.
|wcure wounds|n (5 MP): Heals damage on one target.
- |wmass cure wounds|n (10 MP): Like ‘cure wounds’, but can heal up to 5
targets at once.
|wfull heal|n (12 MP): Heals one target back to full HP.
|wcactus conjuration|n (2 MP): Creates a cactus.
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key
= 'learnspell'¶
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help_category
= 'magic'¶
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aliases
= []¶
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lock_storage
= 'cmd:all();'¶
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class
evennia.contrib.turnbattle.tb_magic.
CmdCast
(**kwargs)[source]¶ Bases:
evennia.commands.default.muxcommand.MuxCommand
Cast a magic spell that you know, provided you have the MP to spend on its casting.
- Usage:
cast <spellname> [= <target1>, <target2>, etc…]
Some spells can be cast on multiple targets, some can be cast on only yourself, and some don’t need a target specified at all. Typing ‘cast’ by itself will give you a list of spells you know.
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key
= 'cast'¶
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help_category
= 'magic'¶
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func
()[source]¶ This performs the actual command.
Note: This is a quite long command, since it has to cope with all the different circumstances in which you may or may not be able to cast a spell. None of the spell’s effects are handled by the command - all the command does is verify that the player’s input is valid for the spell being cast and then call the spell’s function.
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aliases
= []¶
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lock_storage
= 'cmd:all();'¶
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class
evennia.contrib.turnbattle.tb_magic.
CmdRest
(**kwargs)[source]¶ Bases:
evennia.commands.command.Command
Recovers damage and restores MP.
- Usage:
rest
Resting recovers your HP and MP to their maximum, but you can only rest if you’re not in a fight.
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key
= 'rest'¶
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help_category
= 'combat'¶
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aliases
= []¶
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lock_storage
= 'cmd:all();'¶
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class
evennia.contrib.turnbattle.tb_magic.
CmdStatus
(**kwargs)[source]¶ Bases:
evennia.commands.command.Command
Gives combat information.
- Usage:
status
Shows your current and maximum HP and your distance from other targets in combat.
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key
= 'status'¶
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help_category
= 'combat'¶
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aliases
= []¶
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lock_storage
= 'cmd:all();'¶
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class
evennia.contrib.turnbattle.tb_magic.
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.
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aliases
= ['?']¶
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help_category
= 'general'¶
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key
= 'help'¶
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lock_storage
= 'cmd:all()'¶
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class
evennia.contrib.turnbattle.tb_magic.
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'¶
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path
= 'evennia.contrib.turnbattle.tb_magic.BattleCmdSet'¶
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evennia.contrib.turnbattle.tb_magic.
spell_healing
(caster, spell_name, targets, cost, **kwargs)[source]¶ Spell that restores HP to a target or targets.
- kwargs:
- healing_range (tuple): Minimum and maximum amount healed to
each target. (20, 40) by default.
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evennia.contrib.turnbattle.tb_magic.
spell_attack
(caster, spell_name, targets, cost, **kwargs)[source]¶ Spell that deals damage in combat. Similar to resolve_attack.
- kwargs:
- attack_name (tuple): Single and plural describing the sort of
attack or projectile that strikes each enemy.
- damage_range (tuple): Minimum and maximum damage dealt by the
spell. (10, 20) by default.
- accuracy (int): Modifier to the spell’s attack roll, determining
an increased or decreased chance to hit. 0 by default.
- attack_count (int): How many individual attacks are made as part
of the spell. If the number of attacks exceeds the number of targets, the first target specified will be attacked more than once. Just 1 by default - if the attack_count is less than the number targets given, each target will only be attacked once.
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evennia.contrib.turnbattle.tb_magic.
spell_conjure
(caster, spell_name, targets, cost, **kwargs)[source]¶ Spell that creates an object.
- kwargs:
obj_key (str): Key of the created object. obj_desc (str): Desc of the created object. obj_typeclass (str): Typeclass path of the object.
If you want to make more use of this particular spell funciton, you may want to modify it to use the spawner (in evennia.utils.spawner) instead of creating objects directly.