Source code for evennia.contrib.game_systems.turnbattle.tb_range

"""
Simple turn-based combat system with range and movement

Contrib - Tim Ashley Jenkins 2017

This is a version of the 'turnbattle' contrib that includes a system
for abstract movement and positioning in combat, including distinction
between melee and ranged attacks. In this system, a fighter or object's
exact position is not recorded - only their relative distance to other
actors in combat.

In this example, the distance between two objects in combat is expressed
as an integer value: 0 for "engaged" objects that are right next to each
other, 1 for "reach" which is for objects that are near each other but
not directly adjacent, and 2 for "range" for objects that are far apart.

When combat starts, all fighters are at reach with each other and other
objects, and at range from any exits. On a fighter's turn, they can use
the "approach" command to move closer to an object, or the "withdraw"
command to move further away from an object, either of which takes an
action in combat. In this example, fighters are given two actions per
turn, allowing them to move and attack in the same round, or to attack
twice or move twice.

When you move toward an object, you will also move toward anything else
that's close to your target - the same goes for moving away from a target,
which will also move you away from anything close to your target. Moving
toward one target may also move you away from anything you're already
close to, but withdrawing from a target will never inadvertently bring
you closer to anything else.

In this example, there are two attack commands. 'Attack' can only hit
targets that are 'engaged' (range 0) with you. 'Shoot' can hit any target
on the field, but cannot be used if you are engaged with any other fighters.
In addition, strikes made with the 'attack' command are more accurate than
'shoot' attacks. This is only to provide an example of how melee and ranged
attacks can be made to work differently - you can, of course, modify this
to fit your rules system.

When in combat, the ranges of objects are also accounted for - you can't
pick up an object unless you're engaged with it, and can't give an object
to another fighter without being engaged with them either. Dropped objects
are automatically assigned a range of 'engaged' with the fighter who dropped
them. Additionally, giving or getting an object will take an action in combat.
Dropping an object does not take an action, but can only be done on your turn.

When combat ends, all range values are erased and all restrictions on getting
or getting objects are lifted - distances are no longer tracked and objects in
the same room can be considered to be in the same space, as is the default
behavior of Evennia and most MUDs.

This system allows for strategies in combat involving movement and
positioning to be implemented in your battle system without the use of
a 'grid' of coordinates, which can be difficult and clunky to navigate
in text and disadvantageous to players who use screen readers. This loose,
narrative method of tracking position is based around how the matter is
handled in tabletop RPGs played without a grid - typically, a character's
exact position in a room isn't important, only their relative distance to
other actors.

You may wish to expand this system with a method of distinguishing allies
from enemies (to prevent allied characters from blocking your ranged attacks)
as well as some method by which melee-focused characters can prevent enemies
from withdrawing or punish them from doing so, such as by granting "attacks of
opportunity" or something similar. If you wish, you can also expand the breadth
of values allowed for range - rather than just 0, 1, and 2, you can allow ranges
to go up to much higher values, and give attacks and movements more varying
values for distance for a more granular system. You may also want to implement
a system for fleeing or changing rooms in combat by approaching exits, which
are objects placed in the range field like any other.

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

    from evennia.contrib.game_systems.turnbattle.tb_range import TBRangeCharacter

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

    class Character(TBRangeCharacter):

Do the same thing in your game's objects.py module for TBRangeObject:

    from evennia.contrib.game_systems.turnbattle.tb_range import TBRangeObject
    class Object(TBRangeObject):

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

    from evennia.contrib.game_systems.turnbattle import tb_range

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

    #
    # any commands you add below will overload the default ones.
    #
    self.add(tb_range.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 Command, DefaultObject, DefaultScript, default_cmds
from evennia.commands.default.help import CmdHelp

from . import tb_basic

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

TURN_TIMEOUT = 30  # Time before turns automatically end, in seconds
ACTIONS_PER_TURN = 2  # Number of actions allowed per turn

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


[docs]class RangedCombatRules(tb_basic.BasicCombatRules):
[docs] def get_attack(self, attacker, defender, attack_type): """ Returns a value for an attack roll. Args: attacker (obj): Character doing the attacking defender (obj): Character being attacked attack_type (str): Type of attack ('melee' or 'ranged') Returns: attack_value (int): Attack roll value, compared against a defense value to determine whether an attack hits or misses. Notes: By default, generates a random integer from 1 to 100 without using any properties from either the attacker or defender, and modifies the result based on whether it's for a melee or ranged attack. 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. """ # For this example, just return a random integer up to 100. attack_value = randint(1, 100) # Make melee attacks more accurate, ranged attacks less accurate if attack_type == "melee": attack_value += 15 if attack_type == "ranged": attack_value -= 15 return attack_value
[docs] def get_defense(self, attacker, defender, attack_type="melee"): """ 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 attack_type (str): Type of attack ('melee' or 'ranged') 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. """ # For this example, just return 50, for about a 50/50 chance of hit. defense_value = 50 return defense_value
[docs] def get_range(self, obj1, obj2): """ Gets the combat range between two objects. Args: obj1 (obj): First object obj2 (obj): Second object Returns: range (int or None): Distance between two objects or None if not applicable """ # Return None if not applicable. if not obj1.db.combat_range: return None if not obj2.db.combat_range: return None if obj1 not in obj2.db.combat_range: return None if obj2 not in obj1.db.combat_range: return None # Return the range between the two objects. return obj1.db.combat_range[obj2]
[docs] def distance_inc(self, mover, target): """ Function that increases distance in range field between mover and target. Args: mover (obj): The object moving target (obj): The object to be moved away from """ mover.db.combat_range[target] += 1 target.db.combat_range[mover] = mover.db.combat_range[target] # Set a cap of 2: if self.get_range(mover, target) > 2: target.db.combat_range[mover] = 2 mover.db.combat_range[target] = 2
[docs] def distance_dec(self, mover, target): """ Helper function that decreases distance in range field between mover and target. Args: mover (obj): The object moving target (obj): The object to be moved toward """ mover.db.combat_range[target] -= 1 target.db.combat_range[mover] = mover.db.combat_range[target] # If this brings mover to range 0 (Engaged): if self.get_range(mover, target) <= 0: # Reset range to each other to 0 and copy target's ranges to mover. target.db.combat_range[mover] = 0 mover.db.combat_range = target.db.combat_range # Assure everything else has the same distance from the mover and target, now that # they're together for thing in mover.location.contents: if thing != mover and thing != target: thing.db.combat_range[mover] = thing.db.combat_range[target]
[docs] def approach(self, mover, target): """ Manages a character's whole approach, including changes in ranges to other characters. Args: mover (obj): The object moving target (obj): The object to be moved toward Notes: The mover will also automatically move toward any objects that are closer to the target than the mover is. The mover will also move away from anything they started out close to. """ contents = mover.location.contents for thing in contents: if thing != mover and thing != target: # Move closer to each object closer to the target than you. if self.get_range(mover, thing) > self.get_range(target, thing): self.distance_dec(mover, thing) # Move further from each object that's further from you than from the target. if self.get_range(mover, thing) < self.get_range(target, thing): self.distance_inc(mover, thing) # Lastly, move closer to your target. self.distance_dec(mover, target)
[docs] def withdraw(self, mover, target): """ Manages a character's whole withdrawal, including changes in ranges to other characters. Args: mover (obj): The object moving target (obj): The object to be moved away from Notes: The mover will also automatically move away from objects that are close to the target of their withdrawl. The mover will never inadvertently move toward anything else while withdrawing - they can be considered to be moving to open space. """ contents = mover.location.contents for thing in contents: if thing != mover and thing != target: # Move away from each object closer to the target than you, if it's also closer to # you than you are to the target. if self.get_range(mover, thing) >= self.get_range(target, thing) and self.get_range( mover, thing ) < self.get_range(mover, target): self.distance_inc(mover, thing) # Move away from anything your target is engaged with if self.get_range(target, thing) == 0: self.distance_inc(mover, thing) # Move away from anything you're engaged with. if self.get_range(mover, thing) == 0: self.distance_inc(mover, thing) # Then, move away from your target. self.distance_inc(mover, target)
[docs] def resolve_attack( self, attacker, defender, attack_value=None, defense_value=None, attack_type="melee" ): """ Resolves an attack and outputs the result. Args: attacker (obj): Character doing the attacking defender (obj): Character being attacked attack_type (str): Type of attack (melee or ranged) 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. """ # Get an attack roll from the attacker. if not attack_value: attack_value = self.get_attack(attacker, defender, attack_type) # Get a defense value from the defender. if not defense_value: defense_value = self.get_defense(attacker, defender, attack_type) # If the attack value is lower than the defense value, miss. Otherwise, hit. if attack_value < defense_value: attacker.location.msg_contents( "%s's %s attack misses %s!" % (attacker, attack_type, defender) ) else: damage_value = self.get_damage(attacker, defender) # Calculate damage value. # Announce damage dealt and apply damage. attacker.location.msg_contents( "%s hits %s with a %s attack for %i damage!" % (attacker, defender, attack_type, damage_value) ) self.apply_damage(defender, damage_value) # If defender HP is reduced to 0 or less, call at_defeat. if defender.db.hp <= 0: self.at_defeat(defender)
[docs] def combat_status_message(self, fighter): """ Sends a message to a player with their current HP and distances to other fighters and objects. Called at turn start and by the 'status' command. """ if not fighter.db.max_hp: fighter.db.hp = 100 fighter.db.max_hp = 100 status_msg = "HP Remaining: %i / %i" % (fighter.db.hp, fighter.db.max_hp) if not self.is_in_combat(fighter): fighter.msg(status_msg) return engaged_obj = [] reach_obj = [] range_obj = [] for thing in fighter.db.combat_range: if thing != fighter: if fighter.db.combat_range[thing] == 0: engaged_obj.append(thing) if fighter.db.combat_range[thing] == 1: reach_obj.append(thing) if fighter.db.combat_range[thing] > 1: range_obj.append(thing) if engaged_obj: status_msg += "|/Engaged targets: %s" % ", ".join(obj.key for obj in engaged_obj) if reach_obj: status_msg += "|/Reach targets: %s" % ", ".join(obj.key for obj in reach_obj) if range_obj: status_msg += "|/Ranged targets: %s" % ", ".join(obj.key for obj in range_obj) fighter.msg(status_msg)
COMBAT_RULES = RangedCombatRules() """ ---------------------------------------------------------------------------- SCRIPTS START HERE ---------------------------------------------------------------------------- """
[docs]class TBRangeTurnHandler(tb_basic.TBBasicTurnHandler): """ 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. """ rules = COMBAT_RULES
[docs] def init_range(self, to_init): """ Initializes range values for an object at the start of a fight. Args: to_init (object): Object to initialize range field for. """ rangedict = {} # Get a list of objects in the room. objectlist = self.obj.contents for thing in objectlist: # Object always at distance 0 from itself if thing == to_init: rangedict.update({thing: 0}) else: if thing.destination or to_init.destination: # Start exits at range 2 to put them at the 'edges' rangedict.update({thing: 2}) else: # Start objects at range 1 from other objects rangedict.update({thing: 1}) to_init.db.combat_range = rangedict
[docs] def join_rangefield(self, to_init, anchor_obj=None, add_distance=0): """ Adds a new object to the range field of a fight in progress. Args: to_init (object): Object to initialize range field for. Keyword Args: anchor_obj (object): Object to copy range values from, or None for a random object. add_distance (int): Distance to put between to_init object and anchor object. """ # Get a list of room's contents without to_init object. contents = self.obj.contents contents.remove(to_init) # If no anchor object given, pick one in the room at random. if not anchor_obj: anchor_obj = contents[randint(0, (len(contents) - 1))] # Copy the range values from the anchor object. to_init.db.combat_range = anchor_obj.db.combat_range # Add the new object to everyone else's ranges. for thing in contents: new_objects_range = thing.db.combat_range[anchor_obj] thing.db.combat_range.update({to_init: new_objects_range}) # Set the new object's range to itself to 0. to_init.db.combat_range.update({to_init: 0}) # Add additional distance from anchor object, if any. for n in range(add_distance): self.rules.withdraw(to_init, anchor_obj)
[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: In this example, characters are given two actions per turn. This allows characters to both move and attack in the same turn (or, alternately, move twice or attack twice). """ super().start_turn(character) character.db.combat_actionsleft = ACTIONS_PER_TURN
[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) # Add the character to the rangefield, at range from everyone, if they're not on it already. if not character.db.combat_range: self.join_rangefield(character, add_distance=2)
""" ---------------------------------------------------------------------------- TYPECLASSES START HERE ---------------------------------------------------------------------------- """
[docs]class TBRangeCharacter(tb_basic.TBBasicCharacter): """ A character able to participate in turn-based combat. Has attributes for current and maximum HP, and access to combat commands. """ rules = COMBAT_RULES
[docs]class TBRangeObject(DefaultObject): """ An object that is assigned range values in combat. Getting, giving, and dropping the object has restrictions in combat - you must be next to an object to get it, must be next to your target to give them something, and can only interact with objects on your own turn. """
[docs] def at_pre_drop(self, dropper): """ Called by the default `drop` command before this object has been dropped. Args: dropper (Object): The object which will drop this object. **kwargs (dict): Arbitrary, optional arguments for users overriding the call (unused by default). Returns: shoulddrop (bool): If the object should be dropped or not. Notes: If this method returns False/None, the dropping is cancelled before it is even started. """ # Can't drop something if in combat and it's not your turn if self.rules.is_in_combat(dropper) and not self.rules.is_turn(dropper): dropper.msg("You can only drop things on your turn!") return False return True
[docs] def at_drop(self, dropper): """ Called by the default `drop` command when this object has been dropped. Args: dropper (Object): The object which just dropped this object. **kwargs (dict): Arbitrary, optional arguments for users overriding the call (unused by default). Notes: This hook cannot stop the drop from happening. Use permissions or the at_pre_drop() hook for that. """ # If dropper is currently in combat if dropper.location.db.combat_turnhandler: # Object joins the range field self.db.combat_range = {} dropper.location.db.combat_turnhandler.join_rangefield(self, anchor_obj=dropper)
[docs] def at_pre_get(self, getter): """ Called by the default `get` command before this object has been picked up. Args: getter (Object): The object about to get this object. **kwargs (dict): Arbitrary, optional arguments for users overriding the call (unused by default). Returns: shouldget (bool): If the object should be gotten or not. Notes: If this method returns False/None, the getting is cancelled before it is even started. """ # Restrictions for getting in combat if self.rules.is_in_combat(getter): if not self.rules.is_turn(getter): # Not your turn getter.msg("You can only get things on your turn!") return False if self.rules.get_range(self, getter) > 0: # Too far away getter.msg("You aren't close enough to get that! (see: help approach)") return False return True
[docs] def at_get(self, getter): """ Called by the default `get` command when this object has been picked up. Args: getter (Object): The object getting this object. **kwargs (dict): Arbitrary, optional arguments for users overriding the call (unused by default). Notes: This hook cannot stop the pickup from happening. Use permissions or the at_pre_get() hook for that. """ # If gotten, erase range values if self.db.combat_range: del self.db.combat_range # Remove this object from everyone's range fields for thing in getter.location.contents: if thing.db.combat_range: if self in thing.db.combat_range: thing.db.combat_range.pop(self, None) # If in combat, getter spends an action if self.rules.is_in_combat(getter): self.rules.spend_action(getter, 1, action_name="get") # Use up one action.
[docs] def at_pre_give(self, giver, getter): """ Called by the default `give` command before this object has been given. Args: giver (Object): The object about to give this object. getter (Object): The object about to get this object. **kwargs (dict): Arbitrary, optional arguments for users overriding the call (unused by default). Returns: shouldgive (bool): If the object should be given or not. Notes: If this method returns False/None, the giving is cancelled before it is even started. """ # Restrictions for giving in combat if self.rules.is_in_combat(giver): if not self.rules.is_turn(giver): # Not your turn giver.msg("You can only give things on your turn!") return False if self.rules.get_range(giver, getter) > 0: # Too far away from target giver.msg( "You aren't close enough to give things to %s! (see: help approach)" % getter ) return False return True
[docs] def at_give(self, giver, getter): """ Called by the default `give` command when this object has been given. Args: giver (Object): The object giving this object. getter (Object): The object getting this object. **kwargs (dict): Arbitrary, optional arguments for users overriding the call (unused by default). Notes: This hook cannot stop the give from happening. Use permissions or the at_pre_give() hook for that. """ # Spend an action if in combat if self.rules.is_in_combat(giver): self.rules.spend_action(giver, 1, action_name="give") # Use up one action.
""" ---------------------------------------------------------------------------- COMMANDS START HERE ---------------------------------------------------------------------------- """
[docs]class CmdFight(tb_basic.CmdFight): """ 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" rules = COMBAT_RULES combat_handler_class = TBRangeTurnHandler
[docs]class CmdAttack(tb_basic.CmdAttack): """ Attacks another character in melee. 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. You can only attack engaged targets - that is, targets that are right next to you. Use the 'approach' command to get closer to a target. """ key = "attack" help_category = "combat" rules = COMBAT_RULES
[docs] def func(self): "This performs the actual command." "Set the attacker to the caller and the defender to the target." if not self.rules.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 self.rules.is_turn(self.caller): # If it's not your turn, can't attack. self.caller.msg("You can only do that on your turn.") return if not self.caller.db.hp: # Can't attack if you have no HP. self.caller.msg("You can't attack, you've been defeated.") return attacker = self.caller defender = self.caller.search(self.args) if not defender: # No valid target given. return if not defender.db.hp: # Target object has no HP left or to begin with self.caller.msg("You can't fight that!") return if attacker == defender: # Target and attacker are the same self.caller.msg("You can't attack yourself!") return if not self.rules.get_range(attacker, defender) == 0: # Target isn't in melee self.caller.msg( "%s is too far away to attack - you need to get closer! (see: help approach)" % defender ) return "If everything checks out, call the attack resolving function." self.rules.resolve_attack(attacker, defender, "melee") self.rules.spend_action(self.caller, 1, action_name="attack") # Use up one action.
[docs]class CmdShoot(Command): """ Attacks another character from range. Usage: shoot <target> When in a fight, you may shoot another character. The attack has a chance to hit, and if successful, will deal damage. You can attack any target in combat by shooting, but can't shoot if there are any targets engaged with you. Use the 'withdraw' command to retreat from nearby enemies. """ key = "shoot" help_category = "combat" rules = COMBAT_RULES
[docs] def func(self): "This performs the actual command." "Set the attacker to the caller and the defender to the target." if not self.rules.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 self.rules.is_turn(self.caller): # If it's not your turn, can't attack. self.caller.msg("You can only do that on your turn.") return if not self.caller.db.hp: # Can't attack if you have no HP. self.caller.msg("You can't attack, you've been defeated.") return attacker = self.caller defender = self.caller.search(self.args) if not defender: # No valid target given. return if not defender.db.hp: # Target object has no HP left or to begin with self.caller.msg("You can't fight that!") return if attacker == defender: # Target and attacker are the same self.caller.msg("You can't attack yourself!") return # Test to see if there are any nearby enemy targets. in_melee = [] for target in attacker.db.combat_range: # Object is engaged and has HP if ( self.rules.get_range(attacker, defender) == 0 and target.db.hp and target != self.caller ): in_melee.append(target) # Add to list of targets in melee if len(in_melee) > 0: self.caller.msg( "You can't shoot because there are fighters engaged with you (%s) - you need " "to retreat! (see: help withdraw)" % ", ".join(obj.key for obj in in_melee) ) return "If everything checks out, call the attack resolving function." self.rules.resolve_attack(attacker, defender, "ranged") self.rules.spend_action(self.caller, 1, action_name="attack") # Use up one action.
[docs]class CmdApproach(Command): """ Approaches an object. Usage: approach <target> Move one space toward a character or object. You can only attack characters you are 0 spaces away from. """ key = "approach" help_category = "combat" rules = COMBAT_RULES
[docs] def func(self): "This performs the actual command." if not self.rules.is_in_combat(self.caller): # If not in combat, can't approach. self.caller.msg("You can only do that in combat. (see: help fight)") return if not self.rules.is_turn(self.caller): # If it's not your turn, can't approach. self.caller.msg("You can only do that on your turn.") return if not self.caller.db.hp: # Can't approach if you have no HP. self.caller.msg("You can't move, you've been defeated.") return mover = self.caller target = self.caller.search(self.args) if not target: # No valid target given. return if not target.db.combat_range: # Target object is not on the range field self.caller.msg("You can't move toward that!") return if mover == target: # Target and mover are the same self.caller.msg("You can't move toward yourself!") return if self.rules.get_range(mover, target) <= 0: # Already engaged with target self.caller.msg("You're already next to that target!") return # If everything checks out, call the approach resolving function. self.rules.approach(mover, target) mover.location.msg_contents("%s moves toward %s." % (mover, target)) self.rules.spend_action(self.caller, 1, action_name="move") # Use up one action.
[docs]class CmdWithdraw(Command): """ Moves away from an object. Usage: withdraw <target> Move one space away from a character or object. """ key = "withdraw" help_category = "combat" rules = COMBAT_RULES
[docs] def func(self): "This performs the actual command." if not self.rules.is_in_combat(self.caller): # If not in combat, can't withdraw. self.caller.msg("You can only do that in combat. (see: help fight)") return if not self.rules.is_turn(self.caller): # If it's not your turn, can't withdraw. self.caller.msg("You can only do that on your turn.") return if not self.caller.db.hp: # Can't withdraw if you have no HP. self.caller.msg("You can't move, you've been defeated.") return mover = self.caller target = self.caller.search(self.args) if not target: # No valid target given. return if not target.db.combat_range: # Target object is not on the range field self.caller.msg("You can't move away from that!") return if mover == target: # Target and mover are the same self.caller.msg("You can't move away from yourself!") return if mover.db.combat_range[target] >= 3: # Already at maximum distance self.caller.msg("You're as far as you can get from that target!") return # If everything checks out, call the approach resolving function. self.rules.withdraw(mover, target) mover.location.msg_contents("%s moves away from %s." % (mover, target)) self.rules.spend_action(self.caller, 1, action_name="move") # Use up one action.
[docs]class CmdPass(tb_basic.CmdPass): """ 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" rules = COMBAT_RULES
[docs]class CmdDisengage(tb_basic.CmdDisengage): """ 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" rules = COMBAT_RULES
[docs]class CmdRest(tb_basic.CmdRest): """ 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" rules = COMBAT_RULES
[docs]class CmdStatus(Command): """ Gives combat information. Usage: status Shows your current and maximum HP and your distance from other targets in combat. """ key = "status" help_category = "combat" rules = COMBAT_RULES
[docs] def func(self): "This performs the actual command." self.rules.combat_status_message(self.caller)
[docs]class CmdCombatHelp(tb_basic.CmdCombatHelp): """ 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. rules = COMBAT_RULES combat_help_text = ( "Available combat commands:|/" "|wAttack:|n Attack an engaged target, attempting to deal damage.|/" "|wShoot:|n Attack from a distance, if not engaged with other fighters.|/" "|wApproach:|n Move one step cloer to a target.|/" "|wWithdraw:|n Move one step away from a target.|/" "|wPass:|n Pass your turn without further action.|/" "|wStatus:|n View current HP and ranges to other targets.|/" "|wDisengage:|n End your turn and attempt to end combat.|/" )
[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(CmdShoot()) self.add(CmdRest()) self.add(CmdPass()) self.add(CmdDisengage()) self.add(CmdApproach()) self.add(CmdWithdraw()) self.add(CmdStatus()) self.add(CmdCombatHelp())