2. Rules and dice rolling¶
In EvAdventure we have decided to use the Knave RPG ruleset. This is commercial, but released under Creative Commons 4.0, meaning it’s okay to share and adapt Knave for any purpose, even commercially. If you don’t want to buy it but still follow along, you can find a free fan-version here.
2.2. Making a rule module¶
Create a new module mygame/evadventure/rules.py
There are three broad sets of rules for most RPGS:
Character generation rules, often only used during character creation
Regular gameplay rules - rolling dice and resolving game situations
Character improvement - getting and spending experience to improve the character
We want our rules
module to cover as many aspeects of what we’d otherwise would have to look up
in a rulebook.
2.3. Rolling dice¶
We will start by making a dice roller. Let’s group all of our dice rolling into a structure like this (not functional code yet):
class EvAdventureRollEngine:
def roll(...):
# get result of one generic roll, for any type and number of dice
def roll_with_advantage_or_disadvantage(...)
# get result of normal d20 roll, with advantage/disadvantage (or not)
def saving_throw(...):
# do a saving throw against a specific target number
def opposed_saving_throw(...):
# do an opposed saving throw against a target's defense
def roll_random_table(...):
# make a roll against a random table (loaded elsewere)
def morale_check(...):
# roll a 2d6 morale check for a target
def heal_from_rest(...):
# heal 1d8 when resting+eating, but not more than max value.
def roll_death(...):
# roll to determine penalty when hitting 0 HP.
dice = EvAdventureRollEngine()
This structure (called a singleton) means we group all dice rolls into one class that we then initiate
into a variable dice
at the end of the module. This means that we can do the following from other
modules:
from .rules import dice
dice.roll("1d8")
2.3.1. Generic dice roller¶
We want to be able to do roll("1d20")
and get a random result back from the roll.
# in mygame/evadventure/rules.py
from random import randint
class EvAdventureRollEngine:
def roll(self, roll_string):
"""
Roll XdY dice, where X is the number of dice
and Y the number of sides per die.
Args:
roll_string (str): A dice string on the form XdY.
Returns:
int: The result of the roll.
"""
# split the XdY input on the 'd' one time
number, diesize = roll_string.split("d", 1)
# convert from string to integers
number = int(number)
diesize = int(diesize)
# make the roll
return sum(randint(1, diesize) for _ in range(number))
The randint
standard Python library module produces a random integer
in a specific range. The line
sum(randint(1, diesize) for _ in range(number))
works like this:
For a certain
number
of times …… create a random integer between
1
anddiesize
…… and
sum
all those integers together.
You could write the same thing less compactly like this:
rolls = []
for _ in range(number):
random_result = randint(1, diesize)
rolls.append(random_result)
return sum(rolls)
We don’t ever expect end users to call this method; if we did, we would have to validate the inputs
much more - We would have to make sure that number
or diesize
are valid inputs and not
crazy big so the loop takes forever!
2.3.2. Rolling with advantage¶
Now that we have the generic roller, we can start using it to do a more complex roll.
# in mygame/evadventure/rules.py
# ...
class EvAdventureRollEngine:
def roll(roll_string):
# ...
def roll_with_advantage_or_disadvantage(self, advantage=False, disadvantage=False):
if not (advantage or disadvantage) or (advantage and disadvantage):
# normal roll - advantage/disadvantage not set or they cancel
# each other out
return self.roll("1d20")
elif advantage:
# highest of two d20 rolls
return max(self.roll("1d20"), self.roll("1d20"))
else:
# disadvantage - lowest of two d20 rolls
return min(self.roll("1d20"), self.roll("1d20"))
The min()
and max()
functions are standard Python fare for getting the biggest/smallest
of two arguments.
2.3.3. Saving throws¶
We want the saving throw to itself figure out if it succeeded or not. This means it needs to know
the Ability bonus (like STR +1
). It would be convenient if we could just pass the entity
doing the saving throw to this method, tell it what type of save was needed, and then
have it figure things out:
result, quality = dice.saving_throw(character, Ability.STR)
The return will be a boolean True/False
if they pass, as well as a quality
that tells us if
a perfect fail/success was rolled or not.
To make the saving throw method this clever, we need to think some more about how we want to store our data on the character.
For our purposes it sounds reasonable that we will be using Attributes for storing
the Ability scores. To make it easy, we will name them the same as the
Enum values we set up in the previous lesson. So if we have
an enum STR = "strength"
, we want to store the Ability on the character as an Attribute strength
.
From the Attribute documentation, we can see that we can use AttributeProperty
to make it so the
Attribute is available as character.strength
, and this is what we will do.
So, in short, we’ll create the saving throws method with the assumption that we will be able to do
character.strength
, character.constitution
, character.charisma
etc to get the relevant Abilities.
# in mygame/evadventure/rules.py
# ...
from .enums import Ability
class EvAdventureRollEngine:
def roll(...)
# ...
def roll_with_advantage_or_disadvantage(...)
# ...
def saving_throw(self, character, bonus_type=Ability.STR, target=15,
advantage=False, disadvantage=False):
"""
Do a saving throw, trying to beat a target.
Args:
character (Character): A character (assumed to have Ability bonuses
stored on itself as Attributes).
bonus_type (Ability): A valid Ability bonus enum.
target (int): The target number to beat. Always 15 in Knave.
advantage (bool): If character has advantage on this roll.
disadvantage (bool): If character has disadvantage on this roll.
Returns:
tuple: A tuple (bool, Ability), showing if the throw succeeded and
the quality is one of None or Ability.CRITICAL_FAILURE/SUCCESS
"""
# make a roll
dice_roll = self.roll_with_advantage_or_disadvantage(advantage, disadvantage)
# figure out if we had critical failure/success
quality = None
if dice_roll == 1:
quality = Ability.CRITICAL_FAILURE
elif dice_roll == 20:
quality = Ability.CRITICAL_SUCCESS
# figure out bonus
bonus = getattr(character, bonus_type.value, 1)
# return a tuple (bool, quality)
return (dice_roll + bonus) > target, quality
The getattr(obj, attrname, default)
function is a very useful Python tool for getting an attribute
off an object and getting a default value if the attribute is not defined.
2.3.4. Opposed saving throw¶
With the building pieces we already created, this method is simple. Remember that the defense you have
to beat is always the relevant bonus + 10 in Knave. So if the enemy defends with STR +3
, you must
roll higher than 13
.
# in mygame/evadventure/rules.py
from .enums import Ability
class EvAdventureRollEngine:
def roll(...):
# ...
def roll_with_advantage_or_disadvantage(...):
# ...
def saving_throw(...):
# ...
def opposed_saving_throw(self, attacker, defender,
attack_type=Ability.STR, defense_type=Ability.ARMOR,
advantage=False, disadvantage=False):
defender_defense = getattr(defender, defense_type.value, 1) + 10
result, quality = self.saving_throw(attacker, bonus_type=attack_type,
target=defender_defense,
advantage=advantage, disadvantage=disadvantage)
return result, quality
2.3.5. Morale check¶
We will make the assumption that the morale
value is available from the creature simply as
monster.morale
- we need to remember to make this so later!
In Knave, a creature have roll with 2d6
equal or under its morale to not flee or surrender
when things go south. The standard morale value is 9.
# in mygame/evadventure/rules.py
class EvAdventureRollEngine:
# ...
def morale_check(self, defender):
return self.roll("2d6") <= getattr(defender, "morale", 9)
2.3.6. Roll for Healing¶
To be able to handle healing, we need to make some more assumptions about how we store
health on game entities. We will need hp_max
(the total amount of available HP) and hp
(the current health value). We again assume these will be available as obj.hp
and obj.hp_max
.
According to the rules, after consuming a ration and having a full night’s sleep, a character regains
1d8 + CON
HP.
# in mygame/evadventure/rules.py
from .enums import Ability
class EvAdventureRollEngine:
# ...
def heal_from_rest(self, character):
"""
A night's rest retains 1d8 + CON HP
"""
con_bonus = getattr(character, Ability.CON.value, 1)
character.heal(self.roll("1d8") + con_bonus)
We make another assumption here - that character.heal()
is a thing. We tell this function how
much the character should heal, and it will do so, making sure to not heal more than its max
number of HPs
Knowing what is available on the character and what rule rolls we need is a bit of a chicken-and-egg problem. We will make sure to implement the matching Character class next lesson.
2.3.7. Rolling on a table¶
We occasionally need to roll on a ‘table’ - a selection of choices. There are two main table-types we need to support:
Simply one element per row of the table (same odds to get each result).
Result |
---|
item1 |
item2 |
item3 |
item4 |
This we will simply represent as a plain list
["item1", "item2", "item3", "item4"]
Ranges per item (varying odds per result):
Range |
Result |
---|---|
1-5 |
item1 |
6-15 |
item2 |
16-19 |
item3 |
20 |
item4 |
This we will represent as a list of tuples:
[("1-5", "item1"), ("6-15", "item2"), ("16-19", "item4"), ("20", "item5")]
We also need to know what die to roll to get a result on the table (it may not always be obvious, and in some games you could be asked to roll a lower dice to only get early table results, for example).
# in mygame/evadventure/rules.py
from random import randint, choice
class EvAdventureRollEngine:
# ...
def roll_random_table(self, dieroll, table_choices):
"""
Args:
dieroll (str): A die roll string, like "1d20".
table_choices (iterable): A list of either single elements or
of tuples.
Returns:
Any: A random result from the given list of choices.
Raises:
RuntimeError: If rolling dice giving results outside the table.
"""
roll_result = self.roll(dieroll)
if isinstance(table_choices[0], (tuple, list)):
# the first element is a tuple/list; treat as on the form [("1-5", "item"),...]
for (valrange, choice) in table_choices:
minval, *maxval = valrange.split("-", 1)
minval = abs(int(minval))
maxval = abs(int(maxval[0]) if maxval else minval)
if minval <= roll_result <= maxval:
return choice
# if we get here we must have set a dieroll producing a value
# outside of the table boundaries - raise error
raise RuntimeError("roll_random_table: Invalid die roll")
else:
# a simple regular list
roll_result = max(1, min(len(table_choices), roll_result))
return table_choices[roll_result - 1]
Check that you understand what this does.
This may be confusing:
minval, *maxval = valrange.split("-", 1)
minval = abs(int(minval))
maxval = abs(int(maxval[0]) if maxval else minval)
If valrange
is the string 1-5
, then valrange.split("-", 1)
would result in a tuple ("1", "5")
.
But if the string was in fact just "20"
(possible for a single entry in an RPG table), this would
lead to an error since it would only split out a single element - and we expected two.
By using *maxval
(with the *
), maxval
is told to expect 0 or more elements in a tuple.
So the result for 1-5
will be ("1", ("5",))
and for 20
it will become ("20", ())
. In the line
maxval = abs(int(maxval[0]) if maxval else minval)
we check if maxval
actually has a value ("5",)
or if its empty ()
. The result is either
"5"
or the value of minval
.
2.3.8. Roll for death¶
While original Knave suggests hitting 0 HP means insta-death, we will grab the optional “death table” from the “prettified” Knave’s optional rules to make it a little less punishing. We also changed the result of 2
to ‘dead’ since we don’t simulate ‘dismemberment’ in this tutorial:
Roll |
Result |
-1d4 Loss of Ability |
---|---|---|
1-2 |
dead |
- |
3 |
weakened |
STR |
4 |
unsteady |
DEX |
5 |
sickly |
CON |
6 |
addled |
INT |
7 |
rattled |
WIS |
8 |
disfigured |
CHA |
All the non-dead values map to a loss of 1d4 in one of the six Abilities (but you get HP back). We need to map back to this from the above table. One also cannot have less than -10 Ability bonus, if you do, you die too.
# in mygame/evadventure/rules.py
death_table = (
("1-2", "dead"),
("3", "strength"),
("4", "dexterity"),
("5", "constitution"),
("6", "intelligence"),
("7", "wisdom"),
("8", "charisma"),
)
class EvAdventureRollEngine:
# ...
def roll_random_table(...)
# ...
def roll_death(self, character):
ability_name = self.roll_random_table("1d8", death_table)
if ability_name == "dead":
# TODO - kill the character!
pass
else:
loss = self.roll("1d4")
current_ability = getattr(character, ability_name)
current_ability -= loss
if current_ability < -10:
# TODO - kill the character!
pass
else:
# refresh 1d4 health, but suffer 1d4 ability loss
self.heal(character, self.roll("1d4"))
setattr(character, ability_name, current_ability)
character.msg(
"You survive your brush with death, and while you recover "
f"some health, you permanently lose {loss} {ability_name} instead."
)
dice = EvAdventureRollEngine()
Here we roll on the ‘death table’ from the rules to see what happens. We give the character a message if they survive, to let them know what happened.
We don’t yet know what ‘killing the character’ technically means, so we mark this as TODO
and return to it in a later lesson. We just know that we need to do something here to kill off the character!
2.4. Testing¶
Make a new module
mygame/evadventure/tests/test_rules.py
Testing the rules
module will also showcase some very useful tools when testing.
# mygame/evadventure/tests/test_rules.py
from unittest.mock import patch
from evennia.utils.test_resources import BaseEvenniaTest
from .. import rules
class TestEvAdventureRuleEngine(BaseEvenniaTest):
def setUp(self):
"""Called before every test method"""
super().setUp()
self.roll_engine = rules.EvAdventureRollEngine()
@patch("evadventure.rules.randint")
def test_roll(self, mock_randint):
mock_randint.return_value = 4
self.assertEqual(self.roll_engine.roll("1d6"), 4)
self.assertEqual(self.roll_engine.roll("2d6"), 2 * 4)
# test of the other rule methods below ...
As before, run the specific test with
evennia test --settings settings.py .evadventure.tests.test_rules
2.4.1. Mocking and patching¶
The setUp
method is a special method of the testing class. It will be run before every
test method. We use super().setUp()
to make sure the parent class’ version of this method
always fire. Then we create a fresh EvAdventureRollEngine
we can test with.
In our test, we import patch
from the unittest.mock
library. This is a very useful tool for testing.
Normally the randint
function we imported in rules
will return a random value. That’s very hard to test for, since the value will be different every test.
With @patch
(this is called a decorator), we temporarily replace rules.randint
with a ‘mock’ - a dummy entity. This mock is passed into the testing method. We then take this mock_randint
and set .return_value = 4
on it.
Adding return_value
to the mock means that every time this mock is called, it will return 4. For the duration of the test we can now check with self.assertEqual
that our roll
method always returns a result as-if the random result was 4.
There are many resources for understanding mock, refer to them for further help.
The
EvAdventureRollEngine
have many methods to test. We leave this as an extra exercise!
2.5. Summary¶
This concludes all the core rule mechanics of Knave - the rules used during play. We noticed here that we are going to soon need to establish how our Character actually stores data. So we will address that next.