adding hit dice and defenses
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d2bed7c859
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@ -1,3 +1,5 @@
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from collections import defaultdict
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from sqlalchemy import ForeignKey, String, Text, UniqueConstraint
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from sqlalchemy.ext.associationproxy import association_proxy
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from sqlalchemy.orm import Mapped, mapped_column, relationship
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@ -36,6 +38,24 @@ def attr_map_creator(fields):
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return CharacterClassAttributeMap(**fields)
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class HitDie(BaseObject):
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__tablename__ = "hit_die"
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id: Mapped[int] = mapped_column(init=False, primary_key=True, autoincrement=True)
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character_id: Mapped[int] = mapped_column(ForeignKey("character.id"))
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character_class_id: Mapped[int] = mapped_column(ForeignKey("character_class.id"))
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character_class = relationship("CharacterClass", lazy="immediate")
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spent: Mapped[bool] = mapped_column(nullable=False, default=False)
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@property
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def name(self):
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return self.character_class.hit_die_name
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@property
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def stat(self):
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return self.character_class.hit_die_stat_name
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class AncestryTraitMap(BaseObject):
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__tablename__ = "trait_map"
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__table_args__ = (UniqueConstraint("ancestry_id", "ancestry_trait_id"),)
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@ -205,6 +225,19 @@ class Character(BaseObject, SlugMixin, ModifierMixin):
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ancestry_id: Mapped[int] = mapped_column(ForeignKey("ancestry.id"), nullable=False, default="1")
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ancestry: Mapped["Ancestry"] = relationship(uselist=False, default=None)
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_hit_dice = relationship("HitDie", uselist=True, cascade="all,delete,delete-orphan", lazy="immediate")
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@property
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def hit_dice(self):
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pool = defaultdict(list)
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for die in self._hit_dice:
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pool[die.character_class.name].append(die)
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return pool
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@property
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def hit_dice_available(self):
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return [die for die in self._hit_dice if die.spent is False]
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@property
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def proficiency_bonus(self):
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return 1 + int(0.5 + self.level / 4)
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@ -281,6 +314,24 @@ class Character(BaseObject, SlugMixin, ModifierMixin):
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return None
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return mapping[0]
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def immune(self, damage_type: str, magical: bool = False):
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return self.defense(damage_type, magical) == 'immune'
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def resistant(self, damage_type: str, magical: bool = False):
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return self.defense(damage_type, magical) == 'resistant'
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def vulnerable(self, damage_type: str, magical: bool = False):
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return self.defense(damage_type, magical) == 'vulnerable'
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def absorbs(self, damage_type: str, magical: bool = False):
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return self.defense(damage_type, magical) == 'absorbs'
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def defense(self, damage_type: str, magical: bool = False):
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attr_name = damage_type
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if magical:
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attr_name = f"magical_{attr_name}"
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return self._apply_modifiers(f"defenses.{attr_name}", None)
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def check_modifier(self, skill: Skill, save: bool = False):
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# if the skill is not assigned, but we have modifiers, apply them to zero.
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if skill not in self.skills:
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@ -302,7 +353,6 @@ class Character(BaseObject, SlugMixin, ModifierMixin):
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# if the skill is a proficiency, apply the bonus to the initial value
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if skill in self.skills:
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mapping = [mapping for mapping in self._skills if mapping.skill_id == skill.id][-1]
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print(f"Found mapping: {mapping}")
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if mapping.expert and not save:
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initial += 2 * self.proficiency_bonus
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elif mapping.proficient:
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@ -331,13 +381,19 @@ class Character(BaseObject, SlugMixin, ModifierMixin):
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for skill in newclass.skills[: newclass.starting_skills]:
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self.add_skill(skill, proficient=True, character_class=newclass)
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# add hit dice
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existing = len(self.hit_dice[newclass.name])
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for lvl in range(level - existing):
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self._hit_dice.append(HitDie(character_id=self.id, character_class_id=newclass.id))
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def remove_class(self, target):
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self.class_map = [m for m in self.class_map if m.character_class != target]
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for mapping in self.character_class_attribute_map:
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if mapping.character_class.id == target.id:
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if mapping.character_class == target:
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self.remove_class_attribute(mapping.class_attribute)
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for skill in target.skills:
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self.remove_skill(skill, proficient=True, expert=False, character_class=target)
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self.remove_skill(skill, proficient=True, expert=False, character_class=target)
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self._hit_dice = [die for die in self._hit_dice if die.character_class != target]
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self.class_map = [m for m in self.class_map if m.character_class != target]
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def remove_class_attribute(self, attribute):
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self.character_class_attribute_map = [
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@ -415,6 +471,34 @@ class Character(BaseObject, SlugMixin, ModifierMixin):
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self._skills = [m for m in self._skills if m not in to_delete]
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return True
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def apply_healing(self, value: int):
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self.hit_points = min(self.hit_points + value, self._max_hit_points)
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def apply_damage(self, value: int, damage_type: str, magical=False):
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total = value
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if self.absorbs(damage_type, magical):
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return self.apply_healing(total)
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if self.immune(damage_type, magical):
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return
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if self.resistant(damage_type, magical):
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total = int(value / 2)
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elif self.vulnerable(damage_type, magical):
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total = value * 2
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if total <= self.temp_hit_points:
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self.temp_hit_points -= total
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return
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self.hit_points = max(0, self.hit_points - (total - self.temp_hit_points))
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self.temp_hit_points = 0
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return
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def spend_hit_die(self, die):
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die.spent = True
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def reset_hit_die(self, die):
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die.spent = False
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def __after_insert__(self, session):
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"""
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Called by the session after_flush event listener to add default joins in other tables.
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@ -76,8 +76,8 @@ class CharacterClass(BaseObject):
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__tablename__ = "character_class"
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id: Mapped[int] = mapped_column(init=False, primary_key=True, autoincrement=True)
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name: Mapped[str] = mapped_column(index=True, unique=True)
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hit_dice: Mapped[str] = mapped_column(default="1d6")
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hit_dice_stat: Mapped[str] = mapped_column(default="")
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hit_die_name: Mapped[str] = mapped_column(default="1d6")
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hit_die_stat_name: Mapped[str] = mapped_column(default="")
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starting_skills: int = mapped_column(nullable=False, default=0)
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attributes = relationship("ClassAttributeMap", cascade="all,delete,delete-orphan", lazy="immediate")
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@ -88,7 +88,7 @@ class CharacterClass(BaseObject):
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def add_skill(self, skill, expert=False):
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if not self.skills or skill not in self.skills:
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if not self.id:
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raise Exception(f"Cannot add a skill before the class has been persisted.")
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raise Exception("Cannot add a skill before the class has been persisted.")
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mapping = ClassSkillMap(character_class_id=self.id, skill_id=skill.id, proficient=True, expert=expert)
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self.skills.append(mapping)
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return True
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@ -198,7 +198,6 @@ class ModifierMixin:
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return get_attr(self, attr_name.split("."))
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def _apply_one_modifier(self, modifier, initial, modified):
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print(f"Trying to apply {modifier}")
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if modifier.new_value is not None:
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return modifier.new_value
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elif modifier.absolute_value is not None:
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@ -275,4 +274,4 @@ class ModifierMixin:
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self._get_modifiable_base(col.info.get("modifiable_base", col.name)),
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modifiable_class=col.info.get("modifiable_class", None),
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)
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raise AttributeError(f"No such attribute: {attr_name}.")
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raise AttributeError(f"No such attribute on {self.__class__.__name__} object: {attr_name}.")
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@ -49,6 +49,15 @@ def bootstrap(db):
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darkvision.add_modifier(schema.Modifier("Darkvision", target="vision_in_darkness", absolute_value=120))
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tiefling.add_trait(darkvision)
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# resistant to both magical and non-magical sources of fire
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infernal_origin = schema.AncestryTrait("Infernal Origin")
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infernal_origin.add_modifier(schema.Modifier("Infernal Origin", target="defenses.fire", new_value="resistant"))
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infernal_origin.add_modifier(
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schema.Modifier("Infernal Origin", target="defenses.magical_fire", new_value="resistant")
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)
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tiefling.add_trait(infernal_origin)
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db.add_or_update(tiefling)
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dragonborn = schema.Ancestry("dragonborn")
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dragonborn.add_trait(darkvision)
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@ -70,7 +79,9 @@ def bootstrap(db):
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fighting_style.add_option(name="Defense")
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db.add_or_update(fighting_style)
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fighter = schema.CharacterClass("fighter", hit_dice="1d10", hit_dice_stat="CON", starting_skills=2)
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fighter = schema.CharacterClass(
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"fighter", hit_die_name="1d10", hit_die_stat_name="_constitution", starting_skills=2
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)
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db.add_or_update(fighter)
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# add skills
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assert acrobatics in fighter.skills
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assert athletics in fighter.skills
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rogue = schema.CharacterClass("rogue", hit_dice="1d8", hit_dice_stat="DEX")
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rogue = schema.CharacterClass("rogue", hit_die_name="1d8", hit_die_stat_name="_dexterity")
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db.add_or_update([rogue, fighter])
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# characters
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@ -101,12 +101,19 @@ def test_manage_character(db, bootstrap):
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db.add_or_update(char)
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assert char.level == 8
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assert char.levels == {"fighter": 7, "rogue": 1}
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assert sum([len(dice) for dice in char.hit_dice.values()]) == char.level == 8
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# remove a class
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char.remove_class(rogue)
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db.add_or_update(char)
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assert char.levels == {"fighter": 7}
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assert char.level == 7
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assert sum([len(dice) for dice in char.hit_dice.values()]) == char.level == 7
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# verify hit dice are added and removed correctly
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assert len(char.hit_dice["fighter"]) == char.level_in_class(fighter).level == 7
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assert char.hit_dice["fighter"][0].name == fighter.hit_die_name == "1d10"
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assert char.hit_dice["fighter"][0].stat == fighter.hit_die_stat_name == "_constitution"
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# remove remaining class by setting level to zero
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char.add_class(fighter, level=0)
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@ -266,3 +273,51 @@ def test_modifiers(db, bootstrap):
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carl.remove_skill(athletics, proficient=True, expert=False, character_class=None)
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assert len([s for s in carl.skills if s == athletics]) == 1
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assert carl.check_modifier(athletics) == 1
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def test_defenses(db, bootstrap):
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with db.transaction():
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tiefling = db.Ancestry.filter_by(name="tiefling").one()
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carl = schema.Character(name="Carl", ancestry=tiefling)
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assert carl.resistant("fire", magical=False)
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assert carl.resistant("fire", magical=True)
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carl.apply_damage(5, "fire", magical=True)
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assert carl.hit_points == 8 # half damage
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immunity = [
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schema.Modifier("Fire Immunity", target="defenses.fire", new_value="immune"),
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schema.Modifier("Fire Immunity", target="defenses.magical_fire", new_value="immune")
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]
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for i in immunity:
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carl.add_modifier(i)
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assert carl.immune("fire")
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carl.apply_damage(5, "fire", magical=True)
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carl.apply_damage(5, "fire", magical=False)
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assert carl.hit_points == 8 # no damage
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vulnerability = [
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schema.Modifier("Fire Vulnerability", target="defenses.fire", new_value="vulnerable"),
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schema.Modifier("Fire Vulnerability", target="defenses.magical_fire", new_value="vulnerable")
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]
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for i in vulnerability:
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carl.add_modifier(i)
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assert carl.vulnerable("fire")
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assert not carl.immune("fire")
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carl.apply_damage(2, "fire", magical=True)
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assert carl.hit_points == 4 # double damage
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absorbs = [
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schema.Modifier("Absorbs Non-Magical Fire", target="defenses.fire", new_value="absorbs"),
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]
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carl.add_modifier(absorbs[0])
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carl.apply_damage(20, "fire", magical=False)
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assert carl.hit_points == carl._max_hit_points == 10
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for i in immunity + vulnerability + absorbs:
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carl.remove_modifier(i)
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carl.apply_damage(5, "fire", magical=True)
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assert carl.resistant("fire")
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assert not carl.immune("fire")
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assert not carl.vulnerable("fire")
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assert not carl.absorbs("fire")
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assert carl.hit_points == 8 # half damage
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