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model.py
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321 lines (272 loc) · 10 KB
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from random import shuffle, randint
class Character(object):
def __init__(self):
self.name = ''
self.size = ''
self.race = ''
self.class_one_level = () # tuple (class, level)
self.hp = 0
self.ability_scores = {}
self.temporary_ablilty_modifiers = []
self.base_saving_throws = {}
self.misc_saving_throw_modifiers = []
self.base_attack_bonus = []
self.skills = []
self.special_abilities = []
self.feats = []
self.weapons_list = []
self.armour = {}
self.shield = {}
self.equipment = []
self.dice_bag = {
'd4': [i for i in range(1, 5)],
'd6': [i for i in range(1, 7)],
'd8': [i for i in range(1, 9)],
'd10': [i for i in range(1, 11)],
'd12': [i for i in range(1, 13)],
'd20': [i for i in range(1, 21)]
}
def __dict__(self):
data = {
'name': self.name,
'race': self.race,
'class': self.class_one_level,
'ability_scores': {
'strength': self.ability_scores.get('strength'),
'dexterity': self.ability_scores.get('dexterity'),
'constitution': self.ability_scores.get('constitution'),
'intelligence': self.ability_scores.get('intelligence'),
'wisdom': self.ability_scores.get('wisdom'),
'charisma': self.ability_scores.get('charisma')
}
}
return data
def roll_dice(self, dice):
def roll(die):
dice = self.dice_bag.get(die)
shuffle(dice)
return dice[randint(0, len(dice) - 1)]
if dice == 'd100':
tens = roll('d10')
if tens == 10:
tens = 00
else:
tens = tens * 10
ones = roll('d10')
if ones == 10: ones = 0
if tens == 00 and ones == 0:
return 100
else:
return tens + ones
elif self.dice_bag.has_key(dice):
result = roll(dice)
return result
def roll_ability_scores(self):
roll_scores = []
for i in range(7):
rolls = [self.roll_dice('d6') for i in range(4)]
rolls.sort()
rolls.reverse()
del rolls[3]
total = 0
for roll in rolls:
total += roll
roll_scores.append(total)
roll_scores.sort()
roll_scores.reverse()
del roll_scores[6]
return roll_scores
def roll_hit_points(self):
class_data, level = self.class_one_level
hp = 0
hitdice = class_data.get("hitdice")
for i in range(level):
hp += self.roll_dice(hitdice)
hp += self.get_ability_modifier('constitution')
return hp
def get_class_data(self):
class_data, level = self.class_one_level
return class_data
def get_level_data(self):
class_data, level = self.class_one_level
return class_data.get("levels").get(str(level))
def get_ability_modifier(self, ability):
ability_score = self.ability_scores.get(ability)
# temporary_ability_modifiers = temporary_ability_modifiers.items()
if ability_score == 1:
return -5
elif ability_score <= 3:
return -4
elif ability_score <= 5:
return -3
elif ability_score <= 7:
return -2
elif ability_score <= 9:
return -1
elif ability_score <= 11:
return 0
elif ability_score <= 13:
return 1
elif ability_score <= 15:
return 2
elif ability_score <= 17:
return 3
elif ability_score <= 19:
return 4
elif ability_score <= 21:
return 5
elif ability_score <= 23:
return 6
elif ability_score <= 25:
return 7
elif ability_score <= 27:
return 8
elif ability_score <= 29:
return 9
elif ability_score <= 31:
return 10
elif ability_score <= 33:
return 11
elif ability_score <= 35:
return 12
elif ability_score <= 37:
return 13
elif ability_score <= 39:
return 14
elif ability_score <= 41:
return 15
elif ability_score <= 43:
return 16
elif ability_score <= 45:
return 17
elif ability_score <= 47:
return 18
elif ability_score <= 49:
return 19
elif ability_score >= 50:
return 20
def get_initiative_modifier(self):
# return dex_mod + misc_modifiers
dex_mod = self.get_ability_modifier('dexterity')
return dex_mod
def get_save_modifier(self, save):
# return base_save + ability_mod + magic_mod + misc_mod
ability_relations = {
'fortitude': 'constitution',
'reflex': 'dexterity',
'will': 'wisdom'
}
base_save = self.base_saving_throws.get(save)
ability_modifier = self.get_ability_modifier(ability_relations.get(save))
return base_save + ability_modifier
def get_grapple_size_modifier(self):
if self.size == 'colossal':
return 16
elif self.size == 'gargantuan':
return 12
elif self.size == 'huge':
return 8
elif self.size == 'large':
return 4
elif self.size == 'medium':
return 0
elif self.size == 'small':
return -4
elif self.size == 'tiny':
return -8
elif self.size == 'diminutive':
return -12
elif self.size == 'fine':
return -16
def get_grapple_modifier(self):
# return base_attack_bonus + str_mod + grap_size_mod + misc
base_attack = self.base_attack_bonus[0]
str_mod = self.get_ability_modifier('strength')
size_mod = self.get_grapple_size_modifier()
return base_attack + str_mod + size_mod
def get_size_modifier(self):
if self.size == 'colossal':
return -8
elif self.size == 'gargantuan':
return -4
elif self.size == 'huge':
return -2
elif self.size == 'large':
return -1
elif self.size == 'medium':
return 0
elif self.size == 'small':
return 1
elif self.size == 'tiny':
return 2
elif self.size == 'diminutive':
return 4
elif self.size == 'fine':
return 8
def get_armour_class_dex_mod(self):
dex_mod = self.get_ability_modifier('dexterity')
if len(self.armour.items()) > 0 and self.armour.get('max_dex_bonus') is not None\
and dex_mod >= self.armour.get('max_dex_bonus'):
return self.armour.get('max_dex_bonus')
elif len(self.shield.items()) > 0 and self.shield.get('max_dex_bonus') is not None\
and (self.armour.get('max_dex_bonus') >= self.shield.get('max_dex_bonus') \
or dex_mod >= self.shield.get('max_dex_bonus')):
return self.shield.get('max_dex_bonus')
else: return dex_mod
def get_armour_class(self):
armour_bonus = self.armour.get('ac_bonus', 0)
shield_bonus = self.shield.get('ac_bonus', 0)
dex_mod = self.get_armour_class_dex_mod()
size_mod = self.get_size_modifier()
return 10 + armour_bonus + shield_bonus + dex_mod + size_mod
def get_touch_armour_class(self):
dex_mod = self.get_armour_class_dex_mod()
size_mod = self.get_size_modifier()
return 10 + dex_mod + size_mod
def get_flatfoot_armour_class(self):
armour_bonus = self.armour.get('ac_bonus', 0)
shield_bonus = self.shield.get('ac_bonus', 0)
size_mod = self.get_size_modifier()
return 10 + armour_bonus + shield_bonus + size_mod
def get_protective_item_weight(self, item):
if not item.get('weight'):
return None
elif self.size == 'small':
return item.get('weight') / 2
elif self.size == 'medium':
return item.get('weight')
elif self.size == 'large':
return item.get('weight') * 2
else:
return None
def check_protective_item_proficiency(self, item):
class_data, level = self.class_one_level
if item in class_data.get('armour_proficiency'): return True
else: return False
def check_weapon_proficiency(self, weapon):
class_data, level = self.class_one_level
if weapon.get('proficiency') in class_data.get('weapon_proficiency') \
or weapon.get('name') in class_data.get('weapon_proficiency'): return True
else: return False
def get_attack_bonus(self, weapon):
return [i + self.get_ability_modifier('strength') + self.get_size_modifier() \
+ (-4 if not self.check_weapon_proficiency(weapon) else 0) for i in self.base_attack_bonus]
def check_skill_profiency(self, skill):
class_data, level = self.class_one_level
if skill in class_data.get('class_skills'):
return True
def get_max_class_skill_ranks(self):
class_data, level = self.class_one_level
int_mod = self.get_ability_modifier("intelligence")
base_skill_ranks = class_data.get('base_skill_points')
class_skill_ranks = (base_skill_ranks + int_mod) * 4 if (base_skill_ranks + int_mod) * 4 > 0 else 4
if self.race.get('name') == "human": class_skill_ranks += 4
for i in range(level - 1):
class_skill_ranks += (base_skill_ranks + int_mod) if (base_skill_ranks + int_mod) > 0 else 1
if self.race.get('name') == "human": class_skill_ranks += 1
return class_skill_ranks
def get_spent_skill_ranks(self):
spent_ranks = 0
for skill in self.skills:
spent_ranks += skill.get('ranks')
return spent_ranks