def __init__(self): self.inventory = Inventory() self.set_attributes(self.attributes) self.hp = HP(self) self.ac = AC(self) self.attack = Attack(self) self.damage = Damage(self)
class Character(object): light_source = False hit_dice = 1 blood_tile = None tile = None ai = None hp = None ac = None cr = None name = "Monster" attributes = "Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10" str = Attribute(10) dex = Attribute(10) con = Attribute(10) int = Attribute(10) wis = Attribute(10) cha = Attribute(10) natural_armor = 0 size = Medium() type = Type() feats = [] weapon = Unarmed() def __init__(self): self.inventory = Inventory() self.set_attributes(self.attributes) self.hp = HP(self) self.ac = AC(self) self.attack = Attack(self) self.damage = Damage(self) def place(self, area): self.area = area self.area.add_character(self) if self.light_source: self.area.make_room_visible(self.pos) def set_attributes(self, attributes): broken_attrs = attributes.split(",") attrs = {} for attr in broken_attrs: name = attr.strip().split(" ")[0].lower() value = Attribute(int(attr.strip().split(" ")[1])) attrs[name] = value self.str = attrs["str"] self.dex = attrs["dex"] self.con = attrs["con"] self.int = attrs["int"] self.wis = attrs["wis"] self.cha = attrs["cha"] def draw(self, surface, camera): if self.area.is_spot_visible(self.pos): self.tile.draw(surface, self.pos, camera) if self.is_incapacitated(): self.blood_tile.draw(surface, self.pos, camera) def move(self, delta): if not self.is_incapacitated(): new_pos = self.pos + delta if self.area.walkable(new_pos): self.pos = new_pos if self.light_source: self.area.make_room_visible(self.pos) def set_ai(self, ai): self.ai = ai def get_room(self): return self.area.get_room_name(self.pos) def run_turn(self): if not self.is_incapacitated(): if self.ai: self.ai.update(self) def is_incapacitated(self): return self.hp.value <= 0 def resolve_damage(self, damage): self.hp.damage(damage) def do_attack_pos(self, pos): if not self.is_incapacitated(): target = self.area.get_character_at(pos) if target: resolve_attack(self, target) self.resolve_xp(target) def do_attack(self, direction): self.do_attack_pos(self.pos + direction) def pick_up_item(self): item = self.area.pick_up_item(self.pos) if item: logger.info(self.name + " picked up a " + item.get_name()) self.inventory.add_item(item) def get_items(self): return self.inventory def has_feat(self, feat): return feat in self.feats def use_current_item(self): item = self.inventory.current_item() if item.use(self): self.inventory.remove_current() def open_door(self, direction): self.area.open_door(self.pos + direction) def resolve_xp(self, target): pass
def test_roll(): hp = HP(character) hp.roll() assert hp.max == 24
def test_restore_to_max(): hp = HP(character) hp.damage(4) assert hp.restore(5) == 4 assert hp.value == 11
def test_restore(): hp = HP(character) hp.damage(6) assert hp.restore(5) == 5 assert hp.value == 10
def test_damage(): hp = HP(character) hp.damage(4) assert hp.value == 7