Exemple #1
0
 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)
Exemple #2
0
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
Exemple #3
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def test_roll():
    hp = HP(character)
    hp.roll()
    assert hp.max == 24
Exemple #4
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def test_restore_to_max():
    hp = HP(character)
    hp.damage(4)
    assert hp.restore(5) == 4
    assert hp.value == 11
Exemple #5
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def test_restore():
    hp = HP(character)
    hp.damage(6)
    assert hp.restore(5) == 5
    assert hp.value == 10
Exemple #6
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def test_damage():
    hp = HP(character)
    hp.damage(4)

    assert hp.value == 7