def func(self): combatant = Combatant(self.caller) if not self.args: self.msg("|430Usage: cleave <target>|n") return if combatant.cantFight: combatant.message("|400You are too injured to act.|n") return # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return victim = combatant.getVictim(self.target) if not target.db.bleed_points: combatant.message(f"{victim.name} |400is dead. You only further mutiliate their body.|n") combatant.broadcast(f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n") return loop = CombatLoop(combatant.caller, target) loop.resolveCommand() if combatant.hasTurn(f"|430You need to wait until it is your turn before you are able to act.|n"): if combatant.isArmed(f"|430Before you attack you must equip a weapon using the command equip <weapon>.|n"): if not combatant.hasWeakness(f"|400You are too weak to use this attack.|n"): if combatant.hasCleavesRemaining( f"|400You have 0 cleaves remaining or do not have the skill.\nPlease choose another action."): if combatant.hasTwoHandedWeapon( f"|430Before you attack you must equip a two handed weapon using the command equip <weapon>.|n"): maneuver_difficulty = 0 attack_result = combatant.rollAttack(maneuver_difficulty) if attack_result >= victim.av: shot_location = combatant.determineHitLocation(victim) if not victim.blocksWithShield(shot_location): combatant.decreaseCleaves(1) if not victim.resistsAttack(): skip_av_damage = True combatant.broadcast(f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with great ferocity and cleaves|n {victim.name}|025's {shot_location}|n (|400{victim.av}|n)|025, dealing|n (|430{combatant.getDamage()}|n) |025damage|n.") victim.takeDamage(combatant, combatant.getDamage(), shot_location, skip_av_damage) else: combatant.broadcast( f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with great ferocity and cleaves|n {victim.name}|025's {shot_location} but|n {victim.name} |025resists the attack with grim determination.|n") else: combatant.broadcast( f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with great ferocity and cleaves {victim.name}'s {shot_location}|n (|400{victim.av}|n)|025, however |n{victim.name} |025manages to block the blow with their shield!|n.") else: combatant.broadcast(f"{combatant.name} |025swings ferociously|n (|030{attack_result}|n) |025at|n {victim.name} (|400{victim.av}|n)|025, but misses.|n") # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup()
def func(self): combatant = Combatant(self.caller) if not self.target: self.caller.msg("|430Usage: stagger <target>|n") return if combatant.cantFight: combatant.message("|400You are too injured to act.|n") return # Get target if there is one # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return victim = combatant.getVictim(self.target) if not target.db.bleed_points: combatant.message(f"{victim.name} |400is dead. You only further mutiliate their body.|n") combatant.broadcast(f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n") return loop = CombatLoop(combatant.caller, target) loop.resolveCommand() if combatant.hasTurn(f"|430You need to wait until it is your turn before you are able to act.|n"): if combatant.isArmed(f"|430Before you attack you must equip a weapon using the command equip <weapon>.|n"): if not combatant.hasWeakness(f"|400You are too weak to use this attack.|n"): if combatant.hasStaggersRemaining( f"|400You have 0 staggers remaining or do not have the skill.\nPlease choose another action.|n"): if not combatant.inventory.hasBow() or combatant.hasSniper(): maneuver_difficulty = 2 attack_result = combatant.rollAttack(maneuver_difficulty) if attack_result >= victim.av: combatant.decreaseStaggers(1) shot_location = combatant.determineHitLocation(victim) if not victim.blocksWithShield(shot_location): if not victim.resistsAttack(): combatant.broadcast(f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with a powerful blow to the {shot_location}, staggering|n {victim.name} |025out of their footing|n (|400{victim.av}|n)|025, and dealing|n (|430{combatant.getStaggerDamage()}|n) |025damage.|n") victim.message(f"|430You have been staggered. You suffer a penalty on your next attack.|n") victim.stagger() victim.takeDamage(combatant, combatant.getStaggerDamage(), shot_location) victim.reportAv() else: combatant.broadcast(f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with a powerful blow to the {shot_location}|n (|400{victim.av}|n)|025, dealing|n (|430{combatant.getStaggerDamage()}|n) |025damage.|n {victim.name} |025resists being staggered by the powerful attack.|n") else: if not victim.resistsAttack(): victim.stagger() combatant.broadcast( f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with a powerful blow to the {shot_location} but|n {victim.name} |025manages to block with their shield. However|n {victim.name} |025is still staggered by the powerful attack.|n") else: combatant.broadcast( f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with a powerful blow to the {shot_location} but|n {victim.name} |025manages to block with their shield,|n {victim.name} |025also Resists being staggered by the powerful attack.|n") else: combatant.broadcast(f"{combatant.name} |025swings wide|n (|400{attack_result}|n)|025, missing|n {victim.name} (|020{victim.av}|n)|025.|n") # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup() else: combatant.message( f"|430To use Stagger with a bow equipped you must have the Sniper skill|n")
def func(self): combatant = Combatant(self.caller) if not self.args: self.caller.msg("|430Usage: disarm <target>|n") return if combatant.cantFight: combatant.message("|400You are too injured to act.|n") return # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return victim = combatant.getVictim(self.target) loop = CombatLoop(combatant.caller, target) loop.resolveCommand() #TODO: Right now the loop on Disarm and Sunder look almost identical. I feel like you probably want something different? if combatant.hasTurn( f"|430You need to wait until it is your turn before you are able to act.|n" ): if combatant.isArmed( f"|430Before you attack you must equip a weapon using the command equip <weapon>.|n" ): if not combatant.hasWeakness( f"|400You are too weak to use this attack.|n"): if combatant.hasDisarmsRemaining( f"|400You have 0 disarms remaining or do not have the skill.\nPlease choose another action.|n" ): if not combatant.inventory.hasBow( ) or combatant.hasSniper(): if not victim.hasTwoHandedWeapon(): if victim.isAlive: maneuver_difficulty = 2 attack_result = combatant.rollAttack( maneuver_difficulty) if attack_result >= victim.av: # Check for NPC calling the command and pick a new command if so. # TODO: Spence - Why shouldn't NPCs use Disarm? if utils.inherits_from( self.caller, Npc ) and combatant.isTwoHanded(): self.caller.execute_cmd( f"strike {target.key}") return combatant.decreaseDisarms(1) shot_location = combatant.determineHitLocation( victim) if not victim.resistsAttack(): victim.message( f"|430You have been disarmed. Your next turn will be skipped.|n" ) victim.disarm() combatant.broadcast( f"{combatant.name} |025nimbly strikes|n (|020{attack_result}|n) |025with a deft maneuver and disarms|n {victim.name} (|400{victim.av}|n)|025, striking them in the {shot_location} and dealing|n (|430{combatant.getDamage()}|n) |025damage|n." ) victim.takeDamage( combatant, combatant.getDamage(), shot_location) victim.reportAv() else: combatant.broadcast( f"{combatant.name} |025nimbly strikes|n (|020{attack_result}|n)|025, striking them in the {shot_location} and dealing|n (|430{combatant.getDamage()}|n) |025damage|n. {combatant.name} |025attempts to disarm|n {victim.name}|025, but|n {victim.name} |025Resists the attempt.|n" ) else: combatant.broadcast( f"{combatant.name} |025swings deftly,|n (|020{attack_result}|n) |025attempting to disarm|n {victim.name}|025, but misses|n (|400{victim.av}|n)|025.|n" ) else: combatant.message( f"{victim.name} |430is dead. You only further mutilate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}.|n" ) else: combatant.message( f"|430You cannot disarm a two-handed weapon. Please try another attack.|n" ) combatant.broadcast( f"{combatant.name} |025tries to disarm|n {victim.name}|025, but cannot disarm a 2-handed weapon!|n" ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup() else: combatant.message( f"|430To use Disarm with a bow equipped you must have the Sniper skill|n" )
def func(self): combatant = Combatant(self.caller) # Check for correct command # Target handling # Check for correct command # Target handling if not self.args: self.msg("|430Usage: shoot <target>|n") return elif self.args == self.caller: self.msg("|400You can't do that.|n") return elif combatant.cantFight: combatant.message("|400You are too injured to act.|n") return elif not combatant.inventory.hasArrowsEquipped: combatant.message("|430Please equip arrows to use your bow.|n") return elif not combatant.inventory.hasArrowsLeft: combatant.message("|400You are all out of arrows.|n") return # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return victim = combatant.getVictim(self.target) loop = CombatLoop(combatant.caller, combatant.target) loop.resolveCommand() if combatant.hasTurn( f"|430You need to wait until it is your turn before you are able to act.|n" ): if combatant.inventory.hasBow( "|430You need to equip a bow before you are able to shoot, using the command equip <bow name>.|n" ): if victim.isAlive: bow_penalty = 2 bow_damage = 1 attack_result = combatant.rollAttack(bow_penalty) shot_location = combatant.determineHitLocation(victim) if attack_result >= victim.av: combatant.inventory.useArrows(1) if not victim.blocksWithShield(shot_location): # Get damage result and damage for weapon type skip_av_damage = True victim.takeDamage(combatant, combatant.getDamage(), shot_location, skip_av_damage) combatant.broadcast( f"{combatant.name} |025lets loose an arrow|n (|020{attack_result}|n)|025 straight for|n {victim.name}|025's {shot_location} and hits|n (|400{victim.av}|n), |025dealing|n (|430{bow_damage}|n) |025damage!|n" ) else: combatant.broadcast( f"{combatant.name} |025lets loose an arrow|n (|020{attack_result}|n)|025 straight for|n {victim.name}'s |025{shot_location} and hits|n (|400{victim.av}|n)|025, but|n {victim.name} |025is able to raise their shield to block!|n" ) combatant.message( f"|430You have {combatant.inventory.arrowQuantity} arrows left." ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup() else: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" )
def func(self): combatant = Combatant(self.caller) # Check for correct command # Target handling if not self.args: self.msg("|430Usage: strike <target>|n") return elif self.args == self.caller: self.msg("|400You can't do that.|n") return elif combatant.cantFight: combatant.message("|400You are too injured to act.|n") return target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return victim = combatant.getVictim(self.target) if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return loop = CombatLoop(combatant.caller, combatant.target) loop.resolveCommand() if combatant.hasTurn( f"|430You need to wait until it is your turn before you are able to act.|n" ): if combatant.isArmed( f"|430Before you strike you must equip a melee weapon using the command equip <weapon name>.|n" ): # Check if damage bonus comes from fayne or master_of_arms attack_result = combatant.rollAttack() shot_location = combatant.determineHitLocation(victim) if attack_result >= victim.av: if not victim.blocksWithShield(shot_location): # Get damage result and damage for weapon type combatant.broadcast( f"{combatant.name} |025strikes deftly|n (|020{attack_result}|n) |025at|n {victim.name} |025and hits|n (|400{victim.av}|n), |025dealing|n (|430{combatant.getDamage()}|n) |025damage!|n" ) victim.takeDamage(combatant, combatant.getDamage(), shot_location) victim.reportAv() else: combatant.broadcast( f"{combatant.name} |025strikes deftly|n (|020{attack_result}|n) |025at|n {victim.name} |025and hits|n (|400{victim.av}|n), |025but|n {victim.name} |025blocks with their shield.|n" ) else: combatant.broadcast( f"{combatant.name} |025swings wildly|n (|400{attack_result}|n)|025, missing|n {victim.name} (|020{victim.av}|n)|025.|n" ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup()
def func(self): combatant = Combatant(self.caller) # Check for correct command if not self.args: self.caller.msg("|430Usage: stun <target>|n") return if combatant.cantFight: combatant.message("|400You are too injured to act.|n") return # Get target if there is one # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return victim = combatant.getVictim(self.target) if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return loop = CombatLoop(combatant.caller, combatant.target) loop.resolveCommand() #TODO: Currently Disarm does Damage and Stun doesnt. Is that intended? if combatant.hasTurn( f"|430You need to wait until it is your turn before you are able to act.|n" ): if combatant.isArmed( f"|430Before you attack you must equip a weapon using the command equip <weapon>.|n" ): if combatant.hasStunsRemaining( f"|400You have 0 stuns remaining or do not have the skill.\nPlease choose another action.|n" ): if not combatant.hasWeakness( f"|400You are too weak to use this attack.|n"): maneuver_difficulty = 1 attack_result = combatant.rollAttack( maneuver_difficulty) if attack_result >= victim.av: victim.stun() combatant.decreaseStuns(1) combatant.broadcast( f"{combatant.name} |025lines up behind|n {victim.name} |025and strikes|n (|020{attack_result}|n)|025, stunning them momentarily|n (|400{victim.av}|n)|025.|n" ) else: combatant.broadcast( f"{combatant.name} (|020{attack_result}|n) |025lines up behind|n {victim.name} (|400{victim.av}|n)|025, but misses their opportunity to stun them.|n" ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup()