Esempio n. 1
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async def donate(ctx):
    #Adds a donation to the total and asjusts player gold.
    #+1 propserity tick when appropriate
    #+1 overall prosperity when appropriate
    #Updates overall propserity when applicable
    author = ctx.message.author.name
    character = Character(author)
    world = World(character.campaign[0])

    # Not enough gold
    if character.gold < 10:

        message = f"You only have {character.gold}. Better pick up some more goin in the next battle, or check your stats."

    else:
        character.gain_gold(-10)
        world.donate()
        message = f"The Sanctuary of the Great Oak thanks you. Have a blessed battle!\nDonations: {world.donations}......{character.name}: {character.gold} gold left"

        if world.donations in world.donation_levels:
            if world.donations == 100:
                message = f"{message}\n\nThe Sanctuary has received a total of 100 gold in donations.\nPlease open Envelope B."
            world.gain_prosperity()
            message = f"{message}\n\n+1 prosperity......{world.pticks}/{world.prosperity_levels[world.prosperity]}"

            if world.pticks == world.prosperity_levels[world.prosperity - 1]:
                message = f"{message}\n\n*The Overall Prosperity has increased to {world.prosperity}*\nNew items are now available in the item store.\nAll characters may level up to Lvl{world.prosperity} while in Gloomhaven."

    await ctx.send(f"```{message}```")
Esempio n. 2
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async def loot(ctx, item_num, *design):

    author = ctx.message.author.name

    character = Character(author)
    item = Item(item_num)

    design = list(design)

    if design:

        if item.unlocked == False:

            item.unlock_design()

            item = Item(item_num)

            message = f"Thank you, {character.name}! Our most skilled artisans will get right to work on crafting this...\nIt's Ready.\n{item.num_name} -- {item.cost}gp\n{item.description}"

        elif item.maxCount == item.realMax:

            item = Item(item.number)

            message = f"Thank you, but {item.num_name} is alrady unlocked. Please double check the item number."

    else:
        item.unlock_loot()
        item = Item(item_num)
        if item.number not in character.item_nums:

            character.item_transaction('loot', item.number)

            message = f"""{character.name} looted {item.num_name}! 
 {item.description}
   Gold:  {character.gold}gp
   Items: {sorted(character.item_nums)}"""

        else:

            message = f"{character.name} looted {item.num_name}!\nSince they already own a copy, the item is now available for purchase.\n{item.num_name} -- {item.cost}gp\n{item.description}"

    await ctx.send(f"```{message}```")
Esempio n. 3
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async def sell(ctx, *item_nums):

    author = ctx.message.author.name
    character = Character(author)

    for item in item_nums:
        item = item.strip(',')
        item = Item(item)
        price = int(item.cost / 2)

        if item.unlocked == True:

            if item.item_rec['id'] in character.items:

                character.item_transaction('lose', item.number)
                character.gain_gold(price)

                message = f"{character.name} sold {item.number}: {item.name} for {price}gp."
                await ctx.send(f"```{message}```")

            else:
                message = f"You don't own that item. Are you trying to pull a fast one, you son of a a bitch??"
                await ctx.send(f"```{message}```")

        else:
            message = f"You don't own that item. I've never even heard of that. Are you trying to pull one a fast one, you son of a a bitch??"
            await ctx.send(f"```{message}```")

    await ctx.send(
        f"```Gold:  {character.gold}gp\nItems: {sorted(character.item_nums)}```"
    )
Esempio n. 4
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async def levelup(ctx, *abil_nums):
    author = ctx.message.author.name
    character = Character(author)
    ch_abil_count = len(character.abilities)

    for abil_num in abil_nums:
        if ch_abil_count < character.lvl - 1:
            abil_num = abil_num.strip(',')
            ability = Ability(abil_num)

            if character.lvl < int(ability.lvl):

                message = f"That card ({ability.lvl}) is above your level ({character.lvl}). You must select a card of your current level or lower.\n Abilities: {character.abil_nums}"

            else:

                if character.charclass != ability.charclass:
                    message = f"Please choose an ability card from your own dang class."

                else:

                    if ability.ability['id'] in character.abilities:

                        message = f"Ability {ability.number} is already in your pool. Please choose again.\n Abilities: {character.abil_nums}"

                    else:

                        character.abil_transaction('gain', abil_num)
                        ch_abil_count += 1
                        message = f"Level {ability.lvl} - {ability.name} [{ability.number}] added to your pool."

        else:
            message = f"You have added too many abilities. You are Level {character.lvl} so you can only have {character.lvl-1} level 2+ abilities in your pool."
        await ctx.send(f"```{message}```")

    await ctx.send(
        f"```{character.name}\n Abilities: {sorted(character.abil_nums)}```")
Esempio n. 5
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async def buy(ctx, *item_nums):

    author = ctx.message.author.name
    character = Character(author)
    party = Party(character.party[0])

    for item in item_nums:
        item = item.strip(',')
        item = Item(item)

        if item.unlocked == True:

            price = item.cost + party.discount

            if item.item_rec['id'] not in character.items:

                if item.numberAvailable > 0:

                    if character.gold >= price:

                        character.gain_gold(-price)
                        character.item_transaction('gain', item.number)
                        # item.store_transaction(False)
                        character = Character(author)
                        message = f"{character.name} bought {item.num_name} for {price}gp\n{item.description}"
                        await ctx.send(f"```{message}```")

                    else:
                        message = f"You don't have enough gold. Better pick up some goin in the next battle."
                        await ctx.send(f"```{message}```")

                else:
                    message = f"We're sold out at the moment. Come back when we get some in stock."
                    await ctx.send(f"```{message}```")

            else:
                message = f"You already own {item.number} according to my ledger. Please try again or perhaps I could interest you in something a little...different?"
                await ctx.send(f"```{message}```")

        else:
            message = f"We don't carry that item. I've heard of them but have never seen a design. If you find one, let us know using the '!loot {item.number}' or '!loot item design {item.number}'."
            await ctx.send(f"```{message}```")

    await ctx.send(
        f"```Gold:  {character.gold}gp\nItems: {sorted(character.item_nums)}```"
    )
Esempio n. 6
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async def teamstats(ctx):
    author = ctx.message.author.name
    character = Character(author)
    world = World(character.campaign[0])
    party = Party(character.party[0])

    message = f"""{world.name}:   
  {f"{world.donations}gp donated":.<18}+1 prosperity at {world.calc_donations_needed()}gp
  {f"Prosperity {world.prosperity}":.<18}{world.pticks}/{world.prosperity_levels[world.prosperity]}

{party.name}:
  {f"Reputation: {party.reputation}":.<18}Discount: {party.discount}"""
    # Global Achievements: {world.achievements}
    # Party Achievements: {party.achievements}""")

    await ctx.send(f"```{message}```")
Esempio n. 7
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async def retire(ctx, *quest):
    author = ctx.message.author.name
    character = Character(author)

    if quest:
        character.retire(quest[0].strip(','))
    else:
        character.retire()

    message = f'Congratulations on your retirement. To begin a new character, use !newch "Character Name" "Character Class"'

    await ctx.send(f"```{message}```")
Esempio n. 8
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async def display(ctx, option):
    author = ctx.message.author.name
    character = Character(author)

    if option == 'abilities':

        message = f"{character.name} -- Lvl {character.lvl} -- {character.charclass}"

        for abil in sorted(character.abil_nums):

            abil = Ability(abil)

            message += f"\n {abil.num_name:35} {abil.number}"

    elif option == 'items':

        message = f"{character.name} -- Lvl {character.lvl} -- {character.charclass}"

        for item in sorted(character.item_nums):

            item = Item(item)

            message += f"\n {item.num_name}"

    elif option == 'fullstats':

        message = f"{character.name} -- Lvl {character.lvl} -- {character.charclass}\n    {character.xp}xp  -  {character.gold}gp  -  {character.checks}{character.ch}\n Abilities:"

        for item in sorted(character.item_nums):

            item = Item(item)

            message += f"\n  {item.num_name:35} {item.cost}gp"

        message = f"{message}\n Items:"

        for abil in sorted(character.abil_nums):

            abil = Ability(abil)

            message += f"\n  {abil.num_name:35} {abil.number}"

    await ctx.send(f"```{message}```")
Esempio n. 9
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async def new_character(ctx, ch_name, ch_class):
    author = ctx.message.author.name

    try:
        old_character = Character(author)
        old_character.deactivate()
        player.create_character(ch_name, ch_class)
        character = Character(author)
        message = f"Welcome, {character.name}\nThis is now your active character."

    except:
        pass

    player = Player(author)
    player.create_character(ch_name, ch_class)
    character = Character(author)
    message = f"Welcome, {character.name}\nThis is now your active character."

    await ctx.send(f"```{message}```")
Esempio n. 10
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async def change_character(ctx, ch_name):
    # !change_character 'Gunga Galunga'
    author = ctx.message.author.name
    player = Player(author)

    try:
        old_character = Character(author)
        old_character.deactivate()
        player.activate_character(ch_name)
        new_character = Character(author)

        message = f"""Character Change Completed
        Deactivated {old_character.name}
        Active Character is now {new_character.name}"""

    except:
        player.activate_character(ch_name)
        new_character = Character(author)

        message = f"""Character Change Completed
        Active Character is now {new_character.name}"""

    await ctx.send(f"```{message}```")
Esempio n. 11
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async def stats(ctx, *stats_to_update):
    # get or update character stats by Discord username
    # update requires this format in Discord "!stats 100xp 100gp 100ch"
    # def choose_char():
    author = ctx.message.author.name
    character = Character(author)

    if len(stats_to_update) > 0:

        for stat in stats_to_update:

            if 'x' in stat:

                xp = int(re.sub("[^0-9]", "", stat))

                if '+' in stat:

                    lvl_up = character.gain_xp(xp)
                    character = Character(author)

                else:

                    lvl_up = character.change_xp(xp)
                    character = Character(author)

                if lvl_up == True:

                    await ctx.send(
                        f"You reached Level {character.lvl}! You may level up when you return to Gloomhaven."
                    )

            if 'g' in stat:

                gold = int(re.sub("[^0-9]", "", stat))

                if '+' in stat:

                    character.gain_gold(gold)

                else:

                    character.change_gold(gold)

            if 'ch' in stat:

                checks = int(re.sub("[^0-9]", "", stat))

                if '+' in stat:

                    character.gain_checks(checks)

                else:

                    character.change_checks(checks)

                if character.checks % 3 == 0:

                    await ctx.send(f"You earned your 3rd check. Gain a Perk!")

    message = f"""{character.name} -- Lvl {character.lvl} -- {character.charclass}
    {character.xp}xp  -  {character.gold}gp  -  {character.checks}{character.ch}
 Abilities: {sorted(character.abil_nums)}
 Items:     {sorted(character.item_nums)}"""

    await ctx.send(f"```{message}```")
Esempio n. 12
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async def lose(ctx, thing_to_lose, *thing):
    author = ctx.message.author.name
    character = Character(author)
    world = World(character.campaign[0])
    party = Party(character.party[0])

    if thing_to_lose == 'item':
        item_num = thing[0].strip(',')

        item = Item(item_num)

        if int(item.number) in character.item_nums:

            character.item_transaction('lose', item.number)

            message = f"Item {item.number} has been removed from your inventory.\nItems: {sorted(character.item_nums)}"

        else:

            message = f"You don't own that item. Please try again.\nItems: {sorted(character.item_nums)}"

    elif thing_to_lose == 'ability':
        ability_num = thing[0].strip(',')
        ability = Ability(ability_num)

        if int(ability.number) in character.abil_nums:

            character.abil_transaction('lose', ability.number)

            message = f"Ability {ability.number} has been remove from your pool.\nAbilities: {sorted(character.abil_nums)}"

        else:
            message = f"That ability is not in your pool.\nAbilities: {sorted(character.abil_nums)}"

    elif 'pros' in thing_to_lose:

        if world.pticks in world.prosperity_levels:

            message = f"You're in luck. Prosperity cannot be descreased below its current cost."

        else:

            world.lose_ptick()

            message = f"{world.name} -1 Prosperity\nProsperity: {world.pticks}/{world.prosperity_levels[world.prosperity]}    Overall: {world.prosperity}"

    elif 'rep' in thing_to_lose:

        party.lose_reputation()

        message = f"{party.name} -1 Reputation\nReputation: {party.reputation}     Discount: {party.discount}"

    elif 'xp' in thing_to_lose:

        xp = int(re.sub("[^0-9]", "", thing_to_lose))

        lvl_up = character.gain_xp(-xp)

        message = f"{character.name} lost {xp}xp\n{character.xp}xp {character.gold}gp {character.checks}{character.ch}"

        if lvl_up == True:

            message = f"{message}\nYou reached Level {character.lvl}! You may level up when you return to Gloomhaven."

    elif 'gold' in thing_to_lose or 'gp' in thing_to_lose:

        gold = int(re.sub("[^0-9]", "", thing_to_lose))

        character.gain_gold(-gold)

        message = f"{character.name} lost {gold}gp\n{character.xp}xp {character.gold}gp {character.checks}{character.ch}"

    elif 'ch' in thing_to_lose:

        checks = int(re.sub("[^0-9]", "", thing_to_lose))

        if character.checks % 3 == 0:

            message = f"You cannot lose a check because it would break up a compelte triplet."

        else:

            character.gain_checks(-checks)

            message = f"{character.name} lost {checks}checks\n{character.xp}xp {character.gold}gp {character.checks}{character.ch}"

    await ctx.send(f"```{message}```")
Esempio n. 13
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async def gain(ctx, thing_to_gain, *thing):
    author = ctx.message.author.name
    character = Character(author)
    world = World(character.campaign[0])
    party = Party(character.party[0])

    if thing_to_gain == 'item':
        item_num = thing[0].strip(',')
        item = Item(item_num)
        if item.unlocked == True:
            if item.number not in character.item_nums:
                if item.numberAvailable > 0:
                    character.item_transaction('gain', item.number)
                    message = f"{character.name} gained {item.num_name}.\n  Items: {character.item_nums}"

                else:
                    message = f"There are no copies of {item.num_name} available in the store."

            else:
                message = f"You already own {item.num_name}! You cannot own two copies.I should striek you down right here, so help me Blood God!"
        else:
            message = f"Item {item.number} is not unlocked. Use !loot to add scenario loot or items unlocked via road or city event."

    elif thing_to_gain == 'ability':
        if len(character.abilities) < character.lvl - 1:
            ability_num = thing[0].strip(',')
            ability = Ability(ability_num)

            if character.lvl < int(ability.lvl):
                message = f"That card ({ability.lvl}) is above your level. Please select an ability of Level {character.lvl} or lower to add to your pool."

            else:
                if character.charclass != ability.charclass:
                    message = f"Please choose an ability card from your own dang class."
                else:
                    if ability.ability['id'] in character.abilities:
                        message = f"Ability {ability.number} is already in your pool. Please choose again."

                    else:
                        character.abil_transaction('gain', ability.number)
                        message = f"Level {ability.lvl} - {ability.name} [{ability.number}] added to your pool.\nAbilities: {sorted(character.abil_nums)}"
        else:
            message = f"You have added too many abilities. You are Level {character.lvl} so you can only have {character.lvl-1} level 2+ abilities in your pool."

    elif 'rep' in thing_to_gain:
        party.gain_reputation()
        message = f"{party.name} +1 Reputation:\nReputation: {party.reputation}    Discount: {party.discount}"

    elif 'pros' in thing_to_gain:
        world.gain_prosperity()
        message = f"{world.name} +1 Prosperity:\nProsperity: {world.pticks}/{world.prosperity_levels[world.prosperity]}    Overall: {world.prosperity}"

        if world.pticks == world.prosperity_levels[world.prosperity - 1]:
            message = f"{message}\nThe Overall Prosperity has increased to {world.prosperity}\nNew items are now available in the item store.\nAll characters may level up to Lvl{world.prosperity} while in Gloomhaven."

    elif 'xp' in thing_to_gain:
        xp = int(re.sub("[^0-9]", "", thing_to_gain))
        lvl_up = character.gain_xp(xp)
        message = f"{character.name} gained {xp}xp\n{character.xp}xp {character.gold}gp {character.checks}{character.ch}"
        if lvl_up == True:
            message = f"{message}\nYou reached Level {character.lvl}! You may level up when you return to Gloomhaven."

    elif 'gold' in thing_to_gain or 'gp' in thing_to_gain:
        gold = int(re.sub("[^0-9]", "", thing_to_gain))
        character.gain_gold(gold)
        message = f"{character.name} gained {gold}gp\n{character.xp}xp {character.gold}gp {character.checks}{character.ch}"

    elif 'ch' in thing_to_gain:
        checks = int(re.sub("[^0-9]", "", thing_to_gain))
        character.gain_checks(checks)
        message = f"{character.name} gained {checks}checks\n{character.xp}xp {character.gold}gp {character.checks}{character.ch}"
        if character.checks % 3 == 0:
            message = f"{message}\nYou earned your 3rd check. Gain a Perk!"

    await ctx.send(f"```{message}```")