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path: root/character.py
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import re
import json
import copy

from dataclasses import dataclass, asdict
from items import Armor, Weapon
from game import LevelingPlan, Features, Modifier, Conditions


class FeaturesPlan(LevelingPlan, dict):
    @classmethod
    def load(cls, name):
        with open(f"leveling/{name}.json", "r", encoding="utf8") as js_file:
            return cls({int(k):v for k,v in json.load(js_file).items()})
    
    def build(self, level: int):
        res = dict()
        # should be 0, but just in case of negative levels
        for lvl in range(-5, level+1): 
            res.update(self.get(lvl, dict()))
        return res
    
    def merge(self, other):
        for lvl, other_val in other.items():
            if lvl in self:
                val = self[lvl]
                for key in (val.keys() & other_val.keys()):
                    assert other_val[key] == val[key]
                val.update(other_val)
            else:
                self[lvl] = other_val


class Abilities(dict):

    def __init__(self, data=None, **kwargs):
        super().__init__({field: 10 for field in Features.abilities})
        if data:
            self.update(data)
        if kwargs:
            self.update(kwargs)

    @staticmethod
    def ability_boost_factor(value):
        if value < 18:
            return 2
        return 1

    @staticmethod
    def ability_modifier(value):
        return (value - 10) // 2

    def apply_change(self, ability_name, step_direction=1):
        ability = self[ability_name]
        ability += step_direction*Abilities.ability_boost_factor(ability)
        self[ability_name] = ability

    def apply_changes(self, changes, step_direction=1):
        for change in changes:
            self.apply_change(change.lower(), step_direction)
    
    def modifier(self, ability_name):
        return Abilities.ability_modifier(self[ability_name])

class AbilitiesPlan(LevelingPlan):
    def __init__(self, data) -> None:
        super().__init__()
        boosts = data.pop("mapLevelledBoosts")
        self.levelBoosts = { int(level): values for level, values in boosts.items() }
        self.initialFlaws = dict()
        for flaw in ["ancestryFlaws"]:
            self.initialFlaws[flaw] = data.pop(flaw)
        self.initialBoosts = data

    def build(self, level: int):
        res = Abilities()
        for flaw in self.initialFlaws.values():
            res.apply_changes(flaw, -1)
        if level <= 0:
            return res
        for boost in self.initialBoosts.values():
            res.apply_changes(boost)
        for lvl, boost in self.levelBoosts.items():
            if lvl <= level:
                res.apply_changes(boost)
        return res


@dataclass
class Character:
    data: dict
    hp_bonus: int
    hp_per_level: int
    speed: int
    level: int
    abilities: Abilities
    features: dict
    armor: Armor
    conditions: Conditions

    def __init__(self, data):
        self.data = data
        self.hp_bonus = 10
        self.hp_per_level = 8
        self.speed = 25
        self.level = 1
        self.abilities = Abilities()
        self.features = dict()
        self.armor = Armor("Unarmored", "light", 0)
        self.weapons = [Weapon("Fist", "unarmed", "brawling", 4)]
        self.conditions = Conditions()

    def max_hp(self):
        per_level = self.hp_per_level + self.abilities.modifier("con")
        return self.hp_bonus + per_level * self.level

    def skill_ability(self, skill):
        if skill == "classDC":
            return self.data["keyability"]
        return Features.skill_ability.get(skill)

    def ability_modifier(self, ability):
        return self.conditions.modifier([ability]) + self.abilities.modifier(ability)

    def proficiency_bonus(self, skill):
        bonus = self.features.get(skill, 0)
        if bonus == 0:
            return 0
        return bonus + self.level

    def proficiency(self, skill):
        ability_name = self.skill_ability(skill)
        res = Modifier()
        if ability_name:
            res += self.ability_modifier(ability_name)
        res += self.proficiency_bonus(skill) + self.conditions.modifier([skill])
        return res.total()

    def ac(self):
        dex_mod = self.conditions.modifier(["dex"], exclude=["ac"])
        dex_mod += self.abilities.modifier("dex")
        dex_bonus = min(self.armor.dex_cap, dex_mod.total())
        prof = self.proficiency(self.armor.category)
        armor = Modifier(item=self.armor.ac+self.armor.potency)
        armor += self.conditions.modifier(["ac"])
        return (10 + dex_bonus + prof + armor).total()

    def classDC(self):
        return 10 + self.proficiency("classDC")

    def update_fundamental_runes(self):
        try:
            self.armor.potency = self.features["armor potency"]
            self.armor.resilient = self.features["resilient"]
        except KeyError:
            pass
        try:
            for weapon in self.weapons:
                weapon.potency = self.features["weapon potency"]
                weapon.striking = self.features["striking"]
        except KeyError:
            pass

    def attack_bonus(self, weapon: Weapon, strike_type="melee"):
        dex = self.ability_modifier("dex").total()
        mod = self.ability_modifier("str").total()
        if strike_type == "melee":
            if weapon.finesse:
                mod = max(mod, dex)
        elif strike_type == "ranged":
            mod = dex
        prof = max(self.features.get(weapon.category, 0),
                   self.features.get(weapon.name, 0))
        return mod + prof + weapon.potency

    def toJSON(self):
        methods = ["classDC", "max_hp", "ac"]
        obj = asdict(self)
        for method in methods:
            obj[method] = getattr(self, method)()
        return json.dumps(obj, indent=2)


class Attack:
    attacker = None
    target = None
    previous_attacks = 0
    distance = 0
    # def map(self, previous_attacks):
    #     factor = max(0, min(2, previous_attacks))
    #     if self.agile:
    #         return factor * -4
    #     return factor * -5


class CharacterPlan(LevelingPlan):
    def __init__(self, data) -> None:
        self.data = data
        (self._class, self.subclass) = self.parse_subclass(data["class"])
        data["class"] = self._class
        data["subclass"] = self.subclass
        abilities = data["abilities"]["breakdown"]
        self.attributes = data["attributes"]
        self.cleanup_build_data(data)
        self.abilities = AbilitiesPlan(abilities)
        self.features = FeaturesPlan()
        self.features.merge(FeaturesPlan.load(self._class))
        self.features.merge(FeaturesPlan.load("fundamental_runes"))
        # TODO add skill increases to calculate proficiencies


    @staticmethod
    def cleanup_build_data(data):
        duplicates = ["acTotal", "level", "xp", "abilities", "attributes", 
                     "proficiencies"]
        spells = ["rituals", "spellCasters", "focus", "focusPoints"]
        equipment = ["money", "armor", "weapons", "equipment", "equipmentContainers"]
        blacklist = duplicates
        blacklist.extend(spells)
        blacklist.extend(equipment)
        for key in blacklist:
            del data[key]

    @staticmethod
    def parse_subclass(s: str):
        match = re.fullmatch(r'\s*([^(]+)\s*\(\s*([^)]+)\s*\)\s*', s)
        if match:
            return match.group(1).strip().lower(), match.group(2).strip().lower()
        return s, None


    def build(self, level: int):
        res = Character(self.data)
        res.level = level
        res.speed = self.attributes["speed"] + self.attributes["speedBonus"]
        res.hp_bonus = self.attributes["bonushp"] + self.attributes["ancestryhp"]
        res.hp_per_level = \
            self.attributes["classhp"] + self.attributes["bonushpPerLevel"]
        res.abilities = self.abilities.build(level)
        res.features = self.features.build(level)
        return res