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royalnet/rpgpack/types/health.py

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2020-02-19 17:14:39 +00:00
from typing import *
import re
class Health:
def __init__(self,
initial_value: int,
max_value: int,
hidden: Optional[bool] = None,
temp_value: Optional[int] = None,
deathsave_successes: Optional[int] = None,
deathsave_failures: Optional[int] = None):
self.value: int = 0
self.max_value: int = max_value
self.hidden: bool = hidden if hidden else False
self.temp_value: int = temp_value if temp_value else 0
self.deathsave_successes: int = deathsave_successes if deathsave_successes else 0
self.deathsave_failures: int = deathsave_failures if deathsave_failures else 0
self.change(initial_value)
@classmethod
def from_text(cls, text: str) -> "Health":
match = re.match(r"(h)?([0-9]+)(?:\+([0-9]+))?/([0-9]+)(s{0,3})(f{0,3})", text)
if not match:
raise ValueError("Could not parse passed string.")
hidden, value, temp_value, max_value, ds_successes, ds_failures = match.groups()
return cls(initial_value=int(value),
max_value=int(max_value),
hidden=bool(hidden),
temp_value=int(temp_value) if temp_value else None,
deathsave_successes=len(ds_successes) if ds_successes else None,
deathsave_failures=len(ds_failures) if ds_failures else None)
def to_text(self) -> str:
string = []
if self.hidden:
string.append("h")
string.append(f"{self.value}")
if self.temp_value > 0:
string.append(f"{self.temp_value:+}")
string.append("/")
string.append(f"{self.max_value}̋")
string.append("s" * self.deathsave_successes)
string.append("f" * self.deathsave_failures)
return "".join(string)
@property
def dead(self) -> bool:
return self.deathsave_failures >= 3
@property
def stable(self) -> bool:
return self.deathsave_successes >= 3
@property
def dying(self) -> bool:
return self.value <= 0
@property
def total_value(self) -> int:
return self.value + self.temp_value
def __str__(self):
# Dead
if self.dead:
return "💀"
# Stable
if self.stable:
return f"💔 {self.value}/{self.max_value} "
# Dying
if self.value <= 0:
return "".join([
f"💔 {self.value}/{self.max_value} ",
"🔷" * self.deathsave_successes,
"🔹" * (3 - self.deathsave_successes),
" "
"🔶" * self.deathsave_failures,
"🔸" * (3 - self.deathsave_failures),
])
# Hidden
if self.hidden:
return f"🖤 {self.value - self.max_value}"
# Temporary HP
if self.temp_value > 0:
return f"💙 {self.value}+{self.temp_value}/{self.max_value}"
# Default
return f"❤️ {self.value}/{self.max_value}"
def __repr__(self):
return f"{self.__class__.__qualname__}.from_text({self.to_text()})"
def change(self, amount) -> None:
# Heal
if amount > 0:
self.value += amount
# Cap at maximum
if self.value >= self.max_value:
self.value = self.max_value
# Restore death saves
self.deathsave_successes = 0
self.deathsave_failures = 0
# Damage
else:
# First remove temporary health
self.temp_value += amount
# Then damage health based on how much damage wasn't absorbed
if self.temp_value < 0:
self.value += self.temp_value
self.temp_value = 0
# Cap health at 0
if self.value < 0:
self.value = 0
def deathsave_success(self) -> None:
if self.dying:
raise ValueError("Can't roll death saves while alive")
if self.stable:
raise ValueError("Successful death saves are capped at 3")
self.deathsave_successes += 1
def deathsave_failure(self) -> None:
if self.dying:
raise ValueError("Can't roll death saves while alive")
if self.dead:
raise ValueError("Failing death saves are capped at 3")
self.deathsave_failures += 1