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Implement Factions and Health
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parent
16adaea355
commit
5f26184ebf
6 changed files with 184 additions and 1 deletions
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@ -8,6 +8,8 @@ from .dndedit import DndeditCommand
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from .dndroll import DndrollCommand
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from .dnditem import DnditemCommand
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from .dndspell import DndspellCommand
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from .testhealth import TesthealthCommand
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from .testfaction import TestfactionCommand
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# Enter the commands of your Pack here!
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available_commands = [
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@ -20,6 +22,8 @@ available_commands = [
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DndrollCommand,
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DnditemCommand,
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DndspellCommand,
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TesthealthCommand,
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TestfactionCommand,
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]
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# Don't change this, it should automatically generate __all__
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15
rpgpack/commands/testfaction.py
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15
rpgpack/commands/testfaction.py
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@ -0,0 +1,15 @@
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from typing import *
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import royalnet
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import royalnet.commands as rc
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from ..utils import FactionColor
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class TestfactionCommand(rc.Command):
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name: str = "testfaction"
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description: str = "Test a faction string."
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syntax: str = "{factionstring}"
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async def run(self, args: rc.CommandArgs, data: rc.CommandData) -> None:
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await data.reply(FactionColor[args[0].upper()].value)
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15
rpgpack/commands/testhealth.py
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15
rpgpack/commands/testhealth.py
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@ -0,0 +1,15 @@
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from typing import *
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import royalnet
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import royalnet.commands as rc
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from ..utils import Health
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class TesthealthCommand(rc.Command):
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name: str = "testhealth"
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description: str = "Test a health string."
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syntax: str = "{healthstring}"
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async def run(self, args: rc.CommandArgs, data: rc.CommandData) -> None:
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await data.reply(str(Health.from_text(args[0])))
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@ -1,5 +1,14 @@
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from .dndproficiencytype import DndProficiencyType
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from .parse5etoolsentry import parse_5etools_entry
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from .getactivechar import get_active_character, get_interface_data
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from .factioncolors import FactionColor
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from .health import Health
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__all__ = ["DndProficiencyType", "parse_5etools_entry", "get_active_character", "get_interface_data"]
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__all__ = [
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"DndProficiencyType",
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"parse_5etools_entry",
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"get_active_character",
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"get_interface_data",
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"FactionColor",
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"Health",
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]
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14
rpgpack/utils/factioncolors.py
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14
rpgpack/utils/factioncolors.py
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@ -0,0 +1,14 @@
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from typing import *
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import enum
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class FactionColor(enum.Enum):
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RED = "🔴"
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ORANGE = "🟠"
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YELLOW = "🟡"
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GREEN = "🟢"
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BLUE = "🔵"
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PURPLE = "🟣"
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BLACK = "⚫️"
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WHITE = "⚪️"
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BROWN = "🟤"
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126
rpgpack/utils/health.py
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126
rpgpack/utils/health.py
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@ -0,0 +1,126 @@
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from typing import *
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import re
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class Health:
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def __init__(self,
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initial_value: int,
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max_value: int,
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hidden: Optional[bool] = None,
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temp_value: Optional[int] = None,
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deathsave_successes: Optional[int] = None,
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deathsave_failures: Optional[int] = None):
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self.value: int = 0
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self.max_value: int = max_value
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self.hidden: bool = hidden if hidden else False
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self.temp_value: int = temp_value if temp_value else 0
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self.deathsave_successes: int = deathsave_successes if deathsave_successes else 0
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self.deathsave_failures: int = deathsave_failures if deathsave_failures else 0
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self.change(initial_value)
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@classmethod
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def from_text(cls, text: str) -> "Health":
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match = re.match(r"(h)?([0-9]+)(?:\+([0-9]+))?/([0-9]+)(s{0,3})(f{0,3})", text)
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if not match:
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raise ValueError("Could not parse passed string.")
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hidden, value, temp_value, max_value, ds_successes, ds_failures = match.groups()
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return cls(initial_value=int(value),
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max_value=int(max_value),
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hidden=bool(hidden),
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temp_value=int(temp_value) if temp_value else None,
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deathsave_successes=len(ds_successes) if ds_successes else None,
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deathsave_failures=len(ds_failures) if ds_failures else None)
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def to_text(self) -> str:
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string = []
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if self.hidden:
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string.append("h")
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string.append(f"{self.value}")
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if self.temp_value > 0:
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string.append(f"{self.temp_value:+}")
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string.append("/")
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string.append(f"{self.max_value}̋")
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string.append("s" * self.deathsave_successes)
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string.append("f" * self.deathsave_failures)
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return "".join(string)
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@property
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def dead(self) -> bool:
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return self.deathsave_failures >= 3
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@property
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def stable(self) -> bool:
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return self.deathsave_successes >= 3
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@property
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def dying(self) -> bool:
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return self.value <= 0
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@property
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def total_value(self) -> int:
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return self.value + self.temp_value
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def __str__(self):
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# Dead
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if self.dead:
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return "💀"
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# Stable
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if self.stable:
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return f"💔 {self.value}/{self.max_value} "
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# Dying
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if self.value <= 0:
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return "".join([
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f"💔 {self.value}/{self.max_value} ",
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"🔷" * self.deathsave_successes,
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"🔹" * (3 - self.deathsave_successes),
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" "
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"🔶" * self.deathsave_failures,
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"🔸" * (3 - self.deathsave_failures),
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])
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# Hidden
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if self.hidden:
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return f"🖤 {self.value - self.max_value}"
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# Temporary HP
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if self.temp_value > 0:
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return f"💙 {self.value}+{self.temp_value}/{self.max_value}"
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# Default
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return f"❤️ {self.value}/{self.max_value}"
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def __repr__(self):
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return f"{self.__class__.__qualname__}.from_text({self.to_text()})"
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def change(self, amount) -> None:
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# Heal
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if amount > 0:
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self.value += amount
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# Cap at maximum
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if self.value >= self.max_value:
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self.value = self.max_value
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# Restore death saves
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self.deathsave_successes = 0
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self.deathsave_failures = 0
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# Damage
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else:
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# First remove temporary health
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self.temp_value += amount
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# Then damage health based on how much damage wasn't absorbed
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if self.temp_value < 0:
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self.value += self.temp_value
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self.temp_value = 0
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# Cap health at 0
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if self.value < 0:
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self.value = 0
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def deathsave_success(self) -> None:
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if self.dying:
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raise ValueError("Can't roll death saves while alive")
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if self.stable:
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raise ValueError("Successful death saves are capped at 3")
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self.deathsave_successes += 1
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def deathsave_failure(self) -> None:
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if self.dying:
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raise ValueError("Can't roll death saves while alive")
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if self.dead:
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raise ValueError("Failing death saves are capped at 3")
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self.deathsave_failures += 1
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