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395 | class Player(Deck, Beast):
def __init__(self, use_TC=True, **kwargs):
Deck.__init__(self, use_TC)
Beast.__init__(self, **kwargs)
self._valid_attribs = [f.name for f in fields(self.Attribs)] + ["None"]
self._valid_skills = [f.name for f in fields(self.Skills)] + ["None"]
self._valid_mods = self._valid_attribs + [f.name for f in fields(self.Skills)]
self._fatigue = 0
self._PP_mult = 1
self._statuses = {
"upper_lower_save": 0,
"upper_lower_check": 0,
"upper_lower_next_save": 0,
"upper_lower_next_check": 0,
"Entangled": 0,
"Knocked Down": 0,
"Knocked Out": 0,
}
self._not_simulated = ["Blinded", "Deafened", "Enthralled", "Charmed"]
self._CSV_LOGGING = False # Toggled at Encounter level
def __repr__(self):
"""Result of print(Player)"""
output = self.Name + "\n"
output += "TC :%02s | pc.HP : %d/%d\n" % (
self.TC,
self.HP,
self.HP_Max,
)
output += "Hand : %02d | pc.PP : %d/%d\n" % (
len(self.hand),
self.PP,
self.PP_Max,
)
output += "Deck : %02d | pc.AP : %d/%d\n" % (
len(self.cards),
self.AP,
self.AP_Max,
)
output += "Discards : %02d | RestC : %d/%d\n" % (
len(self.discards),
self.RestCards,
self.RestCards_Max,
)
return output
def _apply_upper_lower(self, save_check: str, kwarg_dict: dict, skill="") -> dict:
# TODO: change save_check to enum: save, check
all_type = "upper_lower_" + save_check
next_type = "upper_lower_next_" + save_check
extra = 0
if self._statuses.get("Entangled", False) and skill == "AGL":
extra -= 1
if self._statuses.get("Knocked Down", False) and skill in ["AGL", "STR"]:
extra -= 1
if self._statuses.get("Frozen", False) and save_check == "check":
extra -= 1
if self._fatigue > 0 and save_check == "save":
extra -= 1
elif self._fatigue > 1:
extra -= 1
kwarg_dict["upper_lower_int"] = (
0 + kwarg_dict.get("upper_lower_int", 0)
if kwarg_dict.get("upper_lower_int", False)
else 0
+ self._statuses.get(all_type, 0)
+ self._statuses.get(next_type, 0)
+ extra
)
self._statuses[next_type] = 0
return kwarg_dict
def modify_fatigue(self, change=1, shuffle=True):
self._fatigue += change
if shuffle:
self.shuffle()
if self._fatigue >= 3 and not self._statuses.get("_fatigue3"):
self._statuses["_fatigue3"] = True
self.Speed = self.Speed / 2
if self._fatigue >= 4 and not self._statuses.get("_fatigue4"):
self._statuses["_fatigue4"] = True
self._PP_mult = 2
if self._fatigue >= 5 and not self._statuses.get("_fatigue5"):
self._statuses["_fatigue5"] = True
self._statuses["Knocked Out"] = self._statuses.get("Knocked Out", 0) + 1
def _find_highest_stat(self, options: list) -> int:
if not isinstance(options, list):
return options, getattr(self.Attribs, options, 0) or getattr(
self.Skills, options, 0
)
vals = {}
for option in options:
vals.update(
{
option: getattr(self.Attribs, option, 0)
or getattr(self.Skills, option, 0)
}
)
skill = max(vals, key=vals.get)
return skill, vals[skill]
def check_by_skill(self, TC: Card = None, DR: int = 3, skill: str = None, **kwargs):
"""Accepts any Skill or Attrib. Accepts any valid args of Deck.check"""
if not TC:
TC = Card("random")
if not skill:
skill = "None"
if self._CSV_LOGGING:
kwargs["return_val"] = True
skill, mod = self._find_highest_stat(skill)
new_kwargs = self._apply_upper_lower("check", kwargs, skill=skill)
n_deck = len(self.cards)
if abs(new_kwargs.get("upper_lower_int", 1)) > n_deck or n_deck == 0:
# does not offer option to use fate cards to avoid fatigue
self.modify_fatigue()
logger.debug("Fatigue modified from check_by_skill")
# Need to account for return_string for bot and result for checking result
if new_kwargs.get("return_string"):
result_string, result = self.check(TC, DR, mod=mod, **new_kwargs)
else:
result = self.check(TC, DR, mod=mod, **new_kwargs)
# NOTE: draw_log doesn't know if had options
draw_log.info(
[
self.id,
"check",
result,
self.result_types.get(result, None),
DR,
skill,
mod,
kwargs.get("upper_lower", "n"),
kwargs.get("draw_n", 1),
]
)
if new_kwargs.get("return_string"):
return result_string
return result
def save(self, DR: int = 3, attrib="None", **kwargs):
"""Accepts any Attrib. Accepts any valid args of Deck.check"""
if self._CSV_LOGGING:
kwargs["return_val"] = True
attrib, mod = self._find_highest_stat(attrib)
assert (
attrib in self._valid_attribs
), f"Could not find {attrib} in {self._valid_attribs}"
new_kwargs = self._apply_upper_lower("save", kwargs, skill=attrib)
n_deck = len(self.cards)
if abs(new_kwargs.get("upper_lower_int", 1)) > n_deck or n_deck == 0:
# does not offer option to use fate cards to avoid fatigue
self.modify_fatigue(1)
logger.debug("Modified fatigue from Player.save")
# Need to account for return_string for bot and result for checking result
if new_kwargs.get("return_string"):
result_string, result = self.check(
TC=self.TC, DR=DR, mod=getattr(self.Attribs, attrib, 0), **new_kwargs
)
else:
result = self.check(
TC=self.TC, DR=DR, mod=getattr(self.Attribs, attrib, 0), **new_kwargs
)
# NOTE: draw_log doesn't know if had options
draw_log.info(
[
self.id,
"save",
result,
self.result_types.get(result),
DR,
attrib,
mod,
kwargs.get("upper_lower", "n"),
kwargs.get("draw_n", 1),
]
)
if new_kwargs.get("return_string"):
return result_string
if new_kwargs.get("return_val"):
return result
def full_rest(self, return_string=False, **_):
rest_log.info(
[
self.id,
"before",
"full",
len(self.discards),
len(self.hand),
self.HP,
self.AP,
self.PP,
self.RestCards,
]
)
self.shuffle()
for i in ["HP", "PP", "AP", "RestCards", "Speed"]:
setattr(self, i, getattr(self, i + "_Max"))
self._statuses = {}
self._fatigue = 0 # TODO: Check rules. Fatigue 0 on full rest?
rest_log.info(
[
self.id,
"after",
"full",
len(self.discards),
len(self.hand),
self.HP,
self.AP,
self.PP,
self.RestCards,
]
)
if return_string:
return f"{self.Name} fully rested."
def quick_rest(self, return_string=False, **kwargs):
# Never uses Fate cards here
rest_log.info(
[
self.id,
"before",
"quick",
len(self.discards),
len(self.hand),
self.HP,
self.AP,
self.PP,
self.RestCards,
]
)
point_total = 0 # Recover HP/PP
while self.RestCards > 0 and (
(self.HP < self.HP_Max) or (self.PP < self.PP_Max)
): # Will always fully recover with available rest cards
draw = self.save(return_val=True, **kwargs)
if not draw:
break
points = 2 if draw > 0 else 1
point_total += points
logger.debug(f"Recovering {points} with cards")
for _ in range(points): # Prioritizes 'where am I missing more?'
attr_diffs = {
"HP": abs(self.HP - self.HP_Max),
"PP": abs(self.PP - self.PP_Max),
}
increment_this = max(attr_diffs, key=attr_diffs.get)
setattr(self, increment_this, getattr(self, increment_this) + 1)
logger.debug(
f" 1 {increment_this} to {getattr(self,increment_this,'?')}"
)
self.RestCards -= 1
rest_log.info(
[
self.id,
"after",
"quick",
len(self.discards),
len(self.hand),
self.HP,
self.AP,
self.PP,
self.RestCards,
]
)
AP_check_mod = max([self.Skills.Knowledge, self.Skills.Craft])
down_AP = self.AP_Max - self.AP
while down_AP > 0:
draw = self.check(
TC=self.TC,
DR=max(0, 7 - down_AP), # of below 7, 0
mod=AP_check_mod,
return_val=True,
**kwargs,
)
if not draw:
break
elif draw < 0:
down_AP -= 1 # Try again with recovering one less
else:
self.AP += down_AP
logger.debug(f"Recovering {down_AP} AP to {self.AP}")
point_total += down_AP
break
result = f"{self.Name} recovered {point_total} HP/PP/AP during Quick Rest"
self.shuffle(limit=(10 + self.Attribs.VIT * 2))
if return_string:
return result
logger.info(result)
def wound(self, wound_val, bypass_HP=False):
for _ in range(wound_val):
if self.AP > 0 and not bypass_HP:
self.AP -= 1
else:
self.HP -= 1
if self.HP <= 0:
if self._statuses.get("Knocked Out"):
logger.info(
f"{self.Name} attacked again while KO. "
+ "Epic Event not simulated."
)
else:
self._statuses["Knocked Out"] = 1
self._shake_status(["Charmed", "Enthralled"])
def take_action(self, type="Major") -> Power:
if self.HP <= 0:
return
if self._statuses.get("Stunned") and type == "Minor":
logger.info(f"{self.Name} stunned, skipping Minor Action.")
return
if self._statuses.get("Burned") and type == "Minor":
self._shake_status(["Burned"])
return
if self._statuses.get("Entangled") and type == "Major":
self._shake_status(["Entangled"])
return
options = [
p
for p in self.Powers.values()
if p is not None
and p.Type == type
and ensure_list(p.PP)[0] <= self.PP * self._PP_mult
]
choice = random.choice(options) if options else None
if choice:
logger.info(
f"{self.Name} used {ensure_list(choice.PP)[0]}/{self.PP} PP "
+ f"with {choice.Name}"
)
else:
logger.info(f"{self.Name} no {type} choices")
self.PP -= ensure_list(getattr(choice, "PP", 0))[0] * self._PP_mult
return choice
def start_turn(self):
if self._statuses.get("Knocked Down"):
logger.info(f"{self.Name} gets up")
self._statuses["Knocked Down"] = 0
self._shake_status(["Stunned", "Poisoned"])
def end_turn(self):
self._shake_status(["Frozen", "Suffocating"])
def _pass(self, *args, **kwargs):
pass # Intentionally empty for statuses with no consequence
def _shake_status(self, statuses: list):
status_dict = {
"Stunned": {"attrib": "CON", "fail": self._pass, "succeed": self._pass},
"Poisoned": {"attrib": "VIT", "fail": self.discard, "succeed": self._pass},
"Frozen": {"attrib": "STR", "fail": self._pass, "succeed": self._pass},
"Suffocating": {"attrib": "VIT", "fail": self.wound, "succeed": self.wound},
"Burned": {"attrib": "GUT", "fail": self.wound, "succeed": self._pass},
"Entangled": {"attrib": "STR", "fail": self._pass, "succeed": self._pass},
}
for status in statuses:
if self._statuses.get(status):
if self.save(attrib=status_dict[status]["attrib"], return_val=True) > 0:
logger.info(f"{self.Name} shakes off {status}")
self._statuses[status] = 0
status_dict[status]["succeed"](
self._statuses[status], bypass_HP=True
)
else:
logger.info(f"{self.Name} remains {status}")
status_dict[status]["fail"](
self._statuses[status] + 1, bypass_HP=True
)
|