Source code for DnD_5e.character_classes.ranger

from DnD_5e.combatant.character import Character
from DnD_5e.combatant.creature import Creature
from DnD_5e.combatant.spellcaster import SpellCaster
from DnD_5e.utility_methods_dnd import ability_to_mod, proficiency_bonus_per_level


[docs] class Ranger(SpellCaster, Character): """ Ranger character class """ def __init__(self, **kwargs): """ Validate the input and set the instance variables :param kwargs: keyword arguments. Some of the keyword arguments are overridden by this class. :param name: what *self* is called. A unique name is recommended but not required :type name: str :param vulnerabilities: all the damage types that *self* is vulnerable to :type vulnerabilities: set, list, or tuple of strings (will be converted to set of strings) :param resistances: all the damage types that *self* is resistant to :type resistances: set, list, or tuple of strings (will be converted to set of strings) :param immunities: all the damage types that *self* is immune to :type immunities: set, list, or tuple of strings (will be converted to set of strings) :param ac: *self's* armor class :type ac: positive integer :param temp_hp: temporary hit points :type temp_hp: non-negative integer :param conditions: all conditions currently affecting *self* :type conditions: list of strings :param strength: strength score. Will be converted to modifier and stored as such. :type strength: integer between 1 and 30 (inclusive) :param strength_mod: dexterity modifier :type strength_mod: int :param dexterity: dexterity score. Will be converted to modifier and stored as such. :type dexterity: integer between 1 and 30 (inclusive) :param dexterity_mod: dexterity modifier :type dexterity_mod: int :param constitution: constitution score. Will be converted to modifier and stored as such. :type constitution: integer between 1 and 30 (inclusive) :param constitution_mod: constitution modifier :type constitution_mod: int :param intelligence: intelligence score. Will be converted to modifier and stored as such. :type intelligence: integer between 1 and 30 (inclusive) :param intelligence_mod: intelligence modifier :type intelligence_mod: int :param wisdom: wisdom score. Will be converted to modifier and stored as such. :type wisdom: integer between 1 and 30 (inclusive) :param wisdom_mod: wisdom modifier :type wisdom_mod: int :param charisma: charisma score. Will be converted to modifier and stored as such. :type charisma: integer between 1 and 30 (inclusive) :param charisma_mod: charisma modifier :type charisma_mod: int :param death_saves: NOT IMPLEMENTED YET :param attacks: NOT IMPLEMENTED YET :param weapons: Weapons (see weapons module) that *self* has available to use :type weapons: list of Weapons :param size: size :type size: one of these strings: "tiny", "small", "medium", "large", "huge", "gargantuan" :param items: NOT IMPLEMENTED YET :param level: character level :type level: integer between 1 and 20 (inclusive) :param fighting_style: the fighting style that *self* knows :type fighting_style: str Class specific parameters: :param favored_enemies: the kind of enemies that *self* knows well :type favored_enemies: set of strings (each string is one of these: "aberration", "beast", "celestial", "construct", "dragon", "elemental", "fey", "fiend", "giant", "monstrosity", "ooze", "plant", "undead") :param favored_terrains: the terrains that *self* knows well :type favored_terrains: set of strings :raise: ValueError if input is invalid """ level = kwargs.get("level") if not level: raise ValueError("No level provided or level is 0") if not isinstance(level, int) or level < 1 or level > 20: raise ValueError("Level must be an integer between 1 and 20") hit_dice = (1 * level, 10) constitution = kwargs.get('constitution') if not constitution: constitution_mod = kwargs.get("constitution_mod") if constitution_mod is not None: if isinstance(constitution_mod, int): self._constitution = constitution_mod else: raise ValueError("Constitution mod must be an integer") else: raise ValueError("Must provide constitution score or modifier") else: # pragma: no cover constitution_mod = ability_to_mod(constitution) max_hp = kwargs.get("max_hp") if max_hp and (not isinstance(max_hp, int) or max_hp <= 0): raise ValueError("Must provide positive integer max hp") max_hp = 10 + constitution_mod if level > 1: max_hp += (6 + constitution_mod) * (level - 1) proficiencies = kwargs.get('proficiencies') if isinstance(proficiencies, (tuple, list, set)): proficiencies = set(proficiencies) elif proficiencies is None: # pragma: no cover proficiencies = set() else: # pragma: no cover raise ValueError("Proficiencies must be provided as a set, list, or tuple") proficiencies.add("simple weapons") proficiencies.add("martial weapons") proficiencies.add("strength") proficiencies.add("dexterity") proficiency_mod = proficiency_bonus_per_level(level) spell_slots = {1: 0} if level > 1: spell_slots.update({1: 2}) if level > 2: spell_slots.update({1: 3}) if level > 4: spell_slots.update({1: 4, 2: 2}) if level > 6: spell_slots.update({2: 3}) if level > 8: spell_slots.update({3: 2}) if level > 10: spell_slots.update({3: 3}) if level > 12: spell_slots.update({4: 1}) if level > 14: spell_slots.update({4: 2}) if level > 16: spell_slots.update({4: 3, 5: 1}) if level > 19: spell_slots.update({5: 2}) kwargs.update({"max_hp": max_hp, "proficiencies": proficiencies, "proficiency_mod": proficiency_mod, "hit_dice": hit_dice, "spell_ability": "wisdom", "spell_slots": spell_slots}) super().__init__(**kwargs) self.add_feature("favored enemy") self._favored_enemies = kwargs.get("favored_enemies") if isinstance(self._favored_enemies, (list, tuple, set)): self._favored_enemies = set(self._favored_enemies) else: self._favored_enemies = set() favored_enemy = kwargs.get("favored_enemy") self._favored_enemies.add(favored_enemy) self.add_feature("favored terrain") self._favored_terrains = kwargs.get("favored_terrains") if isinstance(self._favored_terrains, (list, tuple, set)): self._favored_terrains = set(self._favored_terrains) else: self._favored_terrains = set() favored_terrain = kwargs.get("favored_terrain") self._favored_terrains.add(favored_terrain) if self.get_level() > 1: self.add_feature("fighting style") fighting_style = kwargs.get("fighting_style") self.add_fighting_style(fighting_style) if self.get_level() > 2: self.add_feature("ranger archetype") self.add_feature("primeval awareness") if self.get_level() > 4: self.add_feature("extra attack") if self.get_level() > 7: self.add_feature("land's stride") if self.get_level() > 9: self.add_feature("hide in plain sight") if self.get_level() > 13: self.add_feature("vanish") if self.get_level() > 17: self.add_feature("feral senses") if self.get_level() > 19: self.add_feature("foe slayer") def __eq__(self, other): """ Compare *self* and *other* to determine if they are equal based on the superclass method and these attributes: favored enemies, favored terrains :param other: the Ranger to compare :type other: Ranger :return: True if *self* equals *other*, False otherwise :rtype: bool """ return super().__eq__(other) \ and self.get_favored_enemies() == other.get_favored_enemies() \ and self.get_favored_terrains() == other.get_favored_terrains()
[docs] def get_favored_enemies(self): """ :return: favored enemies :rtype: set of strings """ return self._favored_enemies
[docs] def has_favored_enemy(self, enemy) -> bool: """ Determine whether the given enemy is favored or not :param enemy: the enemy or name of the enemy :type enemy: Creature or str :return: True if *enemy* is a favored enemy, False otherwise :rtype: bool """ if isinstance(enemy, Creature): enemy = enemy.get_creature_type() elif isinstance(enemy, str): pass else: self.get_logger().error("Enemy must be a Creature or a string", stack_info=True) raise ValueError("Enemy must be a Creature or a string") return enemy in self.get_favored_enemies()
[docs] def get_favored_terrains(self) -> set: """ :return: favored terrains :rtype: set of strings """ return self._favored_terrains
[docs] def has_favored_terrain(self, terrain) -> bool: """ Determine whether the given terrain is favored or not :param terrain: the terrain to look at :type terrain: str :return: True if *terrain* is a favored terrain, False otherwise :rtype: bool """ return terrain in self.get_favored_terrains()