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import base64
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import hashlib
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import random
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from functools import cached_property
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from random_sets.sets import WeightedSet, equal_weights
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from dnd_item import types
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def random_from_csv(csv: str) -> str:
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"""
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Split a comma-separated value string into a list and return a random value.
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"""
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return random.choice(csv.split(",")).strip()
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class Weapon(types.Item):
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"""
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An Item subclass representing weapons, both magical and mundane.
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Much of this subclass is devoted to generating descriptive and entertaining
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weapon names. It also implements a number of handy properties for presentation.
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"""
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def _descriptors(self) -> tuple:
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"""
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Collect the 'nouns' and 'adjectives' properties from the Item's
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'properties' attribute. This is used by _random_descriptors to choose a
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set of random nouns and adjectives to apply to a weapon name.
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"""
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nouns = dict()
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adjectives = dict()
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if not hasattr(self, "properties"):
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return (nouns, adjectives)
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for prop_name, prop in self.properties.items():
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if hasattr(prop, "nouns"):
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nouns[prop_name] = equal_weights(prop.nouns.split(","), blank=False)
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if hasattr(prop, "adjectives"):
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adjectives[prop_name] = equal_weights(prop.adjectives.split(","), blank=False)
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return (nouns, adjectives)
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def _name_template(self, with_adjectives: bool, with_nouns: bool) -> str:
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"""
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Generate a WeightedSet of potential name template strings and pick one.
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The possible templates are determined by whether we have selected
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nouns, adjectives, or both to describe the item; we can't use a
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template that includes {adjectives} if no adjectives are defined in the
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Item's properties, for example.
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The weighted distribution is tuned so that we mostly get names of the
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typical form ("Venomous Shortsowrd", "Dagger of Shocks"). Occasionally
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we will select templates resulting in very long names ("Frosty +3 Mace
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of Mighty Striking") or repeitive descriptions ("Flaming Spear of
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Flames"), but not so often as to make all generated items too silly.
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"""
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num_properties = len(self.properties)
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options = []
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if with_nouns and not with_adjectives:
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options.append(("{name} of {nouns}", 0.5))
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if with_adjectives and not with_nouns:
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options.append(("{adjectives} {name}", 0.5))
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if with_nouns and with_adjectives:
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if num_properties == 1:
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options.append(("{adjectives} {name} of {nouns}", 1.0))
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elif num_properties > 1:
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options.extend(
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[
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("{adjectives} {name} of {nouns}", 1.0),
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("{name} of {adjectives} {nouns}", 0.5),
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]
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)
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return WeightedSet(*options).random()
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def _random_descriptors(self):
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"""
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Select random nouns and adjectives from the available descriptors in
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the properties attribute.
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This method ensures that if a property adding fire damage to the wepaon
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is chosen, 'Flames' or 'Flaming' or 'Fire' (or whatever is defined on
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that enchantement) is used when naming the Item.
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The randomly-selected set of nouns and/or adjectives will then govern
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the naming template selected; see _random_template() above.
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"""
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random_nouns = []
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random_adjectives = []
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(nouns, adjectives) = self._descriptors()
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if not (nouns or adjectives):
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return (random_nouns, random_adjectives)
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def add_word(key, obj, source):
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obj.append(source[key].random().strip())
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seen_nouns = dict()
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for prop_name in set(list(nouns.keys()) + list(adjectives.keys())):
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if prop_name in nouns and prop_name not in adjectives:
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if prop_name not in seen_nouns:
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# Ensure we only add one noun for each property so taht we
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# don't end up with Items named like "Mace of Venomous
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# Venom Poison".
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add_word(prop_name, random_nouns, nouns)
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seen_nouns[prop_name] = True
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elif prop_name in adjectives and prop_name not in nouns:
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add_word(prop_name, random_adjectives, adjectives)
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if prop_name in nouns and prop_name in adjectives:
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# if the property has both nouns and adjectives, select one
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# or the other or both, for the weapon name. Both leads to
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# spurious names like 'thundering dagger of thunder', so we
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# we reduce the likelihood of this eventuality so it is an
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# occasionl bit of silliness, not consistently silly.
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val = random.random()
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if val <= 0.4 and prop_name not in seen_nouns:
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add_word(prop_name, random_nouns, nouns)
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seen_nouns[prop_name] = True
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elif val <= 0.8:
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add_word(prop_name, random_adjectives, adjectives)
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else:
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add_word(prop_name, random_nouns, nouns)
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add_word(prop_name, random_adjectives, adjectives)
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# Join multiple nouns together, so that instead of "Staff of Strikes
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# Cold" we get "Staff of Strikes and Cold." Adjectives we just join
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# together ("Staff of Frosty Striking")
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random_nouns = " and ".join(random_nouns)
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random_adjectives = " ".join(random_adjectives)
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return (random_nouns, random_adjectives)
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@cached_property
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def name(self) -> str:
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"""
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Generate and cache a random name for the Weapon based on its properties.
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This method selects a subset of random nouns and adjectives from the
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Weapon's properties, a random name string template compatible with
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those descriptors, and returns a formatted title string. The return
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value is cached because there are multiple possisble names for a Weapon
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with the same set of properties, and we don't want multiple references
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to self.name to return different values on the same instance.
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"""
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base_name = super().name
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(nouns, adjectives) = self._random_descriptors()
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if not (nouns or adjectives):
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return base_name
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template = self._name_template(
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with_adjectives=True if adjectives else False,
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with_nouns=True if nouns else False,
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)
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return template.format(**self, adjectives=adjectives, nouns=nouns, name=base_name).title()
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@property
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def to_hit(self):
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"""
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Return a string summarizing the total bonus to hit from this weapon and its properties. This
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could be either a single number (+2), a die roll (1d6), or a combination of both (1d6+2).
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"""
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bonus_val = 0
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bonus_dice = ""
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if not hasattr(self, "properties"):
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return ""
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for prop in self.properties.values():
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mod = getattr(prop, "to_hit", None)
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if not mod:
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continue
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if type(mod) is int:
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bonus_val += mod
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elif type(mod) is str:
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bonus_dice += f"+{mod}"
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return f"+{bonus_val}{bonus_dice}"
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@property
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def damage_dice(self):
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"""
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Return a string summarizing the damage done by a hit with this weapon
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by combining all the damage types and dice from the Weapon's
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properties. Examples:
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- 5 Bludgeoning
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- 1d6 Piercing
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- 1d8+1 Thunder
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- 1d6+1 Slashing + 1d4 Thunder + 3 Poison
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"""
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if not hasattr(self, "properties"):
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return ""
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dmg = {self.damage_type: str(self.damage) or ""}
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for prop in self.properties.values():
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mod = getattr(prop, "damage", None)
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if not mod:
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continue
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key = str(prop.damage_type)
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this_damage = dmg.get(key, "")
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if this_damage:
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dmg[key] = f"{this_damage}+{mod}"
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else:
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dmg[key] = mod
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return " + ".join([f"{v} {k}" for k, v in dmg.items()])
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@property
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def summary(self):
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"""
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Return a one-line summary of the Weapon's attack. For example:
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+2 to hit, 5 ft., 1 tgts. 1d6+2 Piercing + 1d6 Fire
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"""
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return f"{self.to_hit} to hit, {self.range} ft., {self.targets} tgts. {self.damage_dice}"
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@property
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def details(self):
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"""
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Return details of the Weapon as a multi-line string.
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"""
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props = ", ".join(self.get("properties", dict()).keys())
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return "\n".join(
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[
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f"{self.name}",
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f" * {self.rarity.rarity} {self.category} weapon ({props})",
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f" * {self.summary}",
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f"\n{self.description}\n",
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]
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)
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@cached_property
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def id(self):
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"""
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Generate a unique ID for this weapon. Unlike self.name, which may have
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any of several possisble generated values based on the Weapon's
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properties, this property will generate the same ID every for every
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instance with the same properties.
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This is useful for asserting equality between instances, which may
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be helpful when (for example) generating weapon look-up tables,
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web pages, item cards, and so on.
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"""
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sha1bytes = hashlib.sha1(
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"".join(
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[
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self._name,
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self.to_hit,
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self.damage_dice,
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]
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).encode()
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)
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# Only use the first ten characteres of the encoded value. This
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# increases the likelihood of hash collisions, but 10 characters is far
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# more than is necessary to encode all possible weapons generated by
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# this package, and 10 is friendlier for user-facing use casees, such
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# as stub URLs.
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return base64.urlsafe_b64encode(sha1bytes.digest()).decode("ascii")[:10]
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class WeaponGenerator(types.ItemGenerator):
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"""
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A subclass of ItemGenerator that generates Weapon instances.
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"""
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item_class = Weapon
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def __init__(
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self,
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bases: WeightedSet = types.WEAPON_TYPES,
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rarity: WeightedSet = types.RARITY,
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properties_by_rarity: dict = types.PROPERTIES_BY_RARITY,
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):
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super().__init__(bases=bases, rarity=rarity, properties_by_rarity=properties_by_rarity)
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def random_properties(self, rarity: str = '') -> dict:
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# add missing base weapon defaults
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# TODO: update the sources then delete this method
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item = super().random_properties()
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item["targets"] = 1
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if item["category"] == "Martial":
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if not item["range"]:
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item["range"] = ""
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return item
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def get_enchantment(self, **attrs) -> dict:
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"""
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PROPERTIES_BY_RARITY includes references to enchamentments, so make
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sure we know how to generate a random enchantment when it is referenced
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by a template string.
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"""
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prop = types.ENCHANTMENT.random()
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prop["adjectives"] = random_from_csv(prop["adjectives"])
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prop["nouns"] = random_from_csv(prop["nouns"])
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return prop
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