first working commit of random items
This commit is contained in:
parent
84c955fb62
commit
6d45ba9c4b
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@ -11,7 +11,7 @@ from rich.logging import RichHandler
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from rich.console import Console
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from rich.table import Table
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from dnd_item.types import WeaponGenerator, MagicWeaponGenerator, RollTable
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from dnd_item.types import WeaponGenerator, RollTable
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from dnd_item import five_e
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app = typer.Typer()
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@ -24,7 +24,6 @@ class OUTPUT_FORMATS(Enum):
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markdown = 'markdown'
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@app.callback()
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def main(
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cr: int = typer.Option(default=None, help='The Challenge Rating to use when determining rarity.'),
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@ -48,12 +47,6 @@ def weapon(count: int = typer.Option(1, help="The number of weapons to generate.
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console.print(weapon.details)
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@app.command()
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def magic_weapon(count: int = typer.Option(1, help="The number of weapons to generate.")):
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console = Console()
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for weapon in MagicWeaponGenerator().random(count=count, challenge_rating=app_state['cr']):
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console.print(weapon.details)
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@app.command("roll-table")
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def table(
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die: int = typer.Option(
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@ -78,7 +71,7 @@ def table(
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CLI for creating roll tables of randomly-generated items.
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"""
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rt = RollTable(
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sources=[MagicWeaponGenerator],
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sources=[WeaponGenerator],
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die=die,
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hide_rolls=hide_rolls,
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challenge_rating=app_state['cr'],
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@ -96,7 +89,6 @@ def table(
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print(table)
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@app.command()
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def convert():
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src = five_e.weapons()
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@ -1,24 +0,0 @@
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metadata:
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headers:
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- rarity
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- name
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- nouns
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- adjectives
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- description
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- type
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common:
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uncommon:
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rare:
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'+2':
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- magic
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- '+2'
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- This magical weapon grants +2 to attack and damage rolls.
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- weapon
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very rare:
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'+3':
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- magic
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- '+3'
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- This magical weapon grants +3 to attack and damage rolls.
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- weapon
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legendary:
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@ -8,5 +8,5 @@ metadata:
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light:
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- 'light'
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- 'light'
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- 'Weapons with the light property...'
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- 'A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.'
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- weapon
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@ -4,17 +4,23 @@ metadata:
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- nouns
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- adjectives
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- description
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- damage_modifier
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- damage_type
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- damage
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- to_hit
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- type
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element:
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- '{element.nouns}'
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- '{element.adjectives}'
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- 'Attacks made with the {name} do an extra {this.damage_modifier} {element.damage_type} damage.'
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- d6
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enchanted:
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- '{enchanted.nouns}'
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- '{enchanted.adjectives}'
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- 'Attacks made with this magical weapon do an extra {this.damage} {this.damage_type} damage.'
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- '{enchanted.damage_type}'
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- 1d6
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- 0
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- weapon
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'+2':
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magical:
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- magic
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- '+2'
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- This magical weapon grants +2 to attack and damage rolls.
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- '{base.damage_type}'
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- 2
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- 2
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- weapon
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@ -4,17 +4,23 @@ metadata:
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- nouns
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- adjectives
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- description
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- damage_modifier
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- damage_type
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- damage
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- to_hit
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- type
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element:
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- '{element.nouns}'
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- '{element.adjectives}'
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- 'Attacks made with the {name} do an extra {this.damage_modifier} {element.damage_type} damage.'
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- d4
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enchanted:
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- '{enchanted.nouns}'
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- '{enchanted.adjectives}'
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- 'Attacks made with this magical weapon do an extra {this.damage} {this.damage_type} damage.'
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- '{enchanted.damage_type}'
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- 1d4
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- 0
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- weapon
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'+1':
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magical:
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- magic
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- '+1'
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- This magical weapon grants +1 to attack and damage rolls.
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- '{base.damage_type}'
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- 1
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- 1
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- weapon
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@ -4,17 +4,23 @@ metadata:
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- nouns
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- adjectives
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- description
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- damage modifier
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- damage_type
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- damage
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- to_hit
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- type
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element:
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- '{element.nouns}'
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- '{element.adjectives}'
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- 'Attacks made with the {name} do an extra {this.damage_modifier} {element.damage_type} damage.'
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- d8
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enchanted:
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- '{enchanted.nouns}'
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- '{enchanted.adjectives}'
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- 'Attacks made with this magical weapon do an extra {this.damage} {this.damage_type} damage.'
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- '{enchanted.damage_type}'
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- 1d8
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- 0
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- weapon
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'+3':
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magical:
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- magic
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- '+3'
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- This magical weapon grants +3 to attack and damage rolls.
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- '{base.damage_type}'
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- 3
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- 3
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- weapon
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@ -8,6 +8,7 @@
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metadata:
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headers:
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- rarity
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- sort_order
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frequencies:
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'default':
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common: 1.0
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@ -40,7 +41,12 @@ metadata:
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very rare: 0.5
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legendary: 0.3
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common:
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- 0
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uncommon:
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- 1
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rare:
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- 2
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very rare:
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- 3
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legendary:
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- 4
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@ -4,8 +4,8 @@ metadata:
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- category
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- type
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- weight
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- damage_type
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- damage
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- die
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- range
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- reload
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- value
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@ -16,7 +16,7 @@ Battleaxe:
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- '4'
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- Slashing
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- 1d8
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- null
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- 5
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- ''
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- '1000'
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- versatile
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@ -36,7 +36,7 @@ Club:
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- '2'
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- Bludgeoning
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- 1d4
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- null
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- 5
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- ''
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- '10'
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- light
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@ -66,7 +66,7 @@ Double-bladed scimitar:
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- '6'
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- Slashing
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- 2d4
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- null
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- 5
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- ''
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- '10000'
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- special, two-handed
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@ -76,7 +76,7 @@ Flail:
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- '2'
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- Bludgeoning
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- 1d8
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- null
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- 5
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- ''
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- '1000'
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- ''
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@ -86,7 +86,7 @@ Glaive:
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- '6'
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- Slashing
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- 1d10
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- null
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- 5
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- ''
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- '2000'
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- heavy, reach, two-handed
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@ -96,7 +96,7 @@ Greataxe:
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- '7'
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- Slashing
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- 1d12
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- null
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- 5
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- ''
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- '3000'
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- heavy, two-handed
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@ -106,7 +106,7 @@ Greatclub:
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- '10'
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- Bludgeoning
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- 1d8
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- null
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- 5
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- ''
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- '20'
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- two-handed
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@ -116,7 +116,7 @@ Greatsword:
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- '6'
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- Slashing
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- 2d6
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- null
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- 5
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- ''
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- '5000'
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- heavy, two-handed
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@ -126,7 +126,7 @@ Halberd:
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- '6'
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- Slashing
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- 1d10
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- null
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- 5
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- ''
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- '2000'
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- heavy, reach, two-handed
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@ -166,7 +166,7 @@ Hooked shortspear:
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- '2'
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- Piercing
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- 1d4
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- null
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- 5
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- ''
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- ''
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- light
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@ -196,7 +196,7 @@ Lance:
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- '6'
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- Piercing
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- 1d12
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- null
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- 5
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- ''
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- '1000'
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- reach, special
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@ -246,7 +246,7 @@ Longsword:
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- '3'
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- Slashing
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- 1d8
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- null
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- 5
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- ''
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- '1500'
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- versatile
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@ -256,7 +256,7 @@ Mace:
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- '4'
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- Bludgeoning
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- 1d6
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- null
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- 5
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- ''
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- '500'
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- ''
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@ -266,7 +266,7 @@ Maul:
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- '10'
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- Bludgeoning
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- 2d6
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- null
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- 5
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- ''
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- '1000'
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- heavy, two-handed
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@ -276,7 +276,7 @@ Morningstar:
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- '4'
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- Piercing
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- 1d8
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- null
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- 5
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- ''
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- '1500'
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- ''
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@ -285,7 +285,7 @@ Net:
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- Ranged
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- '3'
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- ''
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- null
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- 5
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- 5/15
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- ''
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- '100'
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@ -296,7 +296,7 @@ Pike:
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- '18'
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- Piercing
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- 1d10
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- null
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- 5
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- ''
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- '500'
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- heavy, reach, two-handed
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@ -306,7 +306,7 @@ Quarterstaff:
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- '4'
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- Bludgeoning
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- 1d6
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- null
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- 5
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- ''
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- '20'
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- versatile
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@ -316,7 +316,7 @@ Rapier:
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- '2'
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- Piercing
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- 1d8
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- null
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- 5
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- ''
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- '2500'
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- finesse
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@ -326,7 +326,7 @@ Scimitar:
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- '3'
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- Slashing
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- 1d6
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- null
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- 5
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- ''
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- '2500'
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- finesse, light
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@ -346,7 +346,7 @@ Shortsword:
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- '2'
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- Piercing
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- 1d6
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- null
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- 5
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- ''
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- '1000'
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- finesse, light
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@ -356,7 +356,7 @@ Sickle:
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- '2'
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- Slashing
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- 1d4
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- null
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- 5
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- ''
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- '100'
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- light
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@ -396,7 +396,7 @@ War pick:
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- '2'
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- Piercing
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- 1d8
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- null
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- 5
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- ''
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- '500'
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- ''
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@ -406,7 +406,7 @@ Warhammer:
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- '2'
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- Bludgeoning
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- 1d8
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- null
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- 5
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- ''
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- '1500'
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- versatile
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@ -416,7 +416,7 @@ Whip:
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- '3'
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- Slashing
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- 1d4
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- null
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- 5
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- ''
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- '200'
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- finesse, reach
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@ -11,7 +11,7 @@ import rolltable.types
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# objects generated from yaml data files. These are used to supply default
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# values to item generators; see below.
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sources = Path(__file__).parent / Path("sources")
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MAGIC_DAMAGE = DataSourceSet(sources / Path('magic_damage_types.yaml'))
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ENCHANTMENT = DataSourceSet(sources / Path('magic_damage_types.yaml'))
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WEAPON_TYPES = DataSourceSet(sources / Path('weapons.yaml'))
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RARITY = DataSourceSet(sources / Path('rarity.yaml'))
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PROPERTIES = {
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@ -24,79 +24,9 @@ PROPERTIES = {
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@dataclass
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class Item:
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"""
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Item is a data class that constructs its attributes from keyword arguments
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passed to the Item.from_dict() method. Any args that are dicts are
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recursively converted into Item objects, allowing for access to nested
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attribtues using dotted notation. Example:
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>>> orb = Item.from_dict(rarity='rare', name='Orb of Example',
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extra={'cost_in_gp': 1000})
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>>> orb.rarity
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rare
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>>> orb.name
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Orb of Example
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>>> orb.extra.cost_in_gp
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1000
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String Formatting:
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>>> orb.details
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Orb of Example
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* extra.cost_in_gp: 1000
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* rarity: rare
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Name Templates:
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Item names can be built by overriding the default template, using
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any available attribute:
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>>> orb = Item.from_dict(
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? name="orb",
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? rarity="rare",
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? extra={"cost_in_gp": 1000, "color": "green"},
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? template="{rarity} {extra.color} {name} of Example",
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? )
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>>> orb.name
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Rare Green Orb of Example
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"""
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_name: str = None
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_template: str = None
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class AttributeDict:
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_attrs: field(default_factory=dict) = None
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@property
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def name(self):
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return self._template.format(name=self._name, **self._attrs).format(**self._attrs).title()
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@property
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def summary(self):
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txt = []
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for k, v in self._attrs['properties']._attrs.items():
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txt.append(v.description.format(
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this=v,
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name=self.name,
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**self._attrs,
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))
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return "\n\n".join(txt)
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@property
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def details(self):
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"""
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Format the item attributes as nested bullet lists.
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"""
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return f"{self.name} ({self.rarity.rarity})\n{self.summary}\n--\n{self.properties}"
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@property
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def properties(self):
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def attrs_to_lines(item, prefix: str = ''):
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for (k, v) in item._attrs.items():
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if type(v) is Item:
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yield from attrs_to_lines(v, prefix=f"{k}.")
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continue
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yield f" * {prefix}{k}: {v}"
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return "\n".join(["Properties:"] + sorted(list(attrs_to_lines(self))))
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def __getattr__(self, attr):
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"""
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Look up attributes in the _attrs dict first, then fall back to the default.
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|
@ -105,6 +35,88 @@ class Item:
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return self._attrs[attr]
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return self.__getattribute__(attr)
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def __str__(self):
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return self._flatten(self)
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def __repr__(self):
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return str(self)
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def _flatten(self, obj, prefix=None):
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if prefix == '':
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prefix = f"{self.__class__.__name__}."
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else:
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prefix = ''
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lines = []
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for (k, v) in obj._attrs.items():
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if type(v) is AttributeDict:
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lines.append(self._flatten(v, prefix=f"{prefix}{k}"))
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else:
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lines.append(f"{prefix}{k} = {v}")
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return "\n".join(lines)
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|
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@classmethod
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def from_dict(cls, **kwargs: dict):
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"""
|
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Create a new AttributeDict object using keyword arguments. Dicts are
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recursively converted to AttributeDict objects; everything else is
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passed as-is.
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"""
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attrs = {}
|
||||
for k, v in sorted(kwargs.items()):
|
||||
attrs[k] = AttributeDict.from_dict(**v)if type(v) is dict else v
|
||||
return cls(_attrs=attrs)
|
||||
|
||||
|
||||
@dataclass
|
||||
class Item(AttributeDict):
|
||||
"""
|
||||
"""
|
||||
_name: str = None
|
||||
rarity: str = None
|
||||
_template: str = None
|
||||
|
||||
@property
|
||||
def name(self):
|
||||
return self._template.format(name=self._name, **self._attrs).format(**self._attrs).title()
|
||||
|
||||
@property
|
||||
def properties(self):
|
||||
return self._attrs['properties']._attrs
|
||||
|
||||
@property
|
||||
def description(self):
|
||||
txt = []
|
||||
for k, v in self.properties.items():
|
||||
txt.append(k.title() + ". " + v.description.format(
|
||||
this=v,
|
||||
name=self.name,
|
||||
**self._attrs,
|
||||
).format(name=self.name, **self._attrs))
|
||||
return "\n".join(txt)
|
||||
|
||||
@property
|
||||
def details(self):
|
||||
"""
|
||||
Format the item attributes as nested bullet lists.
|
||||
"""
|
||||
return "\n".join([
|
||||
f"{self.name} ({self.rarity['rarity']}):",
|
||||
self.description,
|
||||
"",
|
||||
self._flatten(self.base, prefix=None)
|
||||
])
|
||||
|
||||
@property
|
||||
def _properties_as_text(self):
|
||||
def attrs_to_lines(item, prefix: str = ''):
|
||||
for (k, v) in item._attrs.items():
|
||||
if type(v) is AttributeDict:
|
||||
yield from attrs_to_lines(v, prefix=f"{k}.")
|
||||
continue
|
||||
yield f" * {prefix}{k}: {v}"
|
||||
return "\n".join(["Properties:"] + sorted(list(attrs_to_lines(self))))
|
||||
|
||||
@classmethod
|
||||
def from_dict(cls, **kwargs: dict):
|
||||
"""
|
||||
|
@ -117,18 +129,70 @@ class Item:
|
|||
accessed directly through dotted attribute notation.
|
||||
"""
|
||||
name = kwargs.pop('name') if 'name' in kwargs else '(unnamed)'
|
||||
rarity = kwargs.pop('rarity') if 'rarity' in kwargs else 'common'
|
||||
template = kwargs.pop('template') if 'template' in kwargs else '{name}'
|
||||
attrs = {}
|
||||
for k, v in kwargs.items():
|
||||
attrs[k] = Item.from_dict(**v)if type(v) is dict else v
|
||||
return cls(_name=name, _template=template, _attrs=attrs)
|
||||
attrs[k] = AttributeDict.from_dict(**v)if type(v) is dict else v
|
||||
return cls(_name=name, rarity=rarity, _template=template, _attrs=attrs)
|
||||
|
||||
def __repr__(self):
|
||||
return str(self)
|
||||
|
||||
|
||||
class Weapon(Item):
|
||||
"""
|
||||
An Item class representing a weapon.
|
||||
An Item class representing a weapon with the following attributes:
|
||||
"""
|
||||
|
||||
@property
|
||||
def to_hit(self):
|
||||
bonus_val = 0
|
||||
bonus_dice = ''
|
||||
for prop in self.properties.values():
|
||||
mod = getattr(prop, 'to_hit', None)
|
||||
if not mod:
|
||||
continue
|
||||
if type(mod) is int:
|
||||
bonus_val += mod
|
||||
elif type(mod) is str:
|
||||
bonus_dice += f"+{mod}"
|
||||
return f"+{bonus_val}{bonus_dice}"
|
||||
|
||||
@property
|
||||
def damage_dice(self):
|
||||
dmg = dict()
|
||||
dmg[self.base.damage_type] = self.base.damage or ''
|
||||
for prop in self.properties.values():
|
||||
mod = getattr(prop, 'damage', None)
|
||||
if not mod:
|
||||
continue
|
||||
key = str(prop.damage_type).format(**self._attrs).title()
|
||||
if key not in dmg:
|
||||
dmg[key] = str(mod)
|
||||
else:
|
||||
dmg[key] += f"+{mod}"
|
||||
|
||||
return ' + '.join([f"{v} {k}" for k, v in dmg.items()])
|
||||
|
||||
@property
|
||||
def summary(self):
|
||||
return f"{self.to_hit} to hit, {self.base.range} ft., {self.base.targets} targets. {self.damage_dice}"
|
||||
|
||||
@property
|
||||
def details(self):
|
||||
"""
|
||||
Format the item attributes as nested bullet lists.
|
||||
"""
|
||||
return "\n".join([
|
||||
f"{self.name}",
|
||||
f" * {self.rarity['rarity']} {self.base.category} weapon ({self.base.properties})",
|
||||
f" * {self.summary}",
|
||||
f"\n{self.description}\n" if self.description else "",
|
||||
"----",
|
||||
self._flatten(self.base, prefix=None)
|
||||
])
|
||||
|
||||
|
||||
class ItemGenerator:
|
||||
"""
|
||||
|
@ -165,11 +229,11 @@ class ItemGenerator:
|
|||
def __init__(
|
||||
self,
|
||||
templates: WeightedSet,
|
||||
types: WeightedSet,
|
||||
bases: WeightedSet,
|
||||
rarity: WeightedSet = RARITY,
|
||||
properties: WeightedSet = PROPERTIES,
|
||||
):
|
||||
self.types = types
|
||||
self.bases = bases
|
||||
self.templates = templates
|
||||
self.rarity = rarity
|
||||
self.properties = properties
|
||||
|
@ -191,7 +255,7 @@ class ItemGenerator:
|
|||
"""
|
||||
return {
|
||||
'template': self.templates.random(),
|
||||
'type': self.types.random(),
|
||||
'base': self.bases.random(),
|
||||
'rarity': self.rarity.random(),
|
||||
'properties': self.properties.random(),
|
||||
}
|
||||
|
@ -223,37 +287,18 @@ class ItemGenerator:
|
|||
|
||||
|
||||
class WeaponGenerator(ItemGenerator):
|
||||
"""
|
||||
An ItemGenerator that generates basic (non-magical) weapons.
|
||||
"""
|
||||
|
||||
item_class = Weapon
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
templates: WeightedSet = None,
|
||||
types: WeightedSet = WEAPON_TYPES,
|
||||
templates: WeightedSet = WeightedSet(('{base.name}', 1.0),),
|
||||
bases: WeightedSet = WEAPON_TYPES,
|
||||
rarity: WeightedSet = RARITY,
|
||||
enchanted: WeightedSet = ENCHANTMENT,
|
||||
properties: WeightedSet = PROPERTIES,
|
||||
):
|
||||
if not templates:
|
||||
templates = WeightedSet(('{type.name}', 1.0),)
|
||||
super().__init__(types=types, templates=templates, rarity=rarity, properties=properties)
|
||||
|
||||
|
||||
class MagicWeaponGenerator(WeaponGenerator):
|
||||
"""
|
||||
An ItemGenerator that generates weapons imbued with magical effects.
|
||||
"""
|
||||
def __init__(
|
||||
self,
|
||||
types: WeightedSet = WEAPON_TYPES,
|
||||
rarity: WeightedSet = RARITY,
|
||||
element: WeightedSet = MAGIC_DAMAGE,
|
||||
properties: WeightedSet = PROPERTIES,
|
||||
):
|
||||
super().__init__(types=types, templates=None, rarity=rarity, properties=properties)
|
||||
self.element = element
|
||||
super().__init__(bases=bases, templates=None, rarity=rarity, properties=properties)
|
||||
self.enchanted = enchanted
|
||||
self.property_count_by_rarity = {
|
||||
'common': WeightedSet((0, 1.0)),
|
||||
'uncommon': WeightedSet((1, 1.0)),
|
||||
|
@ -264,19 +309,19 @@ class MagicWeaponGenerator(WeaponGenerator):
|
|||
|
||||
def get_template(self, attrs) -> WeightedSet:
|
||||
if not attrs['properties']:
|
||||
return '{type.name}'
|
||||
return '{base.name}'
|
||||
options = []
|
||||
if attrs['nouns']:
|
||||
options.append(('{type.name} of {nouns}', 1.0))
|
||||
options.append(('{base.name} of {nouns}', 1.0))
|
||||
if attrs['adjectives']:
|
||||
options.append(('{adjectives} {type.name}', 1.0))
|
||||
options.append(('{adjectives} {base.name}', 1.0))
|
||||
if attrs['nouns'] and attrs['adjectives']:
|
||||
numprops = len(attrs['properties'].keys())
|
||||
if numprops == 1:
|
||||
options.append(('{adjectives} {type.name} of {nouns}', 1.0))
|
||||
options.append(('{adjectives} {base.name} of {nouns}', 0.1))
|
||||
elif len(attrs['properties'].items()) > 1:
|
||||
options.append(('{adjectives} {type.name} of {nouns}', 1.0))
|
||||
options.append(('{type.name} of {adjectives} {nouns}', 1.0))
|
||||
options.append(('{adjectives} {base.name} of {nouns}', 1.0))
|
||||
options.append(('{base.name} of {adjectives} {nouns}', 1.0))
|
||||
return WeightedSet(*options).random()
|
||||
|
||||
def random_attributes(self) -> dict:
|
||||
|
@ -288,10 +333,16 @@ class MagicWeaponGenerator(WeaponGenerator):
|
|||
# currently selectedon the rarity data source, which in turn will be
|
||||
# set by self.random(), controllable by the caller.
|
||||
attrs = dict(
|
||||
type=self.types.random(),
|
||||
base=self.bases.random(),
|
||||
rarity=self.rarity.random(),
|
||||
properties=dict(),
|
||||
)
|
||||
attrs['base']['targets'] = 1
|
||||
|
||||
if attrs['base']['category'] == 'Martial':
|
||||
if not attrs['base']['range']:
|
||||
attrs['base']['range'] = '5'
|
||||
|
||||
rarity = attrs['rarity']['rarity']
|
||||
|
||||
numprops = min(
|
||||
|
@ -311,10 +362,10 @@ class MagicWeaponGenerator(WeaponGenerator):
|
|||
for prop_name, prop in attrs['properties'].items():
|
||||
attrs['adjectives'].append(prop['adjectives'])
|
||||
attrs['nouns'].append(prop['nouns'])
|
||||
if prop['name'] == 'element':
|
||||
attrs['element'] = self.element.random()
|
||||
attrs['element']['adjectives'] = random.choice(attrs['element']['adjectives'].split(',')).strip()
|
||||
attrs['element']['nouns'] = random.choice(attrs['element']['nouns'].split(',')).strip()
|
||||
if prop['name'] == 'enchanted':
|
||||
attrs['enchanted'] = self.enchanted.random()
|
||||
attrs['enchanted']['adjectives'] = random.choice(attrs['enchanted']['adjectives'].split(',')).strip()
|
||||
attrs['enchanted']['nouns'] = random.choice(attrs['enchanted']['nouns'].split(',')).strip()
|
||||
|
||||
attrs['template'] = self.get_template(attrs)
|
||||
attrs['adjectives'] = ' '.join(attrs['adjectives'])
|
||||
|
@ -328,10 +379,11 @@ class GeneratorSource:
|
|||
cr: int
|
||||
|
||||
def random_values(self, count: int = 1) -> list:
|
||||
return [
|
||||
[item.name, item.rarity.rarity, item.summary]
|
||||
vals = sorted(
|
||||
(item.rarity['sort_order'], [item.name, item.rarity['rarity'], item.summary, item.base.properties])
|
||||
for item in self.generator.random(count=count, challenge_rating=self.cr)
|
||||
]
|
||||
)
|
||||
return [v[1] for v in vals]
|
||||
|
||||
|
||||
class RollTable(rolltable.types.RollTable):
|
||||
|
@ -340,14 +392,14 @@ class RollTable(rolltable.types.RollTable):
|
|||
sources: list,
|
||||
die: int = 20,
|
||||
hide_rolls: bool = False,
|
||||
challenge_rating: int = 0
|
||||
challenge_rating: int = 0,
|
||||
):
|
||||
self._cr = challenge_rating
|
||||
super().__init__(
|
||||
sources=sources,
|
||||
frequency='default',
|
||||
die=die,
|
||||
hide_rolls=hide_rolls
|
||||
hide_rolls=hide_rolls,
|
||||
)
|
||||
|
||||
def _config(self):
|
||||
|
@ -358,18 +410,7 @@ class RollTable(rolltable.types.RollTable):
|
|||
self._headers = [
|
||||
'Name',
|
||||
'Rarity',
|
||||
'Description',
|
||||
'Summary',
|
||||
'Properties'
|
||||
]
|
||||
self._header_excludes = []
|
||||
|
||||
@property
|
||||
def _values(self) -> list:
|
||||
if not self._generated_values:
|
||||
ds_values = [t.random_values(self.die) for t in self._data]
|
||||
self._generated_values = []
|
||||
for face in range(self._die):
|
||||
value = []
|
||||
for index, ds in enumerate(ds_values):
|
||||
value += ds_values[index][face]
|
||||
self._generated_values.append(value)
|
||||
return self._generated_values
|
||||
|
|
Loading…
Reference in New Issue
Block a user