refactoring
This commit is contained in:
parent
6d45ba9c4b
commit
86c2fce87d
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@ -11,7 +11,8 @@ 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, RollTable
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from dnd_item.types import RollTable
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from dnd_item.weapons import WeaponGenerator
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from dnd_item import five_e
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app = typer.Typer()
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@ -16,32 +16,32 @@ metadata:
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necrotic: 1.0
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radiant: 1.0
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fire:
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- flames, fire
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- flaming, burning
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- 'flames, fire'
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- 'flaming, burning'
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cold:
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- ice
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- freezing, frosty
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- 'ice, cold'
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- 'freezing, frosty'
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acid:
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- acid
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- acidic, caustic
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- 'acid'
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- 'acidic, caustic'
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thunder:
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- thunder
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- thundering,booming
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- 'thunder'
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- 'thundering,booming'
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psychic:
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- mind
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- psychic
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- 'mind, screams'
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- 'psychic, screaming'
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poison:
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- poison
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- poisonous,toxic
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- 'poison, toxins, venom'
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- 'poisonous, toxic, venomous'
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lightning:
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- lightning,sparks,shocks
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- lightning,shocking,sparking
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- 'lightning,sparks,shocks'
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- 'lightning,shocking,sparking'
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force:
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- force
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- forceful
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- 'force'
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- 'forceful'
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necrotic:
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- necrosis, darkness, shadows
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- necrotic, dark, unholy
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- 'necrosis, darkness, shadows'
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- 'necrotic, dark, unholy'
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radiant:
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- radiance, shining
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- radiant, holy
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- 'radiance, shining'
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- 'radiant, holy'
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24
dnd_item/sources/properties_base.yaml
Normal file
24
dnd_item/sources/properties_base.yaml
Normal file
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@ -0,0 +1,24 @@
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metadata:
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headers:
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- name
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- description
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light:
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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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thrown:
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- ''
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heavy:
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- ''
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special:
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- ''
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two-handed:
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- ''
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versatile:
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- ''
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finesse:
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- ''
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ammunition:
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- ''
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reach:
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- ''
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loading:
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- ''
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@ -4,9 +4,19 @@ metadata:
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- nouns
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- adjectives
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- description
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- damage_type
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- damage
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- to_hit
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- override_damage_type
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- override_damage
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- type
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light:
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- 'light'
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- 'light'
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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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'smiles':
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- 'smiles, grins, joy, smirks'
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- 'smiling, grinning, joyfulness, smirking'
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- 'While this {this.type} is equipped, you are forced to smile.'
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- null
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- null
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- null
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- null
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- null
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- item
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@ -4,5 +4,23 @@ metadata:
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- nouns
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- adjectives
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- description
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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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legendary:
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enchanted:
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- '{enchantment.nouns}'
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- '{enchantment.adjectives}'
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- 'Attacks made with this magical weapon do an extra {this.damage} {this.damage_type} damage.'
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- '{enchantment.damage_type}'
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- 2d6
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- 0
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- weapon
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magical:
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- 'striking, smacking'
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- '+3'
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- This magical weapon grants +3 to attack and damage rolls.
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- '{damage_type}'
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- 3
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- 3
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- weapon
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@ -9,18 +9,18 @@ metadata:
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- to_hit
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- type
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enchanted:
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- '{enchanted.nouns}'
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- '{enchanted.adjectives}'
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- '{enchantment.nouns}'
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- '{enchantment.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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- '{enchantment.damage_type}'
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- 1d6
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- 0
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- weapon
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magical:
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- magic
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- 'striking, smacking'
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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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- '{damage_type}'
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- 2
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- 2
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- weapon
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@ -7,20 +7,38 @@ metadata:
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- damage_type
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- damage
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- to_hit
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- override_damage_type
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- override_damage
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- type
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'elemental damage':
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- '{enchantment.nouns}'
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- '{enchantment.adjectives}'
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- 'This magical {name} deals {this.damage_type} damage.'
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- '{enchantment.damage_type}'
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- 0
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- 0
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- '{enchantment.damage_type}'
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- null
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- weapon
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enchanted:
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- '{enchanted.nouns}'
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- '{enchanted.adjectives}'
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- '{enchantment.nouns}'
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- '{enchantment.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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- '{enchantment.damage_type}'
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- 1d4
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- 0
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- null
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- null
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- null
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- weapon
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magical:
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- magic
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- 'striking, smacking'
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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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- '{damage_type}'
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- 1
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- 1
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- null
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- null
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- null
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- weapon
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@ -9,18 +9,18 @@ metadata:
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- to_hit
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- type
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enchanted:
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- '{enchanted.nouns}'
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- '{enchanted.adjectives}'
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- '{enchantment.nouns}'
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- '{enchantment.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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- '{enchantment.damage_type}'
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- 1d8
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- 0
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- weapon
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magical:
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- magic
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- 'striking, smacking'
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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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- '{damage_type}'
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- 3
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- 3
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- weapon
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@ -39,7 +39,8 @@ metadata:
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uncommon: 0.05
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rare: 0.5
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very rare: 0.5
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legendary: 0.3
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#legendary: 0.3
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legendary: 0.0
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common:
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- 0
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uncommon:
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@ -29,7 +29,7 @@ Blowgun:
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- 25/100
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- ''
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- '1000'
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- ammmunition, loading
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- ammunition, loading
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Club:
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- simple
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- Martial
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@ -139,7 +139,7 @@ Hand crossbow:
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- 30/120
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- ''
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- '7500'
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- ammmunition, light, loading
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- ammunition, light, loading
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Handaxe:
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- simple
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- Martial
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@ -159,7 +159,7 @@ Heavy crossbow:
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- 100/400
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- ''
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- '5000'
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- ammmunition, heavy, loading, two-handed
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- ammunition, heavy, loading, two-handed
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Hooked shortspear:
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- martial
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- Martial
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@ -179,7 +179,7 @@ Hoopak:
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- 40/160
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- ''
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- '10'
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- ammmunition, finesse, special, two-handed
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- ammunition, finesse, special, two-handed
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Javelin:
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- simple
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- Martial
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@ -209,7 +209,7 @@ Light crossbow:
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- 80/320
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- ''
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- '2500'
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- ammmunition, loading, two-handed
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- ammunition, loading, two-handed
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Light hammer:
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- simple
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- Martial
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@ -229,7 +229,7 @@ Light repeating crossbow:
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- 40/160
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- ''
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- ''
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- ammmunition, two-handed
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- ammunition, two-handed
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Longbow:
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- martial
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- Ranged
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@ -239,7 +239,7 @@ Longbow:
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- 150/600
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- ''
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- '5000'
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- ammmunition, heavy, two-handed
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- ammunition, heavy, two-handed
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Longsword:
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- martial
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- Martial
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@ -339,7 +339,7 @@ Shortbow:
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- 80/320
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- ''
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- '2500'
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- ammmunition, two-handed
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- ammunition, two-handed
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Shortsword:
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- martial
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- Martial
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@ -369,7 +369,7 @@ Sling:
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- 30/120
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- ''
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- '10'
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- ammmunition
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- ammunition
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Spear:
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- simple
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- Martial
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@ -1,5 +1,8 @@
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import random
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import re
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import logging
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from pathlib import Path
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from collections.abc import Mapping
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from dataclasses import dataclass, field
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from random_sets.sets import WeightedSet, DataSourceSet
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@ -14,7 +17,8 @@ sources = Path(__file__).parent / Path("sources")
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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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PROPERTIES_BY_RARITY = {
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'base': DataSourceSet(sources / Path('properties_base.yaml')),
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'common': DataSourceSet(sources / Path('properties_common.yaml')),
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'uncommon': DataSourceSet(sources / Path('properties_uncommon.yaml')),
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'rare': DataSourceSet(sources / Path('properties_rare.yaml')),
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@ -24,39 +28,28 @@ PROPERTIES = {
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@dataclass
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class AttributeDict:
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_attrs: field(default_factory=dict) = None
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class AttributeDict(Mapping):
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attributes: field(default_factory=dict)
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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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"""
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if attr in self._attrs:
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return self._attrs[attr]
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if attr in self.attributes:
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return self.attributes[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 __len__(self):
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return len(self.attributes)
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def __repr__(self):
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return str(self)
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def __getitem__(self, key):
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return self.attributes[key]
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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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def __iter__(self):
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return iter(self.attributes)
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@classmethod
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def from_dict(cls, **kwargs: dict):
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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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@ -64,8 +57,8 @@ class AttributeDict:
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"""
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attrs = {}
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for k, v in sorted(kwargs.items()):
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attrs[k] = AttributeDict.from_dict(**v)if type(v) is dict else v
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return cls(_attrs=attrs)
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attrs[k] = AttributeDict.from_dict(v)if type(v) is dict else v
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return cls(attributes=attrs)
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@dataclass
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@ -73,192 +66,155 @@ class Item(AttributeDict):
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"""
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"""
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_name: str = None
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rarity: str = None
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_template: str = 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 properties(self):
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return self._attrs['properties']._attrs
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def name(self) -> str:
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"""
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The item's name. This is a handy property for subclassers to override.
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"""
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return self._name
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@property
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def description(self):
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txt = []
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for k, v in self.properties.items():
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txt.append(k.title() + ". " + 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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).format(name=self.name, **self._attrs))
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return "\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 "\n".join([
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f"{self.name} ({self.rarity['rarity']}):",
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self.description,
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"",
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self._flatten(self.base, prefix=None)
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])
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@property
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def _properties_as_text(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 AttributeDict:
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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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desc = "\n".join([k.title() + ". " + v.description for k, v in self.get('properties', {}).items()])
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return desc.format(**self)
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@classmethod
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def from_dict(cls, **kwargs: dict):
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def from_dict(cls, attrs: dict):
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"""
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Create a new Item object using keyword arguments. Dicts are recursively
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converted to Item objects; everything else is passed as-is.
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The "name" and "template" arguments, if supplied, are removed from the
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keyword arguments and used to populate those attributes directly; all
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other attributes will be added to the _attrs dict so they can be
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accessed directly through dotted attribute notation.
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"""
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name = kwargs.pop('name') if 'name' in kwargs else '(unnamed)'
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rarity = kwargs.pop('rarity') if 'rarity' in kwargs else 'common'
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template = kwargs.pop('template') if 'template' in kwargs else '{name}'
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attrs = {}
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for k, v in kwargs.items():
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attrs[k] = AttributeDict.from_dict(**v)if type(v) is dict else v
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return cls(_name=name, rarity=rarity, _template=template, _attrs=attrs)
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def __repr__(self):
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return str(self)
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class Weapon(Item):
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"""
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An Item class representing a weapon with the following attributes:
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"""
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@property
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def to_hit(self):
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bonus_val = 0
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bonus_dice = ''
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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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# delay processing the 'properties' attribute until after the other
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# attributes, because they may contain references to those attributes.
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properties = attrs.pop('properties', None)
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@property
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def damage_dice(self):
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dmg = dict()
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dmg[self.base.damage_type] = self.base.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).format(**self._attrs).title()
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if key not in dmg:
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dmg[key] = str(mod)
|
||||
attributes = dict()
|
||||
|
||||
# recursively locate and populate template strings
|
||||
def _format(obj, this=None):
|
||||
|
||||
# enables use of the 'this' keyword to refer to the current context
|
||||
# in a template. Refer to the enchantment sources for an example.
|
||||
if this:
|
||||
this = AttributeDict.from_dict(this)
|
||||
|
||||
# dicts and lists are descended into
|
||||
if type(obj) is dict:
|
||||
return AttributeDict.from_dict(dict(
|
||||
(key, _format(val, this=obj)) for key, val in obj.items()
|
||||
))
|
||||
if type(obj) is list:
|
||||
return [_format(o, this=this) for o in obj]
|
||||
|
||||
# Strings are formatted wth values from attributes and this. Using
|
||||
# attributes is important here, so that values containing template
|
||||
# strings are processed before they are referenced.
|
||||
if type(obj) is str:
|
||||
return obj.format(**attributes, this=this)
|
||||
|
||||
# Any type other than dict, list, and string is returned unaltered.
|
||||
return obj
|
||||
|
||||
# step through the supplied attributes and format each member.
|
||||
for k, v in attrs.items():
|
||||
if type(v) is dict:
|
||||
attributes[k] = AttributeDict.from_dict(_format(v))
|
||||
else:
|
||||
dmg[key] += f"+{mod}"
|
||||
attributes[k] = _format(v)
|
||||
if properties:
|
||||
attributes['properties'] = AttributeDict.from_dict(_format(properties))
|
||||
for prop in attributes['properties'].values():
|
||||
overrides = [k for k in prop.attributes.keys() if k.startswith('override_')]
|
||||
for o in overrides:
|
||||
if prop.attributes[o]:
|
||||
attributes[o.replace('override_', '')] = prop.attributes[o]
|
||||
|
||||
return ' + '.join([f"{v} {k}" for k, v in dmg.items()])
|
||||
# store the item name as the _name attribute; it is accessable directly, or
|
||||
# via the name property. This makes overriding the name convenient for subclassers,
|
||||
# which may require naming semantics that cannot be resolved at instantiation time.
|
||||
_name = attributes['name']
|
||||
del attributes['name']
|
||||
|
||||
@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)
|
||||
])
|
||||
# At this point, attributes is a dictionary with members of multiple
|
||||
# types, but every dict member has been converted to an AttributeDict,
|
||||
# and all template strings in the object have been formatted. Return an
|
||||
# instance of the Item class using these formatted attributes.
|
||||
return cls(
|
||||
_name=_name,
|
||||
attributes=attributes
|
||||
)
|
||||
|
||||
|
||||
class ItemGenerator:
|
||||
"""
|
||||
Generate randomized instances of Item objects.
|
||||
|
||||
The main interfaces is the random() method, which will generate one or
|
||||
more random Item instances by selecting random values from the supplied
|
||||
WeightedSets. This allows for fully-controllable frequency distributions.
|
||||
|
||||
You probably want to subclass this class, in order to provide sensible
|
||||
defaults, and control what attributes are available; refer to the
|
||||
subclasses elsewhere in this module.
|
||||
|
||||
The class requires two arguments to instantiate:
|
||||
* templates - a WeightedSet of format strings for item names; and
|
||||
* types - a WeightedSet of item types to be selected from at random.
|
||||
|
||||
Example:
|
||||
|
||||
>>> ig = ItemGenerator(
|
||||
? templates=WeightedSet("{type.name}", 1.0),
|
||||
? types=WeightedSet(
|
||||
? ({'name': 'ring'}, 1.0),
|
||||
? ({'name': 'hat'}, 1.0),
|
||||
? ),
|
||||
? )
|
||||
>>> ig.random(3).name
|
||||
['hat', 'hat', 'ring']
|
||||
"""
|
||||
|
||||
# Create instances of this class. Subclasses may wish to override this.
|
||||
item_class = Item
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
templates: WeightedSet,
|
||||
bases: WeightedSet,
|
||||
rarity: WeightedSet = RARITY,
|
||||
properties: WeightedSet = PROPERTIES,
|
||||
):
|
||||
def __init__(self, bases: WeightedSet, rarity: WeightedSet, properties_by_rarity: dict):
|
||||
self.bases = bases
|
||||
self.templates = templates
|
||||
self.rarity = rarity
|
||||
self.properties = properties
|
||||
self.properties_by_rarity = properties_by_rarity
|
||||
|
||||
def random_attributes(self) -> dict:
|
||||
"""
|
||||
Select random values from the available attributes. These values will
|
||||
be passed as arguments to the Item constructor.
|
||||
|
||||
If you subclass this class and override this method, be sure that
|
||||
whatever attributes are referenced in your template strings are
|
||||
available as properties here. For example, if you have a subclass with
|
||||
the template:
|
||||
|
||||
WeightedSet("{this.color} {that.thing}", 1.0)
|
||||
|
||||
This method must return a dict that includes both this and that, and
|
||||
each of them must be either Item instances or dictionaries.
|
||||
"""
|
||||
return {
|
||||
'template': self.templates.random(),
|
||||
'base': self.bases.random(),
|
||||
'rarity': self.rarity.random(),
|
||||
'properties': self.properties.random(),
|
||||
def _property_count_by_rarity(self, rarity: str) -> int:
|
||||
property_count_by_rarity = {
|
||||
'common': WeightedSet((1, 0.1), (0, 1.0)),
|
||||
'uncommon': WeightedSet((1, 1.0)),
|
||||
'rare': WeightedSet((1, 1.0), (2, 0.5)),
|
||||
'very rare': WeightedSet((1, 0.5), (2, 1.0)),
|
||||
'legendary': WeightedSet((2, 1.0), (3, 1.0)),
|
||||
}
|
||||
return min(
|
||||
property_count_by_rarity[rarity].random(),
|
||||
len(self.properties_by_rarity[rarity].members)
|
||||
)
|
||||
|
||||
def get_requirements(self, item) -> set:
|
||||
pat = re.compile(r'{([^\.\}]+)')
|
||||
|
||||
def getreqs(obj):
|
||||
if type(obj) is dict:
|
||||
for val in obj.values():
|
||||
yield from getreqs(val)
|
||||
elif type(obj) is list:
|
||||
yield from [getreqs(o) for o in obj]
|
||||
elif type(obj) is str:
|
||||
matches = pat.findall(obj)
|
||||
if matches:
|
||||
yield from matches
|
||||
|
||||
return set(getreqs(item))
|
||||
|
||||
def random_properties(self) -> dict:
|
||||
item = self.bases.random()
|
||||
item['rarity'] = self.rarity.random()
|
||||
|
||||
properties = {}
|
||||
num_properties = self._property_count_by_rarity(item['rarity']['rarity'])
|
||||
while len(properties) != num_properties:
|
||||
thisprop = self.properties_by_rarity[item['rarity']['rarity']].random()
|
||||
properties[thisprop['name']] = thisprop
|
||||
|
||||
# add properties from the base item (versatile, thrown, artifact..)
|
||||
for name in item.pop('properties', '').split(','):
|
||||
name = name.strip()
|
||||
if name:
|
||||
properties[name] = self.properties_by_rarity['base'].source.as_dict()[name]
|
||||
|
||||
item['properties'] = properties
|
||||
|
||||
# look for template strings that reference item attributes which do not yet exist.
|
||||
# Add anything that is missing via a callback.
|
||||
predefined = list(item.keys()) + ['this', '_name']
|
||||
for requirement in [r for r in self.get_requirements(item) if r not in predefined]:
|
||||
try:
|
||||
item[requirement] = getattr(self, f'get_{requirement}')(**item)
|
||||
except AttributeError:
|
||||
logging.error("{item['name']} requires {self.__class__.__name__} to have a get_{requirement}() method.")
|
||||
raise
|
||||
|
||||
return item
|
||||
|
||||
def random(self, count: int = 1, challenge_rating: int = 0) -> list:
|
||||
"""
|
||||
|
@ -282,97 +238,10 @@ class ItemGenerator:
|
|||
|
||||
items = []
|
||||
for _ in range(count):
|
||||
items.append(self.item_class.from_dict(**self.random_attributes()))
|
||||
items.append(self.item_class.from_dict(self.random_properties()))
|
||||
return items
|
||||
|
||||
|
||||
class WeaponGenerator(ItemGenerator):
|
||||
item_class = Weapon
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
templates: WeightedSet = WeightedSet(('{base.name}', 1.0),),
|
||||
bases: WeightedSet = WEAPON_TYPES,
|
||||
rarity: WeightedSet = RARITY,
|
||||
enchanted: WeightedSet = ENCHANTMENT,
|
||||
properties: WeightedSet = PROPERTIES,
|
||||
):
|
||||
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)),
|
||||
'rare': WeightedSet((1, 1.0), (2, 0.1)),
|
||||
'very rare': WeightedSet((1, 1.0), (2, 1.0)),
|
||||
'legendary': WeightedSet((2, 1.0), (3, 1.0)),
|
||||
}
|
||||
|
||||
def get_template(self, attrs) -> WeightedSet:
|
||||
if not attrs['properties']:
|
||||
return '{base.name}'
|
||||
options = []
|
||||
if attrs['nouns']:
|
||||
options.append(('{base.name} of {nouns}', 1.0))
|
||||
if attrs['adjectives']:
|
||||
options.append(('{adjectives} {base.name}', 1.0))
|
||||
if attrs['nouns'] and attrs['adjectives']:
|
||||
numprops = len(attrs['properties'].keys())
|
||||
if numprops == 1:
|
||||
options.append(('{adjectives} {base.name} of {nouns}', 0.1))
|
||||
elif len(attrs['properties'].items()) > 1:
|
||||
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:
|
||||
"""
|
||||
Select a random magical damage type and add it to our properties.
|
||||
"""
|
||||
|
||||
# Select a random rarity. This will use the frequency distribution
|
||||
# currently selectedon the rarity data source, which in turn will be
|
||||
# set by self.random(), controllable by the caller.
|
||||
attrs = dict(
|
||||
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(
|
||||
self.property_count_by_rarity[rarity].random(),
|
||||
len(self.properties[rarity].members)
|
||||
)
|
||||
|
||||
while len(attrs['properties']) != numprops:
|
||||
prop = self.properties[rarity].random()
|
||||
if prop['name'] in attrs['properties']:
|
||||
continue
|
||||
attrs['properties'][prop['name']] = prop
|
||||
|
||||
# combine multiple property template arguments together
|
||||
attrs['adjectives'] = []
|
||||
attrs['nouns'] = []
|
||||
for prop_name, prop in attrs['properties'].items():
|
||||
attrs['adjectives'].append(prop['adjectives'])
|
||||
attrs['nouns'].append(prop['nouns'])
|
||||
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'])
|
||||
attrs['nouns'] = ' '.join(attrs['nouns'])
|
||||
return attrs
|
||||
|
||||
|
||||
@dataclass
|
||||
class GeneratorSource:
|
||||
generator: ItemGenerator
|
||||
|
@ -380,7 +249,13 @@ class GeneratorSource:
|
|||
|
||||
def random_values(self, count: int = 1) -> list:
|
||||
vals = sorted(
|
||||
(item.rarity['sort_order'], [item.name, item.rarity['rarity'], item.summary, item.base.properties])
|
||||
(
|
||||
item.rarity['sort_order'],
|
||||
[
|
||||
item.name, item.rarity['rarity'],
|
||||
item.summary, ', '.join(item.get('properties', []))
|
||||
]
|
||||
)
|
||||
for item in self.generator.random(count=count, challenge_rating=self.cr)
|
||||
)
|
||||
return [v[1] for v in vals]
|
||||
|
|
176
dnd_item/weapons.py
Normal file
176
dnd_item/weapons.py
Normal file
|
@ -0,0 +1,176 @@
|
|||
import random
|
||||
|
||||
from functools import cached_property
|
||||
|
||||
from dnd_item import types
|
||||
from random_sets.sets import WeightedSet, equal_weights
|
||||
|
||||
|
||||
def random_from_csv(csv: str) -> str:
|
||||
return random.choice(csv.split(',')).strip()
|
||||
|
||||
|
||||
class Weapon(types.Item):
|
||||
"""
|
||||
"""
|
||||
|
||||
def _descriptors(self) -> tuple:
|
||||
"""
|
||||
Collect the nouns and adjectives from the properties of this item.
|
||||
"""
|
||||
nouns = dict()
|
||||
adjectives = dict()
|
||||
if not hasattr(self, 'properties'):
|
||||
return (nouns, adjectives)
|
||||
for prop_name, prop in self.properties.items():
|
||||
if hasattr(prop, 'nouns'):
|
||||
nouns[prop_name] = equal_weights(prop.nouns.split(','), blank=False)
|
||||
if hasattr(prop, 'adjectives'):
|
||||
adjectives[prop_name] = equal_weights(prop.adjectives.split(','), blank=False)
|
||||
return (nouns, adjectives)
|
||||
|
||||
def _name_template(self, with_adjectives: bool, with_nouns: bool) -> str:
|
||||
num_properties = len(self.properties)
|
||||
options = []
|
||||
if with_nouns:
|
||||
options.append(('{name} of {nouns}', 0.5))
|
||||
if with_adjectives:
|
||||
options.append(('{adjectives} {name}', 0.5))
|
||||
if with_nouns and with_adjectives:
|
||||
if num_properties == 1:
|
||||
options.append(('{adjectives} {name} of {nouns}', 1.0))
|
||||
elif num_properties > 1:
|
||||
options.extend([
|
||||
('{adjectives} {name} of {nouns}', 1.0),
|
||||
('{name} of {adjectives} {nouns}', 0.5),
|
||||
])
|
||||
return WeightedSet(*options).random()
|
||||
|
||||
def _random_descriptors(self):
|
||||
"""
|
||||
Select random nouns and adjectives from the object
|
||||
"""
|
||||
random_nouns = []
|
||||
random_adjectives = []
|
||||
|
||||
(nouns, adjectives) = self._descriptors()
|
||||
if not (nouns or adjectives):
|
||||
return (random_nouns, random_adjectives)
|
||||
|
||||
def add_word(key, obj, source):
|
||||
obj.append(source[key].random().strip())
|
||||
|
||||
for prop_name in set(list(nouns.keys()) + list(adjectives.keys())):
|
||||
if prop_name in nouns and prop_name in adjectives:
|
||||
val = random.random()
|
||||
if val <= 0.4:
|
||||
add_word(prop_name, random_nouns, nouns)
|
||||
elif val <= 0.8:
|
||||
add_word(prop_name, random_adjectives, adjectives)
|
||||
else:
|
||||
add_word(prop_name, random_nouns, nouns)
|
||||
add_word(prop_name, random_adjectives, adjectives)
|
||||
elif prop_name in nouns:
|
||||
add_word(prop_name, random_nouns, nouns)
|
||||
elif prop_name in adjectives:
|
||||
add_word(prop_name, random_adjectives, adjectives)
|
||||
|
||||
random_nouns = ' '.join(random_nouns)
|
||||
random_adjectives = ' '.join(random_adjectives)
|
||||
return (random_nouns, random_adjectives)
|
||||
|
||||
@cached_property
|
||||
def name(self) -> str:
|
||||
base_name = super().name
|
||||
(nouns, adjectives) = self._random_descriptors()
|
||||
if not (nouns or adjectives):
|
||||
return base_name
|
||||
|
||||
template = self._name_template(
|
||||
with_adjectives=True if adjectives else False,
|
||||
with_nouns=True if nouns else False,
|
||||
)
|
||||
return template.format(**self, adjectives=adjectives, nouns=nouns, name=base_name).title()
|
||||
|
||||
@property
|
||||
def to_hit(self):
|
||||
bonus_val = 0
|
||||
bonus_dice = ''
|
||||
if not hasattr(self, 'properties'):
|
||||
return ''
|
||||
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):
|
||||
if not hasattr(self, 'properties'):
|
||||
return ''
|
||||
dmg = {
|
||||
self.damage_type: str(self.damage) or ''
|
||||
}
|
||||
|
||||
for prop in self.properties.values():
|
||||
mod = getattr(prop, 'damage', None)
|
||||
if not mod:
|
||||
continue
|
||||
key = str(prop.damage_type)
|
||||
this_damage = dmg.get(key, '')
|
||||
if this_damage:
|
||||
dmg[key] = f"{this_damage}+{mod}"
|
||||
else:
|
||||
dmg[key] = mod
|
||||
|
||||
return ' + '.join([f"{v} {k}" for k, v in dmg.items()])
|
||||
|
||||
@property
|
||||
def summary(self):
|
||||
return f"{self.to_hit} to hit, {self.range} ft., {self.targets} targets. {self.damage_dice}"
|
||||
|
||||
@property
|
||||
def details(self):
|
||||
"""
|
||||
Format the item properties as nested bullet lists.
|
||||
"""
|
||||
props = ', '.join(self.get('properties', dict()).keys())
|
||||
return "\n".join([
|
||||
f"{self.name}",
|
||||
f" * {self.rarity.rarity} {self.category} weapon ({props})",
|
||||
f" * {self.summary}",
|
||||
f"\n{self.description}\n"
|
||||
])
|
||||
|
||||
|
||||
class WeaponGenerator(types.ItemGenerator):
|
||||
item_class = Weapon
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
bases: WeightedSet = types.WEAPON_TYPES,
|
||||
rarity: WeightedSet = types.RARITY,
|
||||
properties_by_rarity: dict = types.PROPERTIES_BY_RARITY,
|
||||
):
|
||||
super().__init__(bases=bases, rarity=rarity, properties_by_rarity=properties_by_rarity)
|
||||
|
||||
def random_properties(self) -> dict:
|
||||
# add missing base weapon defaults (TODO: update the sources)
|
||||
item = super().random_properties()
|
||||
item['targets'] = 1
|
||||
if item['category'] == 'Martial':
|
||||
if not item['range']:
|
||||
item['range'] = ''
|
||||
return item
|
||||
|
||||
# handlers for extra properties
|
||||
|
||||
def get_enchantment(self, **attrs) -> dict:
|
||||
prop = types.ENCHANTMENT.random()
|
||||
prop['adjectives'] = random_from_csv(prop['adjectives'])
|
||||
prop['nouns'] = random_from_csv(prop['nouns'])
|
||||
return prop
|
Loading…
Reference in New Issue
Block a user