Adding scrolls

This commit introduces a random spells scroll generator
This commit is contained in:
evilchili 2024-01-17 18:30:53 -08:00
parent f5814bd1ef
commit 9c19373120
6 changed files with 3771 additions and 7 deletions

View File

@ -12,6 +12,7 @@ from rich.table import Table
from dnd_item import five_e
from dnd_item.types import RollTable
from dnd_item.weapons import WeaponGenerator
from dnd_item.scrolls import ScrollGenerator
app = typer.Typer()
app_state = {}
@ -46,6 +47,13 @@ def weapon(count: int = typer.Option(1, help="The number of weapons to generate.
console.print(weapon.details)
@app.command()
def scroll(count: int = typer.Option(1, help="The number of weapons to generate.")):
console = Console()
for scroll in ScrollGenerator().random(count=count, challenge_rating=app_state["cr"]):
console.print(scroll.details)
@app.command("roll-table")
def table(
die: int = typer.Option(20, help="The size of the die for which to create a table"),
@ -84,5 +92,5 @@ def table(
@app.command()
def convert():
src = five_e.weapons()
src = five_e.spells()
print(src.as_yaml)

View File

@ -1,4 +1,5 @@
import json
import re
from collections import defaultdict
from pathlib import Path
@ -28,6 +29,30 @@ PROPERTIES = {
"R": "reach",
}
LEVEL = [
'cantrip',
'first',
'second',
'third',
'fourth',
'fifth',
'sixth',
'seventh',
'eighth',
'ninth',
]
SCHOOL = {
'A': 'Abjuration',
'C': 'Conjuration',
'D': 'Divination',
'E': 'Enchantment',
'I': 'Illusion',
'N': 'Necromancy',
'T': 'Transmutation',
'V': 'Evocation',
}
class Weapons(DataSource):
"""
@ -83,7 +108,89 @@ class Weapons(DataSource):
return yaml.dump({"metadata": self.metadata}) + yaml.dump(dict(self.data))
class Spells(DataSource):
def read_source(self) -> None:
src = json.load(self.source)['spell']
self.data = defaultdict(list)
headers = [
"Level",
"Name",
"School",
"Range",
"Duration",
"Damage Die",
"Damage Type",
"Material Cost",
]
dmg_die = re.compile(r'\d+d\d+')
for spell in sorted(src, key=lambda x: int(x['level'])):
distance = ""
if spell["range"]["type"] == "special":
distance = "special"
elif "amount" in spell["range"]["distance"]:
distance = f"{spell['range']['distance']['amount']} {spell['range']['distance']['type']}"
else:
distance = spell["range"]["distance"]["type"]
dmgdice = ""
dmgtype = ""
if 'damageInflict' in spell:
try:
dmgdice = dmg_die.findall(str(spell["entries"]))[0]
except IndexError:
pass
dmgtype = ','.join(spell['damageInflict'])
duration = ""
dur = spell["duration"][0]
if dur["type"] == "timed":
s_or_blank = 's' if dur['duration']['amount'] > 1 else ''
duration = f"{dur['duration']['amount']} {dur['duration']['type']}{s_or_blank}"
else:
duration = dur["type"]
cost = ""
try:
cost = spell['components']['m']['text']
except (KeyError, TypeError):
cost = ""
self.data[LEVEL[spell["level"]]].append(
{
spell["name"].title(): [
SCHOOL[spell["school"]],
str(distance),
str(duration),
dmgdice,
dmgtype,
cost
]
}
)
self.metadata = {"headers": headers}
@property
def as_yaml(self) -> str:
return yaml.dump({"metadata": self.metadata}) + yaml.dump(dict(self.data))
def weapons(source_path: str = "items-base.json") -> dict:
with open(sources / Path(source_path)) as filehandle:
ds = Weapons(source=filehandle)
return ds
def spells() -> dict:
spells = []
for source in ['phb', 'ftd', 'scc', 'xge', 'tce']:
source_path = sources / Path(f"spells-{source}.json")
with open(source_path) as filehandle:
spells.append(Spells(source=filehandle))
for i in range(1, len(spells)):
for level, spell_list in spells[i].data.items():
spells[0].data[level] += spell_list
return spells[0]

51
dnd_item/scrolls.py Normal file
View File

@ -0,0 +1,51 @@
from dnd_item import types
from rolltable.tables import spells
class Scroll(types.Item):
"""
A magic scroll.
"""
@property
def name(self):
return 'Scroll of {spell.name}'.format(**self).title()
@property
def summary(self):
if self.spell.level == 'cantrip':
return f"{self.name} ({self.spell.school} {self.spell.level})"
else:
return f"{self.name} ({self.spell.level} level {self.spell.school})"
details = summary
class ScrollGenerator(types.ItemGenerator):
item_class = Scroll
def random_properties(self, rarity: str = '') -> dict:
"""
Every scroll must have a randomly-selected spell.
"""
item = super().random_properties(rarity)
# maps maximum spell level to a rarity level (0=common...)
frequencies = {
'common': 'first',
'uncommon': 'third',
'rare': 'fifth',
'very rare': 'seventh',
'legendary': 'ninth'
}
# Create a rolltable of spells at an appropriate level with one row
spells.reset()
spells.die = 1
spells.datasources[0].set_frequency(frequencies[item['rarity']['rarity']])
# add the spell to the item as a dictionary
keys = [h.lower().replace(' ', '_') for h in spells.headers]
item['spell'] = dict(zip(*[keys, spells.rows[1][1:]]))
return item

3594
dnd_item/sources/spells.yaml Normal file

File diff suppressed because it is too large Load Diff

View File

@ -1,4 +1,5 @@
import logging
import random
import re
from collections.abc import Mapping
from dataclasses import dataclass, field
@ -285,7 +286,7 @@ class ItemGenerator:
(dict(name='{type} stick', type='silver'), 0.5),
(dict(name='{type} stick', type='glass'), 0.1),
),
rarity.types.RARITY,
rarity=types.RARITY,
properties_by_rarity=types.PROPERTIES_BY_RARITY,
)
@ -317,9 +318,9 @@ class ItemGenerator:
# override this with a subclass of Item.
item_class = Item
def __init__(self, bases: WeightedSet, rarity: WeightedSet, properties_by_rarity: dict):
self.bases = bases
self.rarity = rarity
def __init__(self, bases: WeightedSet = None, rarity: WeightedSet = None, properties_by_rarity: dict = None):
self.bases = bases or WeightedSet((dict(name=self.__class__.__name__), 1.0))
self.rarity = rarity or RARITY
self.properties_by_rarity = properties_by_rarity
def _property_count_by_rarity(self, rarity: str) -> int:
@ -329,6 +330,9 @@ class ItemGenerator:
2 or 3 properties. This is the primary method by which Items of greater
rarity become more valuable and wondrous, justifying their rarity.
"""
if not self.properties_by_rarity:
return 0
property_count_by_rarity = {
"common": WeightedSet((1, 0.1), (0, 1.0)),
"uncommon": WeightedSet((1, 1.0)),
@ -407,7 +411,7 @@ class ItemGenerator:
if rarity:
item["rarity"] = self.rarity.source.as_dict()[rarity]
else:
item["rarity"] = self.rarity.random()
item['rarity'] = self.rarity.random()
# select a number of properties appropriate to the rarity
num_properties = self._property_count_by_rarity(item["rarity"]["rarity"])

View File

@ -271,7 +271,7 @@ class WeaponGenerator(types.ItemGenerator):
):
super().__init__(bases=bases, rarity=rarity, properties_by_rarity=properties_by_rarity)
def random_properties(self) -> dict:
def random_properties(self, rarity: str = '') -> dict:
# add missing base weapon defaults
# TODO: update the sources then delete this method
item = super().random_properties()