add ability to generate items of specific rarity
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@ -39,8 +39,7 @@ 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: 0.0
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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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@ -280,15 +280,17 @@ class ItemGenerator:
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def __init__(self):
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super().__init__(
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bases=WeightedSet(
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(dict(name='{type} stick', type='wooden', ...), 0.3),
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(dict(name='{type} stick', type='lead', ...), 1.0),
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(dict(name='{type} stick', type='silver', ...), 0.5),
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(dict(name='{type} stick', type='glass', ...), 0.1),
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(dict(name='{type} stick', type='wooden'), 0.3),
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(dict(name='{type} stick', type='lead'), 1.0),
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(dict(name='{type} stick', type='silver'), 0.5),
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(dict(name='{type} stick', type='glass'), 0.1),
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),
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raritytypes.RARITY,
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rarity.types.RARITY,
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properties_by_rarity=types.PROPERTIES_BY_RARITY,
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)
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# ...Add callbacks for string templates in PROPERTIES_BY_RARITY...
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Generating Random Items
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Given an ItemGenerator class, use the ItemGenerator.random() method to
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@ -300,7 +302,7 @@ class ItemGenerator:
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Example:
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>>> stick = SharpStickGenerator().random(count=1, challenge_rating=17)
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>>> stick = SharpStickGenerator().random(count=1, rarity='legendary')
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>>> stick[0].name
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Silver Stick
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>>> stick[0].rarity
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@ -369,7 +371,7 @@ class ItemGenerator:
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return set(getreqs(item))
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def random_properties(self) -> dict:
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def random_properties(self, rarity: str = '') -> dict:
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"""
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Create a dictionary of item attributes appropriate for a given rarity.
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Dictionaries generated by this method are used as arguments to the
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@ -395,13 +397,16 @@ class ItemGenerator:
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This will result in:
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>>> item['extras']['owner']
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Jules Ultandottir
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Jules Ultardottir
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"""
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# select a random base
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item = self.bases.random()
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# select a random rarity
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if rarity:
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item["rarity"] = self.rarity.source.as_dict()[rarity]
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else:
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item["rarity"] = self.rarity.random()
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# select a number of properties appropriate to the rarity
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@ -431,12 +436,12 @@ class ItemGenerator:
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try:
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item[requirement] = getattr(self, f"get_{requirement}")(**item)
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except AttributeError:
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logging.error("{item['name']} requires {self.__class__.__name__} to have a get_{requirement}() method.")
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logging.error(f"{item['name']} requires {self.__class__.__name__} to define get_{requirement}().")
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raise
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return item
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def random(self, count: int = 1, challenge_rating: int = 0) -> list:
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def random(self, count: int = 1, challenge_rating: int = 0, rarity: str = '') -> list:
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"""
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Generate one or more random Item instances by selecting random values
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from the available data sources, appropriate to the specified challenge
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@ -446,6 +451,9 @@ class ItemGenerator:
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an encounter for an adventuring party of four. This will prevent
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lower-level encounters from generating legendary weapons and so on. If
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challenge_rating is 0, a rarity is chosen at random.
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If a rarity is supplied, ensure we return items of that rarity; in this
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case challenge_rating is ignored.
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"""
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if challenge_rating in range(1, 5):
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frequency = "1-4"
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@ -461,7 +469,7 @@ class ItemGenerator:
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items = []
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for _ in range(count):
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items.append(self.item_class.from_dict(self.random_properties()))
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items.append(self.item_class.from_dict(self.random_properties(rarity=rarity)))
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return items
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@ -61,3 +61,29 @@ def test_Item_overrides():
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ten_foot_pole = types.Item.from_dict(attrs)
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assert ten_foot_pole.name == '7ft. Pole'
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assert ten_foot_pole.description == 'Broken. The end of this 10ft. pole has been snapped off.'
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def test_ItemGenerator_subclass():
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class SharpStickGenerator(types.ItemGenerator):
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def __init__(self):
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super().__init__(
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bases=types.WeightedSet(
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(dict(name='{type} stick', type='wooden'), 0.3),
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(dict(name='{type} stick', type='lead'), 1.0),
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(dict(name='{type} stick', type='silver'), 0.5),
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(dict(name='{type} stick', type='glass'), 0.1),
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),
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rarity=types.RARITY,
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properties_by_rarity=types.PROPERTIES_BY_RARITY,
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)
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stick = SharpStickGenerator().random(count=1, rarity='common')
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assert stick[0].name in [
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'wooden stick',
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'lead stick',
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'silver stick',
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'glass stick',
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]
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assert stick[0].rarity.rarity == 'common'
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assert stick[0].description == ''
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