dnd-item-generator/dnd_item/weapons.py
2023-12-29 13:44:56 -08:00

177 lines
5.8 KiB
Python

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