This package is a fantasy language generator. By defining a number of characteristics about your imagined language -- the graphemes, their relative frequency distributions, the construction of syllables, and so on -- you can generate random but internally consistent gibberish that feels distinct, evocative, and appropriate to your setting.
The `fanlang` command-line utility supports three commands:
* **names**: generate names
* **text**: generate a paragraph of text
* **list**: list the supported language in the current language pack
### Examples:
```
% fanlang --language=dwarvish names --count 5
Tiny Châ Pothesadottyr
Khâkhu Zhûdothir
Quiet Ke Vêdothir
Cû Tozhon
Big Pâ Thadottyr
```
```
% fanlang --language=dwarvish text
Cû ne do tho khâ tasha, vê wûva lû, ku phu thâ thê, tûko kê, pevo kâ têtetv zha
pataso keks khate? Fâ zhû shû yf pho pa me. Dupha dê thê khâ! Shikm tu! Cê
sâdêto. Dê yo nâ topho, my sû pida phe, vi phûtw châcho, po sotê?
```
```
% fanlang list
Abyssal
Celestial
Common
Draconic
Dwarvish
Elvish
Gnomish
Halfling
Infernal
Lizardfolk
Orcish
Undercommon
```
## Language Packs
A *Language Pack* is a python package that defines one or more language modules. The default language pack includes a number of D&D languages with rules built according to the conventions established by my D&D group over several years of play in our homebrew setting.
The default language pack is [language.languages](language/languages/); each submodule contains a README that describes the basic characteristics of the language, along with examples.
### Using Your Own Language Pack
You can override `fanlang`'s default language pack by specifying the `FANLANG_LANGUAGE_PACK` environment variable:
```
# Create your ancient_elvish module in campaign/language_pack/ancient_elvish
% FANLANG_LANGUAGE_PACK=campaign.language_pack fanlang list
[The Common language](language/languages/common/base.py) is a more complex definition, with language-specific prefixes, suffixes, vowels, and consonants, and many possible syllables. This results in highly-varied text.
## Rules
Rules are a set of callables that accept a language instance and a word. The callable returns `True` if the word passes some test, and `False` otherwise. Every randomly-generated word must pass all defined rules for the language, or it is rejected.
[The language.rules module(language/rules.py) contains a number of useful rules that are applied by default to most languages, mostly used to aid readability and generate words that are pronouncable. Here's a simple example:
found = re.compile(r"[bcdfghjklmnpqrstvwxz]{3}").findall(word)
if found == []:
return True
logger.debug(f"{word} has too many contiguous consonants: {found}")
return False
```
This rule ensures that a word does not contain more than 3 english consonants in a row.
### Defining Language-Specific Rules
Rules are passed as a set of callables to the `Language` constructor, so they can be anything you want, defined anywhere you want. By convention, language packs use a separate `rules` module when building custom rule sets.
## Name Generators
Name generators are similar to Language generators, but with a few key differences. Here is a simple example, also from the Gnomish language:
```
from language import types
from language.languages.gnomish import Language
Name = types.NameGenerator(
language=Language,
templates=types.NameSet(
(types.NameTemplate("name,surname"), 1.0),
),
)
NobleName = Name
```
In Gnomish, names are straightforward, consisting of a name and a surname, and there is no distinction between regular names and the names of the nobility. By contrast, [Elvish names are complex](language/languages/elvish/names.py), consisting of multiple distinct parts, including place names, affixes, and separate rules for common and noble name construction.
### Defining Names
Name Generators are defined with a Language, and one or more `NameSet` templates. `NameSets` are equivalent to `SyllableSets`, but instead of creating templates for the construction of syllables from sequences of graphemes, they define sequences of parts of names -- **names**, **surnames**, **titles**, **nicknames**, and so on. They follow the same semantics as `Syllables`, allowing for a large variety of potential names.
By default, both **names** and **surnames** are generated automatically by calling `NameGenerator.language.word()`. Thus, the simplest name generator will simply follow all the rules of the language itself and generate one or more random words. You can override multiple aspects of a language's rules for word generation by passing `NameGenerator` additional arguments. For example, here is a generator for the names of locations in the Elvish language:
Note how we declare new `syllables`, `affixes`, and `adjectives`, which will replace the `Language`'s default behaviours.
#### Subclassing
Sometimes we need even more control than providing new syllable sets and weighted sets for graphemes. Subclassing `NameGenerator` gives you significant control over how names are constructed. For example, Elvish surnames are based on Elvish place names; to accomplish this, we subclass `NameGenerator` and override the method used to generate surnames: