dnd-npcs/npc/generator/base.py
evilchili 2e5b5556a3 Refactor out langauges
This commmit removes the languages code and takes a dependency on the
rewritten module.
2023-11-22 12:18:50 -05:00

367 lines
9.7 KiB
Python

from importlib import import_module
from npc.generator import traits
import os
import glob
import random
import dice
import textwrap
AVAILABLE_NPC_TYPES = {}
def a_or_an(s):
return 'an' if s[0] in 'aeiouh' else 'a'
class BaseNPC:
"""
The base class for NPCs.
"""
# define this on your subclass
language = None
_names = []
def __init__(self, names=[], title=None, pronouns=None, nickname=None, whereabouts='Unknown', randomize=False,
STR=None, DEX=None, CON=None, INT=None, WIS=None, CHA=None):
# identity
self._names = []
self._pronouns = pronouns
self._nickname = nickname
self._title = title
self._whereabouts = whereabouts
# appearance
self._eyes = None
self._hair = None
self._face = None
self._body = None
self._nose = None
self._lips = None
self._teeth = None
self._skin_tone = None
self._skin_color = None
self._facial_hair = None
self._facial_structure = None
self._eyebrows = None
self._age = None
self._voice = None
self._tail = False
self._horns = False
self._fangs = False
self._wings = False
# character
self._flaw = None
self._goal = None
self._personality = None
stats = (10, 10, 10, 10, 10, 10)
if randomize:
stats = self._roll_stats()
self.STR = STR if STR else stats[0]
self.DEX = DEX if DEX else stats[1]
self.CON = CON if DEX else stats[2]
self.INT = INT if DEX else stats[3]
self.WIS = WIS if DEX else stats[4]
self.CHA = CHA if DEX else stats[5]
self._HP = None
def _roll_stats(self):
stats = [15, 14, 13, 12, 10, 8]
random.shuffle(stats)
r = random.random()
if r < 0.3:
i = random.choice(range(len(stats)))
stats[i] += (random.choice([-1, 1]) * random.randint(1, 3))
return stats
@property
def HP(self):
if not self._HP:
self._HP = str(sum(dice.roll('2d8')) + 2) + ' (2d8+2)'
return self._HP
@property
def names(self):
if not self._names:
self._names = next(self.name_generator.name(1))
return self._names
@property
def full_name(self):
return self.names.fullname
@property
def pronouns(self):
if not self._pronouns:
self._pronouns = random.choice([
'he/him',
'she/her',
'they/they',
])
return self._pronouns
@property
def title(self):
return ' '.join(self.names.titles)
@property
def nickname(self):
return ', '.join(self.names.nicknames)
@property
def whereabouts(self):
return self._whereabouts
@property
def flaw(self):
if self._flaw is None:
self._flaw = random.choice(traits.flaws)
return self._flaw
@property
def goal(self):
if self._goal is None:
self._goal = random.choice(traits.goals)
return self._goal
@property
def personality(self):
if self._personality is None:
self._personality = ', '.join([
random.choice(traits.personality),
random.choice(traits.personality),
random.choice(traits.personality),
])
return self._personality
@property
def eyes(self):
if self._eyes is None:
self._eyes = ', '.join([random.choice(traits.eye_shape), random.choice(traits.eye_color)])
return self._eyes
@property
def skin_color(self):
if self._skin_color is None:
self._skin_color = random.choice(traits.skin_color)
return self._skin_color
@property
def skin_tone(self):
if self._skin_tone is None:
self._skin_tone = random.choice(traits.skin_tone)
return self._skin_tone
@property
def hair(self):
if self._hair is None:
self._hair = ' '.join([random.choice(traits.hair_style), random.choice(traits.hair_color)])
return self._hair
@property
def face(self):
if not self._face:
self._face = random.choice(traits.face)
return self._face
@property
def facial_structure(self):
if self._facial_structure is None:
self._facial_structure = random.choice(traits.facial_structure)
return self._facial_structure
@property
def lips(self):
if self._lips is None:
self._lips = random.choice(traits.lips)
return self._lips
@property
def teeth(self):
if self._teeth is None:
self._teeth = random.choice(traits.teeth)
return self._teeth
@property
def nose(self):
if self._nose is None:
self._nose = random.choice(traits.nose)
return self._nose
@property
def eyebrows(self):
if self._eyebrows is None:
self._eyebrows = random.choice(traits.eyebrows)
return self._eyebrows
@property
def facial_hair(self):
if self._facial_hair is None:
self._facial_hair = random.choice(traits.facial_hair)
return self._facial_hair
@property
def body(self):
if self._body is None:
self._body = random.choice(traits.body)
return self._body
@property
def tail(self):
if self._tail is None:
self._tail = random.choice(traits.tail)
return self._tail
@property
def horns(self):
if self._horns is None:
self._horns = random.choice(traits.horns)
return self._horns
@property
def wings(self):
if self._wings is None:
self._wings = random.choice(traits.wings)
return self._wings
@property
def fangs(self):
if self._fangs is None:
self._fangs = random.choice(traits.fangs)
return self._fangs
@property
def age(self):
if not self._age:
self._age = random.choice(traits.age)
return self._age
@property
def voice(self):
if not self._voice:
self._voice = random.choice(traits.voice)
return self._voice
@property
def description(self):
desc = (
f"{self.full_name} ({self.pronouns}) is {a_or_an(self.age)} {self.age}, {self.body} "
f"{self.ancestry.lower()} with {self.hair} hair, {self.eyes} eyes and {self.skin_color} skin."
)
trait = None
while not trait:
trait = random.choice([
f'{self.eyebrows} eyebrows' if self.eyebrows else None,
self.facial_hair if self.facial_hair else None,
f'a {self.nose} nose' if self.nose else None,
f'{self.lips} lips' if self.lips else None,
f'{self.teeth} teeth' if self.teeth else None,
self.facial_structure if self.facial_structure else None,
])
desc = desc + ' ' + f"Their face is {self.face}, with {trait}."
if self.tail:
desc = desc + f" Their tail is {self.tail}."
if self.horns:
desc = desc + f" Their horns are {self.horns}."
return desc
@property
def character_sheet(self):
desc = '\n'.join(textwrap.wrap(self.description, width=120))
return f"""\
{desc}
Physical Traits:
Face: {self.face}, {self.eyebrows} eyebrows, {self.nose} nose, {self.lips} lips,
{self.teeth} teeth, {self.facial_hair}
Eyes: {self.eyes}
Skin: {self.skin_tone}, {self.skin_color}
Hair: {self.hair}
Body: {self.body}
Tail: {self.tail}
Horns: {self.horns}
Fangs: {self.fangs}
Wings: {self.wings}
Voice: {self.voice}
Stats:
AC 10
HP {self.HP}
STR {self.STR}
DEX {self.DEX}
CON {self.CON}
INT {self.INT}
WIS {self.WIS}
CHA {self.CHA}
Details:
Personality: {self.personality}
Flaw: {self.flaw}
Goal: {self.goal}
Whereabouts: {self.whereabouts}
"""
def __repr__(self):
return f"{self.full_name}"
def available_npc_types():
"""
Load all available NPC submodules and return a dictionary keyed by module name.
"""
if not AVAILABLE_NPC_TYPES:
for filename in glob.glob(os.path.join(os.path.dirname(os.path.abspath(__file__)), '*.py')):
module_name = os.path.basename(filename)[:-3]
if module_name not in ['base', '__init__', 'traits']:
AVAILABLE_NPC_TYPES[module_name] = import_module(f'npc.generator.{module_name}').NPC
return AVAILABLE_NPC_TYPES
def npc_type(ancestry=None):
"""
Return the NPC class for the specified ancestry, or a random one.
"""
if not ancestry:
non_humans = [x for x in available_npc_types() if x != 'human']
if random.random() <= 0.7:
ancestry = 'human'
else:
ancestry = random.choice(non_humans)
return available_npc_types()[ancestry]
def generate_npc(ancestry=None, names=[], pronouns=None, title=None, nickname=None, whereabouts="Unknown",
STR=0, DEX=0, CON=0, INT=0, WIS=0, CHA=0, randomize=False):
"""
Return a randomized NPC. Any supplied keyword parameters will override the generated values.
By default, NPC stats are all 10 (+0). If randomize is True, the NPC will be given random stats from the standard distribution, but overrides will still take precedence.
"""
return npc_type(ancestry)(
names=names,
pronouns=pronouns,
title=title,
nickname=nickname,
whereabouts=whereabouts,
STR=STR,
DEX=DEX,
CON=CON,
INT=INT,
WIS=WIS,
CHA=CHA,
randomize=randomize
)