dnd/deadsands/site_tools/jobs.py
2023-08-22 12:16:11 -07:00

130 lines
3.3 KiB
Python

import random
import collections
from npc.generator.base import generate_npc
Crime = collections.namedtuple('Crime', ['name', 'min_bounty', 'max_bounty'])
class BaseJob:
"""
The base class for random odd jobs.
"""
def __init__(
self,
name=None,
details=None,
reward=None,
contact=None,
location=None
):
self._name = name
self._details = details
self._reward = reward
self._contact = contact
self._location = location
@property
def name(self):
return self._name
@property
def details(self):
if not self._details:
self._details = (
f"Speak to {self.contact} in {self.location}. "
)
return self._details
@property
def reward(self):
return self._reward
@property
def contact(self):
return self._contact
@property
def location(self):
return self._location
def __repr__(self):
return f"{self.__class__.__name__}: {self.name}\n{self.details}"
class Bounty(BaseJob):
"""
A Bounty job.
"""
crimes = [
Crime(name='theft', min_bounty=50, max_bounty=500),
Crime(name='overdue faction fees', min_bounty=50, max_bounty=500),
Crime(name='unpaid bar tab', min_bounty=50, max_bounty=100),
Crime(name="unpaid debt", min_bounty=50, max_bounty=200),
Crime(name='cattle rustling', min_bounty=200, max_bounty=1000),
Crime(name='murder', min_bounty=500, max_bounty=2000),
Crime(name='kidnapping', min_bounty=500, max_bounty=2000)
]
def __init__(self, target=None, crime=None, dead=None, alive=None, **kwargs):
super().__init__(**kwargs)
self._target = target
self._crime = crime
dead_or_alive = []
if dead is None:
dead = random.choice([True, False])
if alive is None:
alive = True
if dead:
dead_or_alive.append('Dead')
if alive:
dead_or_alive.append('Alive')
self._dead_or_alive = ' or '.join(dead_or_alive)
if not self._reward:
# need to round to the nearest 10 < 100, nearest 100 otherwise
reward = round(random.randint(self.crime.min_bounty, self.crime.max_bounty), 5)
self._reward = f"{reward} Gold Pieces"
if not self._name:
self._name = (
f"{self.reward} for the capture of {self.target.full_name.upper()}, "
f"wanted for the crime of {self.crime.name.upper()}. "
f"Wanted {self._dead_or_alive.upper()}"
)
@property
def crime(self):
if not self._crime:
self._crime = random.choice(Bounty.crimes)
return self._crime
@property
def details(self):
if not self._details:
self._details = f"{self.target.description}\nWhereabouts {self.target.whereabouts}."
return self._details
@property
def target(self):
if not self._target:
self._target = generate_npc()
return self._target
classes = BaseJob.__subclasses__()
job_types = [c.__name__ for c in classes]
def generate_job():
return random.choice(classes)()
if __name__ == '__main__':
print(Bounty())