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dnd_races.py
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518 lines (399 loc) · 16.3 KB
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import re
import sys
import time
import argparse
import csv
from copy import deepcopy
import random
from dice_roller import Dice_Roller
#from generator import RNNLayerGenerator
#################################################################################
# Race Constants
#################################################################################
RACE = 0
SUBRACE = 1
SIZE = 3
SPEED = 4
LANGUAGE = 5
STR = 6
DEX = 7
CON = 8
INT = 9
WIS = 10
CHA = 11
EX_INFO = 12
SOURCE = 13
#################################################################################
# Class Constants
#################################################################################
CLASS_NAME = 0
SUBCLASS = 1
HITDIE = 2
BEST_ABILITIES = 7
SAVES = 8
ARMOR = 9
WEAPONS = 10
SKILL_COUNT = 11
TOOLS = 12
CLASS_LANGUAGES = 13
SUBCLASS_LEVEL = 21
#################################################################################
# Background Constants
#################################################################################
BACKGROUND_NAME = 0
BACKGROUND_SKILLS = 1
BACKGROUND_LANGUAGE = 2
BACKGROUND_TOOLS = 3
BACKGROUND_SOURCE = 4
STAT_NAMES = ['str', 'dex', 'con', 'int', 'wis', 'cha']
STAT_ABBREVIATIONS = {'str':'strength', 'dex':'dexterity', 'con':'constitution', 'int':'intelligence', 'wis':'wisdom', 'cha':'charisma'}
COMMON_LANGUAGES = ['Common', 'Dwarvish', 'Elvish', 'Giant', 'Gnomish', 'Goblin', 'Halfling', 'Orc']
EXOTIC_LANGUAGES = ['Abyssal', 'Celestial', 'Draconic', 'Deep Speech', 'Infernal', 'Primordial', 'Sylvan', 'Undercommon', 'Druidic']
#################################################################################
# Custom Classes
#################################################################################
class Race(object):
def __init__(self, race_name = 'Aasimar', subrace_name='Protector', stats = {}, info = 'None', size = 0, speed = 30, language = 'Common', source = 'PHB'):
self.race_name = race_name
self.subrace_name = subrace_name
self.stats = {}
self.size = size
self.speed = speed
self.language = language
self.race_info = info
self.source = source
if stats:
self.set_stats(stats)
else:
self.set_stats(stats)
def strength(self):
self.stats['strength']
def dexterity(self):
self.stats['dexterity']
def constitution(self):
self.stats['constitution']
def intelligence(self):
self.stats['intelligence']
def wisdom(self):
self.stats['wisdom']
def charisma(self):
self.stats['charisma']
def get_race_name(self):
return ('{0}: {1}'.format(self.race_name, self.subrace_name))
def get_languages(self):
return self.language
def get_stats(self):
return self.stats
def set_stats(self, stats):
if stats and type(stats) is list:
self.stats['strength'] = stats[0]
self.stats['dexterity'] = stats[1]
self.stats['constitution'] = stats[2]
self.stats['intelligence'] = stats[3]
self.stats['wisdom'] = stats[4]
self.stats['charisma'] = stats[5]
class Class(object):
def __init__(self, class_name, hit_die = 'D8', best_abilities = [], saves = [], armor = [], weapons = [], skill_count = 0, tools = [], languages = ''):
self.class_name = class_name
self.subclasses = []
self.is_subclass = False
self.parent_class_name = 'None'
self.hit_die = hit_die
# can use for improved auto character gens
self.best_abilities = best_abilities
self.saves = saves
self.armor = armor
self.weapons = weapons
# will need to add skill list
self.skill_count = skill_count
self.tools = tools
self.languages = languages
self.subclass_level = 1
self.starting_hit_points = self.get_hitpoints()
def get_best_abilities(self):
ability_list = self.best_abilities.split(',')
abilities = []
if ability_list:
ability = self.best_abilities.split(',')[0].split('or')[0]
abilities.append(ability.strip())
if len(ability_list) > 1:
ability = self.best_abilities.split(',')[1]
abilities.append(ability.strip())
return abilities
def get_hitpoints(self):
return int(self.hit_die[1])
def get_hit_die(self):
return self.hit_die
def get_languages(self):
return self.languages
def add_subclasses(self, subclass):
self.subclasses.append(subclass)
def get_name(self):
if self.is_subclass:
return '{0}: {1}'.format(self.parent_class_name, self.class_name)
return self.class_name
def get_base_class_name(self):
return self.parent_class_name
def get_subclass_level(self):
return int(self.subclass_level)
def is_subclass_eligible(self, character_level):
return ((self.get_subclass_level() <= character_level) and self.subclasses)
class Character(object):
def __init__(self, race, class_object = None, level = 1, name = 'None', gender = 'Male'):
self.race = deepcopy(race)
self.class_object = deepcopy(class_object)
self.name = name
self.gender = gender
self.level = level
self.hit_points = 0
self.languages = ''
self.tools = []
self.background = None
def set_languages(self):
race_languages = self.race.get_languages()
race_languages_list = self._convert_comma_string_to_list(race_languages)
class_languages = self.class_object.get_languages()
class_languages_list = self._convert_comma_string_to_list(class_languages)
character_language_list = []
character_language_list = self._create_language_list(character_language_list, race_languages_list, class_languages_list)
character_language_list = self._create_language_list(character_language_list, class_languages_list, race_languages_list)
self.languages = ','.join(character_language_list)
def get_languages(self):
if not self.languages:
self.set_languages()
return self.race.language
def get_stats(self):
return self.race.stats
def get_race_name(self):
return ('{0}: {1}'.format(self.race.race_name, self.race.subrace_name))
def get_class_name(self):
return (self.class_object.get_name())
def get_hitpoints(self):
if self.hit_points is 0:
self.hit_points = self.set_hitpoints()
return self.hit_points
def set_hitpoints(self):
lvl_1_hp = self.class_object.get_hitpoints()
leveled_hp = sum(Dice_Roller().roll_n_d_x(self.level, self.class_object.get_hit_die()))
return lvl_1_hp + leveled_hp
def get_name(self):
return self.name
def set_background(self, background):
self.background = background
def get_background(self):
return self.background
def _create_language_list(self, out_list, list_a, list_b):
for language_a in list_a:
if language_a not in list_b:
out_list.append(language_a)
return out_list
def _convert_comma_string_to_list(self, comma_string):
if ',' in comma_string:
return comma_string.split(',')
else:
return list(comma_string)
class Background(object):
def __init__(self, background_name, skills, language, tools, source):
self.background_name = background_name
self.skills = skills
self.language = language
self.tools = tools
self.source = source
#################################################################################
def populate_classes():
important_info={'first_row':True, 'undesirables':['cent/mino', 'ravnica', 'psz', 'eberron'], 'add_subclass':False}
filepath = 'classes.csv'
return parse_csv_into_dict(filepath, important_info, process_row_as_class)
def populate_races():
important_info={'first_row':True, 'undesirables':['cent/mino', 'ravnica', 'psz', 'eberron']}
filepath = 'races.csv'
return parse_csv_into_dict(filepath, important_info, process_row_as_race)
def populate_backgrounds():
important_info={'first_row':True}
filepath = 'Backgrounds.csv'
return parse_csv_into_dict(filepath, important_info, process_row_as_background)
def parse_csv_into_dict(filepath, important_info, method_of_processing):
output_dict = {}
with open(filepath, 'r') as csv_file:
file_lines = csv.reader(csv_file, delimiter=',')
for row in file_lines:
method_of_processing(row, output_dict, important_info)
return output_dict
#################################################################################
# Character Class Functions
#################################################################################
def process_row_as_class(row, classes, important_info):
if important_info['first_row']:
important_info['first_row'] = False
return
if 'choose one' in row[SUBCLASS].lower() or 'none' in row[SUBCLASS].lower():
row[SUBCLASS] = 'Base Class'
# This check is necessary in case we had a class without any subclasses
if row[SUBCLASS] == 'Base Class':
important_info['add_subclass'] = False
if important_info['add_subclass']:
class_object = add_subclass_to_class(row, classes)
populate_class_info(class_object, row, True)
else:
class_object = add_class_to_dict_and_return(row, classes)
populate_class_info(class_object, row)
# When not adding subclasses, note we are in a base class
if not important_info['add_subclass']:
important_info['add_subclass'] = row[SUBCLASS] == 'Base Class'
return
def add_subclass_to_class(row, classes):
class_name = row[CLASS_NAME]
subclass_name = row[SUBCLASS]
class_object = classes[class_name]
subclass_object = Class(subclass_name)
class_object.add_subclasses(subclass_object)
return subclass_object
def add_class_to_dict_and_return(row, classes):
class_name = row[CLASS_NAME]
if class_name not in classes:
classes[class_name] = Class(class_name)
return classes[class_name]
def populate_class_info(class_object, row, is_subclass = False):
class_object.hit_die = row[HITDIE]
class_object.best_abilities = row[BEST_ABILITIES]
class_object.saves = row[SAVES]
class_object.armor = row[ARMOR]
class_object.weapons = row[WEAPONS]
class_object.skill_count = row[SKILL_COUNT]
class_object.tools = row[TOOLS]
class_object.language = row[LANGUAGE]
class_object.subclass_level = row[SUBCLASS_LEVEL]
if is_subclass:
class_object.is_subclass = True
class_object.parent_class_name = row[CLASS_NAME]
#################################################################################
# Race Functions
#################################################################################
def process_row_as_race(row, races, important_info):
if important_info['first_row']:
important_info['first_row'] = False
return
if 'choose one' in row[SUBRACE].lower():
return
if 'none' in row[SUBRACE].lower() or 'optional' in row[SUBRACE].lower():
row[SUBRACE] = 'None'
if row[SOURCE].lower() in important_info['undesirables']:
return
race = add_race_to_dict_and_return(row, races)
populate_race_info(race, row)
def add_race_to_dict_and_return(row, races):
race_name = row[RACE]
subrace_name = row[SUBRACE]
dict_race_name = '{0}:{1}'.format(race_name, subrace_name)
if dict_race_name not in races:
races[dict_race_name] = Race(race_name, subrace_name)
return races[dict_race_name]
def populate_race_info(race, row):
race.language = row[LANGUAGE]
race.race_info = row[EX_INFO]
race.source = row[SOURCE]
race.size = row[SIZE]
race.speed = row[SPEED]
stats = retrieve_stats(row)
race.set_stats(stats)
def retrieve_stats(row):
index = STR
stats = []
while index <=CHA:
if not row[index] or row[index] is '_':
stats.append(0)
else:
stats.append(int(row[index]))
index += 1
return stats
#################################################################################
# Background Functioms
#################################################################################
def process_row_as_background(row, backgrounds, important_info):
if important_info['first_row']:
important_info['first_row'] = False
return
add_background_to_dict_and_return(row, backgrounds)
def add_background_to_dict_and_return(row, backgrounds):
background_name = row[BACKGROUND_NAME]
background_skills = row[BACKGROUND_SKILLS]
background_languages = row[BACKGROUND_LANGUAGE]
background_tools = row[BACKGROUND_TOOLS]
background_source = row[BACKGROUND_SOURCE]
if background_name not in backgrounds:
races[background_name] = Background(background_name, background_skills, background_languages, background_tools, background_source)
return backgrounds[background_name]
#################################################################################
def add_rolled_choice_to_race_stats(choice, number, character):
stat = STAT_ABBREVIATIONS[choice.lower()]
character.get_stats()[stat] += number
def create_final_stats(rolled_stats, new_character, auto_assign=False):
auto_idx = 0
best_idx = 0
stats_assigned = {stat:0 for stat in STAT_NAMES}
stats = STAT_NAMES
best_abilities = new_character.class_object.get_best_abilities()
for number in rolled_stats:
if auto_assign:
if best_idx < len(best_abilities):
ability = best_abilities[best_idx].lower()
add_rolled_choice_to_race_stats(ability, number, new_character)
stats.remove(ability)
best_idx += 1
else:
add_rolled_choice_to_race_stats(stats[auto_idx], number, new_character)
auto_idx += 1
continue
while True:
choice = input('Choose a 3 letter stat for: {0}\n'.format(number))
if choice not in STAT_ABBREVIATIONS:
print('That is not a stat!')
elif not stats_assigned[choice]:
stats_assigned[choice]=1
break
else:
print('You have already assigned that stat!')
add_rolled_choice_to_race_stats(choice, number, new_character)
""" def generate_name(race='', number=1, gender=''):
NAME = 0
RACE = 1
GENDER = 2
mpath = './models/rnn_layer_epoch_250.pt'
dnd = RNNLayerGenerator(model_path=mpath)
tuples = dnd.generate(number, race.lower(), gender)
for name_tuple in tuples:
return (name_tuple[NAME] + ': ' +name_tuple[GENDER]) """
def print_base_character_info(new_character):
print(str(new_character.get_race_name()))
print(str(new_character.get_class_name()))
print(str(new_character.get_languages()))
def generate_x_characters(x, races, classes):
for _ in range(x):
character_level = random.randrange(1,5)
random_race = random.choice(list(races.values()))
random_class = random.choice(list(classes.values()))
if random_class.is_subclass_eligible(character_level):
random_class = random.choice(random_class.subclasses)
new_character = Character(random_race, random_class)
print_base_character_info(new_character)
print('##############################################')
if __name__ == '__main__':
test = False
auto_assign = True
races = populate_races()
classes = populate_classes()
if test:
generate_x_characters(20, races, classes)
exit()
random_race = random.choice(list(races.values()))
random_class = random.choice(list(classes.values()))
# name = generate_name()
new_character = Character(random_race, random_class)
#new_character = Character(races['Kalashtar:None'], random_class)
print_base_character_info(new_character)
rolled_stats = Dice_Roller().roll_ndx_y_times(4, 6, 7, True)
rolled_stats.sort(reverse=True)
print('Current Stats: ' + str(new_character.get_stats()))
print('Rolled numbers: ' + str(rolled_stats))
create_final_stats(rolled_stats, new_character, auto_assign)
print(str(new_character.get_stats()))