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160 lines
4.8 KiB
160 lines
4.8 KiB
from random import randint, choice
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from .models import (
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CharacterClass,
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EquipmentArmour,
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EquipmentRangedWeapon,
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EquipmentMeleeWeapon,
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CharacterNPC
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)
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def number_encountered():
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return (randint(1, 4) + 2)
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def npc_class():
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classes = [c for cls in CharacterClass.query.all() for c in ([cls] * cls.frequency_modifier)]
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return choice(classes)
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def npc_alignment():
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roll = randint(1, 6)
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if roll == 1 or roll == 2:
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return 'Lawful'
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elif roll == 3 or roll == 4 or roll == 5:
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return 'Neutral'
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elif roll == 6:
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return 'Chaotic'
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def npc_baselevel(base_level):
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roll = randint(1, 6)
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mod = 0
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if roll == 1:
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mod = -2
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elif roll == 2:
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mod = -1
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elif roll == 3 or roll == 4:
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mod = 0
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elif roll == 5:
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mod = 1
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elif roll == 6:
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mod = 2
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base_level += mod
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if base_level < 1:
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base_level = 1
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return base_level
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def npc_abilities():
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ability_list = ['str', 'int', 'wis', 'dex', 'con', 'chr']
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abilities = [(randint(1, 6) + randint(1, 6) + randint(1, 6)) for x in range(0,6)]
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return zip(ability_list, abilities)
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def attribute_mod(atr):
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mod = 0
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if atr <= 3: mod = -3
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if atr >= 4 and atr <= 5: mod = -2
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if atr >= 6 and atr <= 8: mod = -1
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if atr >= 9 and atr <= 12: mod = 0
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if atr >= 13 and atr <= 15: mod = 1
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if atr >= 16 and atr <= 17: mod = 2
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if atr >= 18: mod = 3
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return mod
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def select_melee_weapon(guild, data):
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weapons = []
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for x in range(0, guild.melee_heavy):
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weapons.extend(data['melee']['heavy'])
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for x in range(0, guild.melee_medium):
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weapons.extend(data['melee']['medium'])
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for x in range(0, guild.melee_light):
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weapons.extend(data['melee']['light'])
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selection = randint(0, len(weapons) - 1)
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return weapons[selection]
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def select_ranged_weapon(guild, data):
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weapons = []
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for x in range(0, guild.ranged_light):
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weapons.extend(data['ranged']['light'])
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for x in range(0, guild.ranged_heavy):
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weapons.extend(data['ranged']['heavy'])
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if not weapons:
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return None
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selection = randint(0, len(weapons) - 1)
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return weapons[selection]
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def generate_npc(base_level, data):
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guild = npc_class()
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npc = {}
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npc['guild'] = guild.name
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npc['level'] = npc_baselevel(base_level)
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npc.update(npc_abilities())
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npc['hp'] = 0
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conmod = attribute_mod(npc['con'])
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hitdice = [randint(1, guild.hit_die_size) for x in range(0, npc['level'])]
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for die in hitdice:
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die += conmod
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if die < 1:
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die = 1
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npc['hp'] += die
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armourval = randint(0, len(data['armours']) - 1) + guild.armour_modifier
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if armourval < 0:
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armourval = 0
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if armourval > len(data['armours']) - 1:
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armourval = len(data['armours']) - 1
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armour = data['armours'][armourval]
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npc['armour'] = [armour.name, armour.gp_value, armour.ac_mod]
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melee = select_melee_weapon(guild, data)
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npc['melee'] = [melee.name, melee.gp_value, melee.damage_die] if melee else None
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ranged = select_ranged_weapon(guild, data)
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npc['ranged'] = [ranged.name, ranged.gp_value, ranged.damage_die] if ranged else None
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return npc
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def create_party(base_level):
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data = {
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'armours': EquipmentArmour.query.all(),
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'ranged': {
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'light': EquipmentRangedWeapon.query.filter_by(bucket='Light').all(),
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'heavy': EquipmentRangedWeapon.query.filter_by(bucket='Heavy').all()
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},
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'melee': {
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'light': EquipmentMeleeWeapon.query.filter_by(bucket='Light').all(),
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'medium': EquipmentMeleeWeapon.query.filter_by(bucket='Medium').all(),
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'heavy': EquipmentMeleeWeapon.query.filter_by(bucket='Heavy').all()
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},
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}
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party_size = number_encountered()
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return [generate_npc(base_level, data) for x in range(0, party_size)]
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def print_party(party):
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def print_npc(npc):
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print('Level {0} NPC, {1}, {2} HP'.format(npc['level'], npc['guild'], npc['hp']))
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print('{0} Str, {1} Int, {2} Wis, {3} Dex, {4} Con, {5} Chr'.format(
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npc['str'], npc['int'], npc['wis'],
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npc['dex'], npc['con'], npc['chr']
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))
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print('Armour Class: {0} - {1}, {2}gp'.format(npc['armour'][2], npc['armour'][0], npc['armour'][1]))
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print('{:^16} - {:^10} - {:^10} - {:^10}'.format('Weapon', 'Gold', 'Throw Mod', 'Damage'))
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print('-------------------------------------------------------')
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print('{:^16} | {:^10} | {:^10} | {:^10}'.format(npc['melee'][0], npc['melee'][1], 0, npc['melee'][2]))
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if npc['ranged']:
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print('{:^16} | {:^10} | {:^10} | {:^10}'.format(npc['ranged'][0], npc['ranged'][1], 0, npc['ranged'][2]))
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print('\n')
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for npc in party:
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print_npc(npc)
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if __name__ == '__main__':
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party = create_party(2)
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print_party(party)
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