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190 lines
5.6 KiB
190 lines
5.6 KiB
import requests
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from math import floor, ceil
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from random import randint, choice, shuffle
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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(excluded_buckets):
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if excluded_buckets:
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classes = [c for cls in CharacterClass.query.filter(CharacterClass.bucket.notin_(excluded_buckets)).all() for c in ([cls] * cls.frequency_modifier)]
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else:
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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 = ['strength', 'intelligence', 'wisdom', 'dexterity', 'constitution', 'charisma']
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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 calc_hp(conmod, hit_die_size, level):
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hp = 0
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hitdice = [randint(1, hit_die_size) for x in range(0, 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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hp += die
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return hp
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def calc_armour(armour_mod, armours):
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armourval = randint(0, len(armours) - 1) + armour_mod
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if armourval < 0:
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armourval = 0
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if armourval > len(armours) - 1:
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armourval = len(armours) - 1
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return armours[armourval]
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def generate_npc(base_level, data):
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npc = CharacterNPC()
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npc.guild = npc_class(['Demi-Human'])
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npc.level = npc_baselevel(base_level)
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npc.alignment = npc_alignment()
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abilities = npc_abilities()
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npc.update(npc_abilities())
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npc.hit_points = calc_hp(attribute_mod(npc.constitution), npc.guild.hit_die_size, npc.level)
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npc.armour = calc_armour(npc.guild.armour_modifier, data['armours'])
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npc.melee = select_melee_weapon(npc.guild, data)
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npc.ranged = select_ranged_weapon(npc.guild, data)
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return npc
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def name_party(party):
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male_names = requests.get(
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'http://names.drycodes.com/{}'.format(ceil(len(party))),
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params={'nameOptions': 'boy_names', 'separator': 'space'}
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).json()
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female_names = requests.get(
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'http://names.drycodes.com/{}'.format(floor(len(party))),
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params={'nameOptions': 'girl_names', 'separator': 'space'}
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).json()
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names = female_names + male_names
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shuffle(names)
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for i in range(0, len(party)):
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party[i].name = names[i]
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return party
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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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return name_party([generate_npc(base_level, data) for x in range(0, number_encountered())])
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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.name, npc.armour.ac_mod, npc.armour.gp_value))
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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.name, 0, npc.melee.damage_die))
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if npc['ranged']:
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print('{:^16} | {:^10} | {:^10} | {:^10}'.format(npc.ranged.name, 0, npc.melee.damage_die))
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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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