Example #1
0
 def new(cls, name: str, controller_id: str, init: int, init_skill: Skill, max_hp: int, ac: int, private: bool,
         resists: Resistances, ctx, combat):
     skills = Skills.default()
     skills.update({"initiative": init_skill})
     levels = Levels({"Monster": 0})
     id = create_combatant_id()
     return cls(ctx, combat, id, name, controller_id, private, init,
                levels=levels, resistances=resists, skills=skills, max_hp=max_hp, ac=ac)
Example #2
0
    def __init__(self,
                 name: str,
                 stats: BaseStats = None,
                 levels: Levels = None,
                 attacks: AttackList = None,
                 skills: Skills = None,
                 saves: Saves = None,
                 resistances: Resistances = None,
                 spellbook: Spellbook = None,
                 ac: int = None,
                 max_hp: int = None,
                 hp: int = None,
                 temp_hp: int = 0,
                 creature_type: str = None):
        if stats is None:
            stats = BaseStats.default()
        if levels is None:
            levels = Levels()
        if attacks is None:
            attacks = AttackList()
        if skills is None:
            skills = Skills.default(stats)
        if saves is None:
            saves = Saves.default(stats)
        if resistances is None:
            resistances = Resistances()
        if spellbook is None:
            spellbook = Spellbook()
        if hp is None:
            hp = max_hp

        # ===== static =====
        # all actors have a name
        self._name = name
        # ability scores
        self._stats = stats
        # at least a total level
        self._levels = levels
        # attacks - list of automation actions
        self._attacks = attacks
        # skill profs/saving throws
        self._skills = skills
        self._saves = saves
        # defensive resistances
        self._resistances = resistances
        # assigned by combatant type
        self._creature_type = creature_type

        # ===== dynamic =====
        # hp/ac
        self._ac = ac
        self._max_hp = max_hp
        self._hp = hp
        self._temp_hp = temp_hp

        # spellbook
        self._spellbook = spellbook
Example #3
0
def migrate_monster(old_monster):
    def spaced_to_camel(spaced):
        return re.sub(r"\s+(\w)", lambda m: m.group(1).upper(), spaced.lower())

    for old_key in ('raw_saves', 'raw_skills'):
        if old_key in old_monster:
            del old_monster[old_key]

    if 'spellcasting' in old_monster and old_monster['spellcasting']:
        old_spellcasting = old_monster.pop('spellcasting')
        old_monster['spellbook'] = Spellbook(
            {}, {}, [SpellbookSpell(s) for s in old_spellcasting['spells']],
            old_spellcasting['dc'], old_spellcasting['attackBonus'],
            old_spellcasting['casterLevel']).to_dict()
    else:
        old_monster['spellbook'] = Spellbook({}, {}, []).to_dict()

    base_stats = BaseStats(0, old_monster.pop('strength'),
                           old_monster.pop('dexterity'),
                           old_monster.pop('constitution'),
                           old_monster.pop('intelligence'),
                           old_monster.pop('wisdom'),
                           old_monster.pop('charisma'))
    old_monster['ability_scores'] = base_stats.to_dict()

    old_saves = old_monster.pop('saves')
    saves = Saves.default(base_stats)
    save_updates = {}
    for save, value in old_saves.items():
        if value != saves[save]:
            save_updates[save] = value
    saves.update(save_updates)
    old_monster['saves'] = saves.to_dict()

    old_skills = old_monster.pop('skills')
    skills = Skills.default(base_stats)
    skill_updates = {}
    for skill, value in old_skills.items():
        name = spaced_to_camel(skill)
        if value != skills[name]:
            skill_updates[name] = value
    skills.update(skill_updates)
    old_monster['skills'] = skills.to_dict()

    new_monster = Monster.from_bestiary(old_monster)
    return new_monster
Example #4
0
def _monster_factory(data, bestiary_name):
    ability_scores = BaseStats(data['stats']['proficiencyBonus'] or 0,
                               data['stats']['abilityScores']['strength'] or 10,
                               data['stats']['abilityScores']['dexterity'] or 10,
                               data['stats']['abilityScores']['constitution'] or 10,
                               data['stats']['abilityScores']['intelligence'] or 10,
                               data['stats']['abilityScores']['wisdom'] or 10,
                               data['stats']['abilityScores']['charisma'] or 10)
    cr = {0.125: '1/8', 0.25: '1/4', 0.5: '1/2'}.get(data['stats']['challengeRating'],
                                                     str(data['stats']['challengeRating']))
    num_hit_die = data['stats']['numHitDie']
    hit_die_size = data['stats']['hitDieSize']
    con_by_level = num_hit_die * ability_scores.get_mod('con')
    hp = floor(((hit_die_size + 1) / 2) * num_hit_die) + con_by_level
    hitdice = f"{num_hit_die}d{hit_die_size} + {con_by_level}"

    proficiency = data['stats']['proficiencyBonus']
    if proficiency is None:
        raise ExternalImportError(f"Monster's proficiency bonus is nonexistent ({data['name']}).")

    skills = Skills.default(ability_scores)
    skill_updates = {}
    for skill in data['stats']['skills']:
        name = spaced_to_camel(skill['name'])
        if skill['proficient']:
            mod = skills[name].value + proficiency
        else:
            mod = skill.get('value')
        if mod is not None:
            skill_updates[name] = mod
    skills.update(skill_updates)

    saves = Saves.default(ability_scores)
    save_updates = {}
    for save in data['stats']['savingThrows']:
        name = save['ability'].lower() + 'Save'
        if save['proficient']:
            mod = saves.get(name).value + proficiency
        else:
            mod = save.get('value')
        if mod is not None:
            save_updates[name] = mod
    saves.update(save_updates)

    attacks = []
    traits, atks = parse_critterdb_traits(data, 'additionalAbilities')
    attacks.extend(atks)
    actions, atks = parse_critterdb_traits(data, 'actions')
    attacks.extend(atks)
    reactions, atks = parse_critterdb_traits(data, 'reactions')
    attacks.extend(atks)
    legactions, atks = parse_critterdb_traits(data, 'legendaryActions')
    attacks.extend(atks)

    attacks = AttackList.from_dict(attacks)
    spellcasting = parse_critterdb_spellcasting(traits, ability_scores)

    resistances = Resistances.from_dict(dict(vuln=data['stats']['damageVulnerabilities'],
                                             resist=data['stats']['damageResistances'],
                                             immune=data['stats']['damageImmunities']))

    return Monster(name=data['name'], size=data['stats']['size'], race=data['stats']['race'],
                   alignment=data['stats']['alignment'],
                   ac=data['stats']['armorClass'], armortype=data['stats']['armorType'], hp=hp, hitdice=hitdice,
                   speed=data['stats']['speed'], ability_scores=ability_scores, saves=saves, skills=skills,
                   senses=', '.join(data['stats']['senses']), resistances=resistances, display_resists=resistances,
                   condition_immune=data['stats']['conditionImmunities'], languages=data['stats']['languages'], cr=cr,
                   xp=data['stats']['experiencePoints'], traits=traits, actions=actions, reactions=reactions,
                   legactions=legactions, la_per_round=data['stats']['legendaryActionsPerRound'],
                   attacks=attacks, proper=data['flavor']['nameIsProper'], image_url=data['flavor']['imageUrl'],
                   spellcasting=spellcasting, homebrew=True, source=bestiary_name)
Example #5
0
    def __init__(self,
                 name: str,
                 size: str,
                 race: str,
                 alignment: str,
                 ac: int,
                 armortype: str,
                 hp: int,
                 hitdice: str,
                 speed: str,
                 ability_scores: BaseStats,
                 cr: str,
                 xp: int,
                 passiveperc: int = None,
                 senses: str = '',
                 vuln: list = None,
                 resist: list = None,
                 immune: list = None,
                 condition_immune: list = None,
                 saves: Saves = None,
                 skills: Skills = None,
                 languages: list = None,
                 traits: list = None,
                 actions: list = None,
                 reactions: list = None,
                 legactions: list = None,
                 la_per_round=3,
                 srd=True,
                 source='homebrew',
                 attacks: AttackList = None,
                 proper: bool = False,
                 image_url: str = None,
                 spellcasting=None,
                 page=None,
                 display_resists: Resistances = None,
                 **_):
        if vuln is None:
            vuln = []
        if resist is None:
            resist = []
        if immune is None:
            immune = []
        if condition_immune is None:
            condition_immune = []
        if saves is None:
            saves = Saves.default(ability_scores)
        if skills is None:
            skills = Skills.default(ability_scores)
        if languages is None:
            languages = []
        if traits is None:
            traits = []
        if actions is None:
            actions = []
        if reactions is None:
            reactions = []
        if legactions is None:
            legactions = []
        if attacks is None:
            attacks = AttackList()
        if spellcasting is None:
            spellcasting = Spellbook({}, {}, [])
        if passiveperc is None:
            passiveperc = 10 + skills.perception.value

        try:
            levels = Levels({"Monster": spellcasting.caster_level or int(cr)})
        except ValueError:
            levels = None

        resistances = Resistances(vuln=vuln, resist=resist, immune=immune)

        super(Monster, self).__init__(name=name,
                                      stats=ability_scores,
                                      attacks=attacks,
                                      skills=skills,
                                      saves=saves,
                                      resistances=resistances,
                                      spellbook=spellcasting,
                                      ac=ac,
                                      max_hp=hp,
                                      levels=levels)
        self.size = size
        self.race = race
        self.alignment = alignment
        self.armortype = armortype
        self.hitdice = hitdice
        self.speed = speed
        self.cr = cr
        self.xp = xp
        self.passive = passiveperc
        self.senses = senses
        self.condition_immune = condition_immune
        self.languages = languages
        self.traits = traits
        self.actions = actions
        self.reactions = reactions
        self.legactions = legactions
        self.la_per_round = la_per_round
        self.srd = srd
        self.source = source
        self.proper = proper
        self.image_url = image_url
        self.page = page  # this should really be by source, but oh well
        # resistances including notes, e.g. "Bludgeoning from nonmagical weapons"
        self._displayed_resistances = display_resists or resistances
Example #6
0
    def from_data(cls, data):
        # print(f"Parsing {data['name']}")
        _type = parse_type(data['type'])
        alignment = parse_alignment(data['alignment'])
        speed = parse_speed(data['speed'])
        ac = data['ac']['ac']
        armortype = data['ac'].get('armortype') or None
        if not 'special' in data['hp']:
            hp = data['hp']['average']
            hitdice = data['hp']['formula']
        else:
            hp = 0
            hitdice = data['hp']['special']
        scores = BaseStats(0, data['str'] or 10, data['dex'] or 10, data['con']
                           or 10, data['int'] or 10, data['wis'] or 10,
                           data['cha'] or 10)
        if isinstance(data['cr'], dict):
            cr = data['cr']['cr']
        else:
            cr = data['cr']

        # resistances
        vuln = parse_resists(data['vulnerable'],
                             notated=False) if 'vulnerable' in data else None
        resist = parse_resists(data['resist'],
                               notated=False) if 'resist' in data else None
        immune = parse_resists(data['immune'],
                               notated=False) if 'immune' in data else None

        display_resists = Resistances(*[
            parse_resists(data.get(r))
            for r in ('resist', 'immune', 'vulnerable')
        ])

        condition_immune = data.get('conditionImmune',
                                    []) if 'conditionImmune' in data else None

        languages = data.get('languages',
                             '').split(', ') if 'languages' in data else None

        traits = [Trait(t['name'], t['text']) for t in data.get('trait', [])]
        actions = [Trait(t['name'], t['text']) for t in data.get('action', [])]
        legactions = [
            Trait(t['name'], t['text']) for t in data.get('legendary', [])
        ]
        reactions = [
            Trait(t['name'], t['text']) for t in data.get('reaction', [])
        ]

        skills = Skills.default(scores)
        skills.update(data['skill'])

        saves = Saves.default(scores)
        saves.update(data['save'])

        scores.prof_bonus = _calc_prof(scores, saves, skills)

        source = data['source']
        proper = bool(data.get('isNamedCreature') or data.get('isNPC'))

        attacks = AttackList.from_dict(data.get('attacks', []))
        spellcasting = data.get('spellcasting', {})
        spells = [SpellbookSpell(s) for s in spellcasting.get('spells', [])]
        spellbook = Spellbook({}, {}, spells, spellcasting.get('dc'),
                              spellcasting.get('attackBonus'),
                              spellcasting.get('casterLevel', 1))

        return cls(data['name'],
                   parsesize(data['size']),
                   _type,
                   alignment,
                   ac,
                   armortype,
                   hp,
                   hitdice,
                   speed,
                   scores,
                   cr,
                   xp_by_cr(cr),
                   data['passive'],
                   data.get('senses', ''),
                   vuln,
                   resist,
                   immune,
                   condition_immune,
                   saves,
                   skills,
                   languages,
                   traits,
                   actions,
                   reactions,
                   legactions,
                   3,
                   data.get('srd', False),
                   source,
                   attacks,
                   spellcasting=spellbook,
                   page=data.get('page'),
                   proper=proper,
                   display_resists=display_resists)
Example #7
0
 def new(cls, name: str, controller_id: str, init: int, init_skill: Skill, max_hp: int, ac: int, private: bool,
         resists: Resistances, ctx, combat):
     skills = Skills.default()
     skills.update({"initiative": init_skill})
     return cls(ctx, combat, name, controller_id, private, init, resistances=resists, skills=skills,
                max_hp=max_hp, ac=ac)