Exemple #1
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    def __init__(self, owner: str, upstream: str, active: bool,
                 sheet_type: str, import_version: int, name: str,
                 description: str, image: str, stats: dict, levels: dict,
                 attacks: list, skills: dict, resistances: dict, saves: dict,
                 ac: int, max_hp: int, hp: int, temp_hp: int, cvars: dict,
                 options: dict, overrides: dict, consumables: list,
                 death_saves: dict, spellbook: dict, live, race: str,
                 background: str, **kwargs):
        if kwargs:
            log.warning(f"Unused kwargs: {kwargs}")
        # sheet metadata
        self._owner = owner
        self._upstream = upstream
        self._active = active
        self._sheet_type = sheet_type
        self._import_version = import_version

        # main character info
        self.name = name
        self._description = description
        self._image = image
        self.stats = BaseStats.from_dict(stats)
        self.levels = Levels.from_dict(levels)
        self._attacks = [Attack.from_dict(atk) for atk in attacks]
        self.skills = Skills.from_dict(skills)
        self.resistances = Resistances.from_dict(resistances)
        self.saves = Saves.from_dict(saves)

        # hp/ac
        self.ac = ac
        self.max_hp = max_hp
        self._hp = hp
        self._temp_hp = temp_hp

        # customization
        self.cvars = cvars
        self.options = CharOptions.from_dict(options)
        self.overrides = ManualOverrides.from_dict(overrides)

        # ccs
        self.consumables = [
            CustomCounter.from_dict(self, cons) for cons in consumables
        ]
        self.death_saves = DeathSaves.from_dict(death_saves)

        # spellbook
        spellbook = Spellbook.from_dict(spellbook)
        super(Character, self).__init__(spellbook)

        # live sheet integrations
        self._live = live
        integration = INTEGRATION_MAP.get(live)
        if integration:
            self._live_integration = integration(self)
        else:
            self._live_integration = None

        # misc research things
        self.race = race
        self.background = background
Exemple #2
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 def from_bestiary(cls, data):
     for key in ('traits', 'actions', 'reactions', 'legactions'):
         data[key] = [Trait(**t) for t in data.pop(key)]
     data['spellcasting'] = Spellbook.from_dict(data.pop('spellbook'))
     data['saves'] = Saves.from_dict(data['saves'])
     data['skills'] = Skills.from_dict(data['skills'])
     data['ability_scores'] = BaseStats.from_dict(data['ability_scores'])
     return cls(**data)
Exemple #3
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    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']

        vuln = parse_resists(data['vulnerable']) if 'vulnerable' in data else None
        resist = parse_resists(data['resist']) if 'resist' in data else None
        immune = parse_resists(data['immune']) if 'immune' in data else None
        condition_immune = data.get('conditionImmune', []) if 'conditionImmune' in data else None

        raw_resists = {
            "vuln": parse_resists(data['vulnerable'], False) if 'vulnerable' in data else [],
            "resist": parse_resists(data['resist'], False) if 'resist' in data else [],
            "immune": parse_resists(data['immune'], False) if 'immune' in data else []
        }

        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'])

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

        attacks = 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, raw_resists=raw_resists)
Exemple #4
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 def from_dict(cls, raw, ctx, combat):
     if raw['saves']:
         saves = Saves.from_dict(raw['saves'])
     else:
         saves = None
     inst = cls(raw['name'], raw['controller'], raw['init'], raw['mod'], raw['hpMax'], raw['hp'], raw['ac'],
                raw['private'], raw['resists'], raw['attacks'], saves, ctx, combat,
                index=raw['index'], notes=raw['notes'], effects=[], group=raw['group'],  # begin backwards compatibility
                temphp=raw.get('temphp'), spellbook=Spellbook.from_dict(raw.get('spellbook', {})))
     inst._effects = [Effect.from_dict(e, combat, inst) for e in raw['effects']]
     return inst
Exemple #5
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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
Exemple #6
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 def saves(self):
     return self._saves or Saves.default()
Exemple #7
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 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: list = None, proper: bool = False,
              image_url: str = None, spellcasting=None, page=None, raw_resists: dict = 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 = []
     if spellcasting is None:
         spellcasting = Spellbook({}, {}, [])
     if passiveperc is None:
         passiveperc = 10 + skills.perception.value
     if raw_resists is None:
         raw_resists = {}
     self.name = name
     self.size = size
     self.race = race
     self.alignment = alignment
     self.ac = ac
     self.armortype = armortype
     self.hp = hp
     self.hitdice = hitdice
     self.speed = speed
     self.ability_scores = ability_scores
     self.cr = cr
     self.xp = xp
     self.passive = passiveperc
     self.senses = senses
     self.vuln = vuln
     self.resist = resist
     self.immume = immune
     self.condition_immune = condition_immune
     self.saves = saves
     self.skills = skills
     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.attacks = attacks
     self.proper = proper
     self.image_url = image_url
     self.spellbook = spellcasting
     self.page = page  # this should really be by source, but oh well
     self.raw_resists = raw_resists
Exemple #8
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    def from_critterdb(cls, data):
        ability_scores = BaseStats(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 errors.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)

        traits = parse_critterdb_traits(data, 'additionalAbilities')
        actions = parse_critterdb_traits(data, 'actions')
        reactions = parse_critterdb_traits(data, 'reactions')
        legactions = parse_critterdb_traits(data, 'legendaryActions')

        attacks = []
        for atk_src in (traits, actions, reactions, legactions):
            for trait in atk_src:
                attacks.extend(trait.attacks)

        resists = {
            "resist": data['stats']['damageResistances'],
            "immune": data['stats']['damageImmunities'],
            "vuln": data['stats']['damageVulnerabilities']
        }

        spellcasting = parse_critterdb_spellcasting(traits)

        return cls(data['name'], data['stats']['size'], data['stats']['race'], data['stats']['alignment'],
                   data['stats']['armorClass'], data['stats']['armorType'], hp, hitdice, data['stats']['speed'],
                   ability_scores, cr, data['stats']['experiencePoints'], None,
                   ', '.join(data['stats']['senses']), data['stats']['damageVulnerabilities'],
                   data['stats']['damageResistances'], data['stats']['damageImmunities'],
                   data['stats']['conditionImmunities'], saves, skills,
                   data['stats']['languages'], traits, actions, reactions, legactions,
                   data['stats']['legendaryActionsPerRound'], True, 'homebrew', attacks,
                   data['flavor']['nameIsProper'], data['flavor']['imageUrl'], raw_resists=resists,
                   spellcasting=spellcasting)