Esempio n. 1
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def test_get_monster_sets():
    mm = MonsterManual()
    sets = mm.get_monster_sets(any_tags=['evil', 'forest'],
                               all_tags=['humanoid'],
                               none_tags=['human'])
    desired = ['forest goblins', 'yuan-ti', 'gnolls', 'drow']
    undesired = ['bandits', 'cult of obox-ob', 'blights', 'bullywugs']
    assert all([set_ in sets for set_ in desired])
    assert not any(set_ in sets for set_ in undesired)
Esempio n. 2
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def test_exclude_monster_set_by_tags():
    mm = MonsterManual()
    desired_tags = ['dungeon-explorer']
    sets = mm.get_monster_set_by_tags(desired_tags, any_or_all=any)
    assert ('goblins' in sets)
    assert ('cult of baphomet' in sets)
    undesired_tags = ['human']
    sets = mm.get_monster_set_by_tags(undesired_tags,
                                      monster_sets=sets,
                                      any_or_all=any,
                                      exclude=True)
    assert ('goblins' in sets)
    assert ('cult of baphomet' not in sets)
Esempio n. 3
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 def __init__(self, level, terrain, history, tags, random_state=None):
     self.level = level
     self.terrain = terrain
     self.history = history
     self.tags = history + [terrain] + tags
     self.other_features = {}
     if random_state is None:
         self.random_state = Random()
     else:
         self.random_state = random_state
     possible_features = terrain_features[terrain]
     for era in self.history:
         possible_features += history_features[era]
     self.features = self.random_state.sample(possible_features, 3)
     possible_places = [
         place for place in places if self.possible_place(place)
     ]
     n = self.random_state.randint(2, 3)
     self.monster_manual = MonsterManual(terrain=self.terrain)
     self.places = [
         self.make_place(place)
         for place in self.random_state.sample(possible_places, n)
     ]
     if self.random_state.randint(1, 6) >= 5:
         self.other_features['NPC'] = NPC(
             random_state=self.random_state).details()
Esempio n. 4
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 def __init__(self,
              terrain=None,
              all_tags=None,
              none_tags=None,
              any_tags=None,
              level=None,
              monster_set=None):
     self.mm = MonsterManual(terrain=terrain)
     if monster_set is None:
         sets = self.mm.get_monster_sets(all_tags=all_tags,
                                         none_tags=none_tags,
                                         any_tags=any_tags,
                                         level=level)
         monster_set = random.choice(sets)
     self.monster_set = monster_set
     self.source = EncounterSource(encounter_level=level,
                                   monster_sets=[self.monster_set])
 def __init__(self, level, layout, terrain=None, random_state=None):
     if random_state is None:
         self.random_state = Random()
     else:
         self.random_state = random_state
     self.level = level
     self.layout = layout
     self.encounter_sources = {}
     self.encounters = {}
     self.signs = {}
     treasure = RawHoardSource(
         level, random_state=self.random_state).get_treasure()
     self.treasure_manager = TreasureManager(treasure,
                                             random_state=self.random_state)
     self.terrain = terrain
     self.monster_manual = MonsterManual(terrain=terrain)
     self.events = []
     self.name_generator = NameGenerator(random_state=self.random_state)
     self.wandering_monsters = {}
 def add_encounter_source(self,
                          source_name,
                          monster_set,
                          event_description,
                          wandering=False):
     logger.debug('Adding encounter source %s (%s)' %
                  (source_name, monster_set))
     encounter_source = EncounterSource(
         encounter_level=self.level,
         monster_sets=[monster_set],
         supplied_monster_manual=MonsterManual(terrain=self.terrain),
         random_state=self.random_state)
     self.encounter_sources[source_name] = encounter_source
     self.encounters[source_name] = 0
     self.signs[source_name] = []
     self.add_event(source_name,
                    event_description,
                    monster_set,
                    wandering=wandering)
Esempio n. 7
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 def template_from_monster_set(self, monster_set):
     dummy_manager = MonsterManual()
     potentials = []
     for bunch in template_bunches[self.base_type]:
         sets = []
         i = 1
         while len(sets) == 0 and i <= len(bunch):
             template = bunch[-i]
             sets = template(
                 None, dummy_manager,
                 random_state=self.random_state).get_monster_sets()
             if monster_set in sets:
                 potentials.append((bunch, i))
             i += 1
     if len(potentials) > 0:
         return self.random_state.choice(potentials)
     else:
         sets = self.random_state.choice(template_bunches[self.base_type])
         if sets[-1] == ExplorerTemplate:
             return (sets, 1)
         else:
             return (sets + [ExplorerTemplate], 1)
Esempio n. 8
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class PlacePopulator:
    def __init__(self,
                 terrain=None,
                 all_tags=None,
                 none_tags=None,
                 any_tags=None,
                 level=None,
                 monster_set=None):
        self.mm = MonsterManual(terrain=terrain)
        if monster_set is None:
            sets = self.mm.get_monster_sets(all_tags=all_tags,
                                            none_tags=none_tags,
                                            any_tags=any_tags,
                                            level=level)
            monster_set = random.choice(sets)
        self.monster_set = monster_set
        self.source = EncounterSource(encounter_level=level,
                                      monster_sets=[self.monster_set])

    def apply(self, graph):
        for node, data in graph.nodes(data=True):
            if random.randint(1, 6) >= 5:
                data["signs"] = self.source.get_sign()
                data["encounter"] = self.source.get_encounter()
Esempio n. 9
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def use_real_monster_manual():
    global monster_manual
    monster_manual = MonsterManual()
Esempio n. 10
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def test_get_monster_set_level():
    mm = MonsterManual()
class DungeonManager:
    def __init__(self, level, layout, terrain=None, random_state=None):
        if random_state is None:
            self.random_state = Random()
        else:
            self.random_state = random_state
        self.level = level
        self.layout = layout
        self.encounter_sources = {}
        self.encounters = {}
        self.signs = {}
        treasure = RawHoardSource(
            level, random_state=self.random_state).get_treasure()
        self.treasure_manager = TreasureManager(treasure,
                                                random_state=self.random_state)
        self.terrain = terrain
        self.monster_manual = MonsterManual(terrain=terrain)
        self.events = []
        self.name_generator = NameGenerator(random_state=self.random_state)
        self.wandering_monsters = {}

    def add_encounter_source(self,
                             source_name,
                             monster_set,
                             event_description,
                             wandering=False):
        logger.debug('Adding encounter source %s (%s)' %
                     (source_name, monster_set))
        encounter_source = EncounterSource(
            encounter_level=self.level,
            monster_sets=[monster_set],
            supplied_monster_manual=MonsterManual(terrain=self.terrain),
            random_state=self.random_state)
        self.encounter_sources[source_name] = encounter_source
        self.encounters[source_name] = 0
        self.signs[source_name] = []
        self.add_event(source_name,
                       event_description,
                       monster_set,
                       wandering=wandering)

    def add_special_encounter_source(self, source_name, encounter_source):
        logger.debug('Adding special encounter source %s' % (source_name))
        self.encounter_sources[source_name] = encounter_source
        self.encounters[source_name] = 0
        self.signs[source_name] = []

    def add_event(self,
                  source_name,
                  description,
                  monster_set,
                  wandering=False):
        logger.debug('Adding event for source %s (%s)' %
                     (source_name, monster_set))
        event = {
            'event': description,
            'monster_set': monster_set,
            'source_name': source_name
        }
        self.events.append(event)
        if wandering:
            self.wandering_monsters[source_name] = monster_set

    def get_encounter(self, source_name, **kwargs):
        logger.debug('Getting encouter from encounter source %s' %
                     (source_name))
        encounter = self.encounter_sources[source_name].get_encounter(**kwargs)
        if encounter.get('success'):
            self.encounters[source_name] += 1
            encounter['source name'] = source_name
            return encounter
        else:
            return None

    def delete_encounter(self, encounter):
        logger.debug('Deleting encouter from encounter source %s' %
                     (encounter.get('source name')))
        source_name = encounter.get('source name')
        self.encounters[source_name] -= 1

    def get_sign(self, source_name):
        logger.debug('Getting sign from encounter source %s' % (source_name))
        sign = Sign(self.encounter_sources[source_name].get_sign())
        self.signs[source_name].append(sign)
        return sign

    def delete_signs(self, source_name):
        logger.debug('Deleting sign from encounter source %s' % (source_name))
        for sign in self.signs[source_name]:
            sign.delete()

    def __enter__(self, *args):
        return self

    def get_treasure(self, shares=1):
        return self.treasure_manager.get_treasure(shares)

    def delete_treasure(self, treasure_to_delete):
        self.treasure_manager.delete_treasure(treasure_to_delete)

    def get_monster_sets(self, **kwargs):
        return self.monster_manual.get_monster_sets(**kwargs)

    def parse_event(self, event):
        text = event['event']
        monster_set = event['monster_set']
        return f'{text}: ({monster_set})'

    def __exit__(self, eType, eValue, eTrace):
        logger.debug('Exiting dungeon manager')
        for source_name in self.encounter_sources:
            if self.encounters[source_name] == 0:
                self.delete_signs(source_name)
        wandering = []
        for source_name, set_name in self.wandering_monsters.items():
            if self.encounters[source_name] > 0:
                wandering.append(set_name)
        self.layout.wandering_monster_table = WanderingMonsters(
            self.level, wandering, random_state=self.random_state).table
        self.layout.name = self.name_generator.dungeon_name(
            self.layout.purpose, terrain=self.terrain)
        self.layout.terrain = self.terrain
        self.layout.events = [
            self.parse_event(event) for event in self.events
            if event['source_name'] == 'special'
            or self.encounters[event['source_name']] > 0
        ]
        self.layout.level = self.level
Esempio n. 12
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def test_get_monster_set_by_tags():
    mm = MonsterManual()
    tags = ['savage', 'dungeon-explorer']
    sets = mm.get_monster_set_by_tags(tags, any_or_all=all)
    desired = ['bugbears', 'orcs', 'goblins', 'gnolls', 'kobolds']
    assert all(set_ in sets for set_ in desired)
Esempio n. 13
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def new_monster_manual(terrain):
    global monster_manual
    monster_manual = MonsterManual(terrain)
Esempio n. 14
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from monster_manual.monster_manual import MonsterManual
from tests.mocks.mock_monster_list import MockMonsterManual

monster_manual = MonsterManual()


def use_mock_monster_manual():
    global monster_manual
    monster_manual = MockMonsterManual()


def use_real_monster_manual():
    global monster_manual
    monster_manual = MonsterManual()


def new_monster_manual(terrain):
    global monster_manual
    monster_manual = MonsterManual(terrain)
Esempio n. 15
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def test_appropriate_level():
    mm = MonsterManual()
Esempio n. 16
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def test_get_tags():
    mm = MonsterManual()
Esempio n. 17
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def test_specify_terrain():
    mm = MonsterManual(terrain='forest')
Esempio n. 18
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def test_get_sings():
    mm = MonsterManual()