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path: root/parser/scrapeToJson.py
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#!/usr/bin/env python3

import json
import re
import utils

def processMonster(data, weapons, armors, spells):
    names2names = {'ac': 'Armor Class', 'hp': 'Hit Points', 'speed': 'Speed', 'saves': 'Saving Throws', 'd_resistances': 'Damage Resistances?', 'd_vulnerabilities': 'Damage Vulnerabilities', 'd_immunities': 'Damage Immunities', 'c_immunities': 'Condition Immunities', 'senses': 'Senses', 'langs': 'Languages', 'skills': 'Skills'}
    desc = {'entry': 'creatures'}
    for name in names2names:
        m = re.search('(\*\*{}\.?\*\*)(.*)'.format(names2names[name]), data)
        if m:
            desc[name] = m.group(2).strip()
        else:
            desc[name] = ""
    for name in ['d_resistances', 'd_vulnerabilities', 'd_immunities', 'c_immunities']:
        # Formatted a, b, c[; d, e, and f from nonmagical attacks[ that aren't g]]
        # Blerg. Also can be "not made with g weapons"
        # Maybe without the a, b, c part
        parts = [desc[name]]
        if '; ' in desc[name]:
            parts = desc[name].split('; ')
        desc[name] = []
        for part in parts:
            part = part.strip().lower()
            # Look for "nonmagical", and "that aren't x"
            qualifiers = []
            if 'nonmagical' in part:
                qualifiers.append('nonmagical')
            if 'that aren\'t' in part:
                qualifiers.append('non-' + re.search('(?<=that aren\'t ).*$', part).group(0))
            if 'not made with ' in part:
                qualifiers.append('non-' + re.search('(?<=not made with )\w*', part).group(0))
            for typ in re.findall('([a-z]+(?=,)|^[a-z]+$|(?<=, )[a-z]+$|(?<=and )[a-z]+(?= from)|(?<=and )[a-z]+(?= \(from))', part):
                desc[name].append({'type': typ, 'qualifiers': qualifiers})
    # Calc things about hp
    hitdieMatch = re.search('(\d+)d(\d+)', desc['hp'])
    desc['hit_die_count'] = int(hitdieMatch.group(1))
    desc['hit_die_sides'] = int(hitdieMatch.group(2))
    del desc['hp']
    desc['name'] = re.search('(?<=name: ).*', data).group(0).strip()
    desc['type'] = re.search('(?<=type: ).*', data).group(0).strip()
    desc['cr'] = float(re.search('(?<=cr: ).*', data).group(0).strip())
    description = re.search('(?<=_).*(?=_)', data).group(0).strip()
    desc['size'] = description.split(' ')[0]
    desc['alignment'] = description.split(', ')[-1]
    desc['stats'] = {ability: int(score.strip().split(' ')[0]) for ability, score in zip(['str', 'dex', 'con', 'int', 'wis', 'cha'], re.findall('(?<=\|) *\d.*?(?=\|)', data))}
    def getBonus(ability):
        return (desc['stats'][ability] - 10) // 2
    desc['inventory'] = [] # Fill with weapons and armor
    desc['observant'] = False # maybe set to true later
    # Add a few null-valued items that will be set when the creature is first generated
    desc['givenName'] = 'NAME'
    desc['hpMax'] = -1
    desc['hp'] = -1
    # Modify ac stuff
    desc['natural_armor'] = {'name': '', 'bonus': 0}
    correctAC = int(desc['ac'].split(' ')[0] if ' ' in desc['ac'] else desc['ac'])
    natural = ''
    armorBonus = 0
    armor = re.search('(?<=\().*(?=\))', desc['ac'])
    if armor:
        armor = armor.group(0).lower()
        if ',' in armor:
            armor = armor.split(',')
        else:
            armor = [armor]
        for a in armor:
            a = a.strip()
            # If it has "armor" in it, remove that
            a = re.search('^(.*?)(?: armor)?$', a).group(1)
            #print('Working with {}'.format(a))
            if a == 'natural' or a == 'patchwork' or 'scraps' in a:
                natural = a
                continue
            if 'with' in a:
                continue
            # Search for it in armors
            found = False
            for armorDict in armors:
                if armorDict['name'] == a:
                    found = True
                    bonus = armorDict['ac']
                    typ = armorDict['armor_type']
                    #desc['inventory'].append(armorDict)
                    desc['inventory'].append({'entry': 'item', 'name': a, 'type': 'armor', 'text': '{} armor'.format(a)})
                    break
            if not found:
                print('Cound not identify armor: {}'.format(a))
                continue
            #else:
            #    print('Found {} armor {} (bonus = {})'.format(typ, name, bonus))
            if typ == 'light':
                armorBonus = bonus + getBonus('dex')
            elif typ == 'medium':
                armorBonus = bonus + min(2, getBonus('dex'))
            elif typ == 'heavy':
                armorBonus = bonus
            elif typ == 'misc' or typ == 'shield':
                armorBonus += bonus
    if armorBonus == 0 and not natural: # Got through all that and came up dry
        armorBonus = 10 + getBonus('dex')
    if natural:
        desc['natural_armor'] = {'name': natural, 'bonus': correctAC - armorBonus}
    elif armorBonus != correctAC:
        print('Got a bad result for {}: armor string is {}, but we calculated {}'.format(desc['name'], desc['ac'], armorBonus))
    del desc['ac']

    # Search for a description section
    desc['text'] = ''
    description = re.search('(?s)(?<={}).*?(?=###|$)'.format('### Description'), data)
    if description:
        desc['text'] = description.group(0).strip()

    # Next do sections
    names2sectHeads = {'feature': '\*\*Challenge\*\*', 'action': '### Actions', 'legendary_action': '### Legendary Actions', 'reaction': '### Reactions'}
    # We put them all in "features" list
    desc['features'] = []
    for name in names2sectHeads:
        section = re.search('(?s)(?<={}).*?(?=###|$)'.format(names2sectHeads[name]), data)
        if section:
            # There might be a special section text as the first new line after the header
            #text = re.match('(?s)(\s*\w[^\*].*?)([\r\n]+[\*#]|$)', '\n'.join(section.group(0).split('\n')[1:]))
            #if text and re.search('\w', text.group(1)):
            #    desc[name]['_text'] = text.group(1).strip()
            for m in re.findall('(?s)\n\*\*(.*?)\.?\*\*(.*?)(?=\n\*\*|$)', section.group(0)):
                desc['features'].append({'entry': 'feature', 'name': m[0].lower(), 'text': m[1].strip(), 'type': name})
    # Next, simplify and codify a few things
    # Guess the proficiency bonus
    desc['prof'] = int(max(0, (desc['cr']-1) // 4) + 2)
    # Now convert skills, saves, and attacks to be based on proficiency and abilities rather than raw numbers
    skillStr = desc['skills']
    desc['skills'] = {} # Map skill to plurality of proficiency
    if skillStr:
        for skill in skillStr.split(','):
            skillName, skillBonus, ability = utils.procSkill(skill)
            abilityBonus = getBonus(ability)
            profTimes = (skillBonus - abilityBonus) / desc['prof']
            if round(profTimes) != profTimes:
                print('Things came out funny for {}; skill {} has bonus {}, but proficiency is {} and the relevant ability ({}) gets {}'.format(desc['name'], skillName, skillBonus, desc['prof'], ability, getBonus(ability)))
            desc['skills'][skillName] = round(profTimes)
    savesStr = desc['saves']
    desc['saves'] = []
    if savesStr:
        for save in savesStr.split(', '):
            ability = save.split(' ')[0].lower()
            if int(save.split('+')[1]) != getBonus(ability) + desc['prof']:
                print('Things came out funny for {}; {} save has bonus {}, but proficiency is {} and the relevant ability ({}) gets {}'.format(desc['name'], ability, int(save.split('+')[1]), desc['prof'], ability, getBonus(ability)))
            desc['saves'].append(ability)
    for action in desc['features']:
        if re.match('.*Attack:', action['text']):
            action['type'] = 'attack'
            #toHit = int(re.search('\+(\d+) to hit', action['text']).group(1))
            #selectedAbility = None
            #for ability in ['str', 'dex', 'int', 'wis', 'cha', 'con']:
            #    if desc['prof'] + getBonus(ability) == toHit:
            #        selectedAbility = ability
            #        break
            #if not selectedAbility:
            #    print('Cannot find relevant ability for {}, proficiency = {}'.format(desc['name'], desc['prof']))
            #    continue
            #action['details']['ability'] = selectedAbility
            details = {}
            details['range'] = [0, 0]
            details['reach'] = 0
            for rangereach in ['range', 'reach']:
                #rangeMatch = re.search('{} (\d+(?:/\d+)?) ft'.format(rangereach), action['text'])
                rangeMatch = re.search('{} ([^,]*),'.format(rangereach), action['text'])
                if rangeMatch:
                    distance = rangeMatch.group(1)
                    if '/' in distance and rangereach == 'range':
                        distance = [int(part.split('ft')[0].strip()) for part in distance.split('/')]
                    else:
                        distance = int(distance.split('ft')[0].strip())
                        if rangereach == 'range':
                            distance = [distance, distance]
                    details[rangereach] = distance
            details['properties'] = []
            details['damage'] = []
            # It could be something like "1 piecring damage" (see sprite).
            dmgSection = re.search('_Hit:_ .*?\.', action['text']).group(0)
            for dmgMatch in re.findall('(?:plus |or )?\d+(?: \(\d+d\d+[\+− \d]*\))? [a-z]* damage', dmgSection):
                isOr = dmgMatch.split(' ')[0] == 'or'
                if re.match('\d+ [a-z]* damage', dmgMatch):
                    details['damage'].append({
                        'dmg_die_count': int(dmgMatch.split(' ')[0]),
                        'dmg_die_sides': int(dmgMatch.split(' ')[0]),
                        'dmg_type': re.search('[a-z]+(?= damage)', dmgMatch).group(0),
                        'is_or': isOr # Always false
                        })
                else:
                    toAppend = {
                        'dmg_die_count': int(re.search('\d+(?=d\d)', dmgMatch).group(0)),
                        'dmg_die_sides': int(re.search('(?<=\dd)\d+', dmgMatch).group(0)),
                        'dmg_type': re.search('[a-z]+(?= damage)', dmgMatch).group(0),
                        'is_or': isOr
                        }
                    if isOr and toAppend['dmg_type'] == details['damage'][-1]['dmg_type'] and toAppend['dmg_die_sides'] == details['damage'][-1]['dmg_die_sides'] + 2:
                        details['properties'].append('versatile')
                    else:
                        details['damage'].append(toAppend)
            details['text'] = re.search('(?s)(_Hit:_ (?:\d+ [^\.]*\.)?)(.*)', action['text']).group(2).strip()
            # We may need to move some parts of the name to the text
            if '(' in action['name']:
                details['text'] = '(' + '('.join(action['name'].split('(')[1:]) + " " + details['text']
                action['name'] = action['name'].split('(')[0].strip()
                if action['name'][-1] == '.' or action['name'][-1] == ':':
                    action['name'] = action['name'][:-1].strip()
            action['attack'] = {}
            for name, value in utils.formatWeapon(action['name'], details['range'][0], details['range'][1], details['reach'], details['damage'], details['text']).items():
                action['attack'][name] = value
            if action['attack']['weapon_type'] != 'unknown':
                #desc['inventory'].append(action['attack'])
                desc['inventory'].append({'entry': 'item', 'name': action['attack']['name'], 'type': 'weapons', 'text': action['text']})
        elif 'spellcasting' in action['name']:
            action['type'] = 'spells'
            #print('{} has spellcasting!'.format(desc['name']))
            abilities = ['Intelligence', 'Wisdom', 'Charisma']
            for ability in abilities:
                if ability in action['text']:
                    if 'spellcasting_ability' in action:
                        print('Uh oh, both {} and {} present!'.format(action['spellcasting_ability'], ability))
                        exit(1)
                    action['spellcasting_ability'] = ability.lower()[:3]
            if 'spellcasting_ability' not in action:
                print('Uh oh, no spellcasting ability!')
                exit(1)
            # Interpretation of slots differs if is innate or not
            action['innate'] = 'innate' in action['text']
            # Now, break down by level
            action['levels'] = []
            def getSpells(text):
                names = []
                [names.extend(m.split(', ')) for m in re.findall('(?<=\*\*_).*?(?=_\*\*)', text)]
                #ret = []
                for name in names:
                    found = False
                    for spell in spells:
                        if spell['name'] == name:
                            #ret.append(spell)
                            found = True
                            break
                    if not found:
                        print('Could not find spell: {}!!!!!!!!!!!!'.format(name))
                #return ret
                return names
            # Sometimes it is in the name (as is case with mephits)
            if '/day' in action['name']:
                slots = int(re.search('(?<=\()\d+', action['name']).group(0))
                spellNames = getSpells(action['text'])
                action['levels'].append({'slots': slots, 'spells': spellNames})
            else:
                # Repair pit fiend
                m = re.match('(?sm)^(.+) \d+/day each: ', action['text'])
                if m:
                    action['text'] = re.sub(re.escape(m.group(0)), m.group(0) + '**_', action['text'])
                    action['text'] = re.sub(re.escape(m.group(1)), m.group(1) + '_**\n', action['text'])
                for line in action['text'].split('\n')[1:]:
                    line = line.lower()
                    if all(string not in line for string in ['(', '/day', 'at will']):
                        continue
                    #print('Searching line {}'.format(line))
                    # If it's "at will", then slots = 0
                    if 'at will' in line:
                        slots = 0
                    else:
                        slots = int(re.search('(\d+)( slot|/day)', line).group(1))
                    spellNames = getSpells(line)
                    action['levels'].append({'slots': slots, 'spells': spellNames})

            action['name'] = 'spellcasting'

    # Remove weapon actions from features (they were just added to inventory)
    desc['features'] = [a for a in desc['features'] if 'attack' not in a or a['attack']['weapon_type'] == 'unknown']
    # Get rid of precalculated passive perception
    # It's always the last item in senses
    passivePercep = int(desc['senses'].split(' ')[-1])
    shouldBe = 10 + getBonus('wis')
    if 'Perception' in desc['skills']:
        shouldBe += desc['skills']['Perception'] * desc['prof']
    if passivePercep != shouldBe:
        if(passivePercep - 5 == shouldBe):
            desc['observant'] = True
        else:
            print('Passive perception didn\'t come out right for {}: is {}, but should be {}'.format(desc['name'], passivePercep, shouldBe))
    desc['senses'] = desc['senses'].split(', ')[:-1]
    return desc

from pathlib import Path
weapons = utils.getWeapons()
armors = utils.getArmor()
spells = utils.getSpells()

def dumpStuff(stuff, destDir):
    Path(destDir).mkdir(parents=True, exist_ok=True)
    for thing in stuff:
        with open(destDir + '/' + thing['name'].replace(' ', '_').replace('/', '') + '.json', 'w') as f:
            json.dump(thing, f, indent=2)

dumpStuff(weapons, 'parsed/weapons/')
dumpStuff(armors, 'parsed/armor/')
dumpStuff(spells, 'parsed/spells/')

for monster in Path(utils.docsLoc + '/gamemaster_rules/monsters/').glob('*.md'):
    #print('Processing {}'.format(monster))
    if monster.name == 'index.md':
        continue
    with monster.open() as f:
        data = f.read()
    Path('parsed/creatures/').mkdir(exist_ok=True)
    with open('parsed/creatures/' + monster.stem + '.json', 'w') as f:
        json.dump(processMonster(data, weapons, armors, spells), f, indent=2)