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#!/usr/bin/env python3
import json
import re
import utils
import attacks
class Creature(dict):
def getBonus(self, ability):
return (self['stats'][ability] - 10) // 2
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 = Creature()
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))}
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)?$', a).group(1)
#print('Working with {}'.format(a))
if a == 'natural' or a == 'patchwork' or 'scraps' in a:
natural = a
continue
if 'with' in a:
continue
# Search for it in armors
found = False
for armorDict in armors:
if armorDict['name'] == a:
found = True
bonus = armorDict['ac']
typ = armorDict['armor_type']
#desc['inventory'].append(armorDict)
desc['inventory'].append({'entry': 'item', 'name': a, 'type': 'armor', 'text': '{} armor'.format(a)})
break
if not found:
print('Cound not identify armor: {}'.format(a))
continue
#else:
# print('Found {} armor {} (bonus = {})'.format(typ, name, bonus))
if typ == 'light':
armorBonus = bonus + desc.getBonus('dex')
elif typ == 'medium':
armorBonus = bonus + min(2, desc.getBonus('dex'))
elif typ == 'heavy':
armorBonus = bonus
elif typ == 'misc' or typ == 'shield':
armorBonus += bonus
if armorBonus == 0 and not natural: # Got through all that and came up dry
armorBonus = 10 + desc.getBonus('dex')
if natural:
desc['natural_armor'] = {'name': natural, 'bonus': correctAC - armorBonus}
elif armorBonus != correctAC:
print('Got a bad result for {}: armor string is {}, but we calculated {}'.format(desc['name'], desc['ac'], armorBonus))
del desc['ac']
# Search for a description section
desc['text'] = ''
description = re.search('(?s)(?<={}).*?(?=###|$)'.format('### Description'), data)
if description:
desc['text'] = description.group(0).strip()
else:
# Try looking for the last entry (**something**) with an empty line and then one or more paragraphs before end of file
description = re.search('(?s)(?<=\*\*).*\n\n(.*?)(?=###|$)', data)
if description:
#print(f'Found description without a header for {desc["name"]}')
desc['text'] = description.group(1).strip()
# Next do sections
names2sectHeads = {'feature': '\*\*Challenge\*\*', 'action': '### Actions', 'legendary_action': '### Legendary Actions', 'reaction': '### Reactions'}
# We put them all in "features" list
desc['features'] = []
for name in names2sectHeads:
section = re.search('(?s)(?<={}).*?(?=###|$)'.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]+[\*#]|$)', '\n'.join(section.group(0).split('\n')[1:]))
#if text and re.search('\w', text.group(1)):
# desc[name]['_text'] = text.group(1).strip()
for m in re.findall('(?s)\n\*\*(.*?)\.?\*\*(.*?)(?=\n\*\*|\n\n|$)', 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 = desc.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, desc.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]) != desc.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, desc.getBonus(ability)))
desc['saves'].append(ability)
for action in desc['features']:
if re.match('.*Attack:', action['text']):
attacks.procAttackAction(desc, action, weapons)
elif 'spellcasting' in action['name']:
attacks.procSpellAction(desc, action, spells)
# 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 + desc.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)
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