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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
# 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:
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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