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#!/usr/bin/env python3
import json
import re
from fractions import Fraction
docsLoc = 'parser/5thSRD/docs/'
skillsByAbility = {'str': ['Athletics'], 'dex': ['Acrobatics', 'Sleight of Hand', 'Stealth'], 'con': [], 'int': ['Arcana', 'History', 'Investigation', 'Nature', 'Religion'], 'wis': ['Animal Handling', 'Insight', 'Medicine', 'Perception', 'Survival'], 'cha': ['Deception', 'Intimidation', 'Performance', 'Persuasion']}
armorByType = {'light': [('padded', 11), ('leather', 11), ('studded leather', 12)], 'medium': [('hide', 12), ('chain shirt', 13), ('scale mail', 14), ('breastplate', 14), ('half plate', 15)], 'heavy': [('ring mail', 14), ('chain mail', 16), ('splint', 17), ('plate', 18)], 'misc': [('shield', 2), ('ring of protection', 1)]}
def procSkill(skillStr):
skill = skillStr.strip()
skillName = re.search('[^\+]*?(?= \+)', skill).group(0)
skillBonus = int(re.search('\+(\d+)', skill).group(1))
ability = ''
for a in skillsByAbility:
if skillName in skillsByAbility[a]:
ability = a
if not ability:
print('Could not find ability for skill {}'.format(skillName))
return skillName, skillBonus, ability
def guessProficiency(desc):
if desc['cr'] <= 1:
return 2
def getBonus(ability):
return (desc['stats'][ability] - 10) // 2
# Guess proficiency based on saves, skills, and attacks
if desc['saves']:
for save in desc['saves'].split(','):
save = save.strip()
ability = save.split(' ')[0].lower()
saveBonus = int(save.split('+')[1])
return saveBonus - getBonus(ability) # This is the answer.
skillGuesses = []
if desc['skills']:
for skill in desc['skills'].split(','):
skillName, skillBonus, ability = procSkill(skill)
skillGuesses.append(skillBonus - getBonus(ability))
attackGuesses = []
for action in desc['actions'].values():
if re.match('.*Attack:', action):
toHit = int(re.search('\+(\d+) to hit', action).group(1))
dmgBonusMatch = re.search('\d+d\d+ (\+|−) (\d+)\)', action)
if dmgBonusMatch:
dmgBonus = int(dmgBonusMatch.group(2))
if dmgBonusMatch.group(1) == '−':
#print('We match here for the {}!'.format(desc['name']))
dmgBonus *= -1
else:
dmgBonus = 0
if toHit - dmgBonus > 1:
attackGuesses.append(toHit - dmgBonus)
if not skillGuesses and not attackGuesses:
print('We got here for the {}!'.format(desc['name']))
return 2
else:
profGuesses = skillGuesses + attackGuesses
if min(profGuesses) != 0 and any(guess % min(profGuesses) != 0 for guess in profGuesses):
print('We had conflicting guesses for {}: {}'.format(desc['name'], profGuesses))
best = (0, 0)
for guess in profGuesses:
numHappy = sum(1 for other in profGuesses if other % guess == 0)
if numHappy > best[1]:
best = (guess, numHappy)
return best[0]
def cost2copper(cost):
amnt = int(cost.split(' ')[0].replace(',', ''))
den = cost.split(' ')[1]
if den == 'pp':
return amnt * 1000
elif den == 'gp':
return amnt * 100
elif den == 'ep':
return amnt * 50
elif den == 'sp':
return amnt * 10
elif den == 'cp':
return amnt
def getArmor():
with open(docsLoc + '/adventuring/equipment/armor.md') as f:
data = f.read()
tables = re.search('(?sm)(?<=## Armor Table).*?(?=##)', data).group(0)
armors = []
header = ''
for armor in re.findall('\| (.*) \| (.*) \| (.*) \| (.*) \| (.*) \| (.*) \|', tables):
armor = [part.strip().lower() for part in armor]
if armor[1] == 'cost':
header = armor[0]
else:
armors.append({'entry': 'item', 'type': 'armor', 'name': armor[0], 'cost': cost2copper(armor[1]), 'ac': int(armor[2].split(' ')[0]), 'strength': int(armor[3].replace('-', '0').split(' ')[-1]), 'disadvantage': armor[4] == 'disadvantage', 'weight': float(armor[5].split(' ')[0]), 'armor_type': header.split(' ')[0], 'text': '. Provided from PHB.'})
return armors
weapons = []
def getWeapons():
global weapons
if weapons:
return weapons
with open(docsLoc + '/adventuring/equipment/weapons.md') as f:
data = f.read()
special = {}
for s in ['Lance', 'Net']:
special[s.lower()] = re.search('(?<=\*\*{}.\*\*).*'.format(s), data).group(0).strip()
tables = re.search('(?sm)## Weapons Table.*', data).group(0)
weapons = []
header = ''
for weapon in re.findall('\| (.*) \| (.*) \| (.*) \| (.*) \| (.*) \|', tables):
weapon = [part.strip().lower() for part in weapon]
if weapon[1] == 'cost':
header = weapon[0]
else:
name = weapon[0]
if ',' in name:
parts = name.split(', ')
name = parts[1] + ' ' + parts[0]
if weapon[2] == '-':
weapon[2] = '0d0 -'
damage = {'dmg_type': weapon[2].split(' ')[1], 'is_or': False}
if 'd' in weapon[2].split(' ')[0]:
damage['dmg_die_count'] = int(weapon[2].split('d')[0])
damage['dmg_die_sides'] = int(weapon[2].split(' ')[0].split('d')[1])
else:
damage['dmg_die_count'] = 1
damage['dmg_die_sides'] = 1
rang = [0, 0]
reach = 5
properties = []
if weapon[4] != '-':
properties = weapon[4].split(', ')
for i, p in enumerate(list(properties)):
if 'versatile' in p:
properties[i] = 'versatile'
elif 'range' in p:
properties[i] = p.split(' (')[0]
rang = [int(r) for r in p.split(' ')[-1][:-1].split('/')]
if 'ammunition' in p:
reach = 0
elif 'reach' in p:
reach += 5
if name in special:
properties.append(special[name])
weapons.append(formatWeapon(name, rang[0], rang[1], reach, [damage], 'Provided from PHB.', baseWeapon = {'cost': cost2copper(weapon[1]), 'weight': float(Fraction(weapon[3].split(' ')[0].replace('-', '0'))), 'properties': properties, 'weapon_type': header}))
return weapons
# damage is formatted {'dmg_die_count': ddc, 'dmg_die_sides': dds, 'dmg_type': dt, 'is_or': bool}
def formatWeapon(name, rangeShort, rangeLong, reach, damage, text, properties=[], toHitOverride=None, abilityOverride=None, dmgBonusOverride=None, baseWeapon = {'cost': -1, 'weight': -1.0, 'weapon_type': 'unknown', 'properties': []}):
if not properties:
properties = baseWeapon['properties']
for weapon in weapons:
if weapon['name'] == name:
baseWeapon = weapon
for dmg in damage:
assert 'dmg_die_count' in dmg and 'dmg_die_sides' in dmg and 'dmg_type' in dmg and 'is_or' in dmg
return {'entry': 'item', 'type': 'weapons', 'name': name, 'cost': baseWeapon['cost'], 'damage': damage, 'weight': baseWeapon['weight'], 'range': [rangeShort, rangeLong], 'reach': reach, 'properties': properties, 'weapon_type': baseWeapon['weapon_type'], 'text': text, 'toHitOverride': toHitOverride, 'dmgBonusOverride': dmgBonusOverride, 'abilityOverride': abilityOverride}
spells = []
def getSpells():
global spells
if spells:
return spells
names2names = {'name': 'name', 'level': 'level', 'type': 'school', 'classes': 'classes', 'casting_time': 'Casting Time', 'range': 'Range', 'components': 'Components', 'duration': 'Duration'}
from pathlib import Path
for s in Path(docsLoc + '/spellcasting/spells/').iterdir():
if s.name == 'index.md':
continue
with s.open() as f:
data = f.read()
spell = {'entry': 'spells'}
for name in names2names:
spell[name] = re.search('(?sm)[\*]*{}[\*:]* (.*?)^[a-zA-Z#\*]'.format(names2names[name]), data).group(1).strip()
spell['name'] = spell['name'].lower()
spell['level'] = int(spell['level'])
spell['text'] = re.search('(?sm)\*\*Duration:?\*\*:? .*?$(.*)', data).group(1).strip()
spell['classes'] = spell['classes'].split()
spells.append(spell)
return spells
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