2024-06-22 00:05:00 +00:00
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from flask import Flask
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2024-06-22 21:29:19 +00:00
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from flask_cors import CORS
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2024-06-22 13:22:39 +00:00
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from flask_restx import Api, Resource
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2024-06-23 11:13:42 +00:00
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from models import dice_model, ability_model, hp_model, character_model, encounter_model, ma_model
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2024-06-23 17:30:13 +00:00
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from schemas import DiceSchema, CharacterSchema, EncounterSchema, MentalAttackSchema, AbilitySchema
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2024-06-22 22:56:55 +00:00
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from encounters import EncounterTable
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from mentattack import MentalAttackMatrix
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from mutations import Mutations
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2024-06-23 17:30:13 +00:00
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from cybermods import CyberMods
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2024-06-23 11:57:26 +00:00
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2024-06-21 21:49:11 +00:00
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import random
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app = Flask(__name__)
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2024-06-22 21:29:19 +00:00
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CORS(app)
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app.config.SWAGGER_UI_JSONEDITOR = True
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app.config['SWAGGER_UI_JSONEDITOR'] = True
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api = Api(app, version='1.0', title='Gamma World Dice', description='Rolled Dice As A Service')
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dice = api.namespace('dice', description='Dice operations')
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ability = api.namespace('ability', description='Ability operations')
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hp = api.namespace('hp', description='HP operations')
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ma = api.namespace('ma', description='Mental Attack operations')
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character = api.namespace('character', description='Character operations')
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encounter = api.namespace('encounter', description='Encounter operations')
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2024-06-22 10:29:05 +00:00
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ability_model = ability.model('Ability', ability_model)
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2024-06-23 17:30:13 +00:00
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ability_schema = AbilitySchema()
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hp_model = hp.model('HP', hp_model)
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# TODO: Add hitpoint schema
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dice_model = dice.model('Dice', dice_model)
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dice_schema = DiceSchema()
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ma_model = ma.model('MA', ma_model)
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ma_schema = MentalAttackSchema()
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character_model = character.model('Character', character_model)
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character_schema = CharacterSchema()
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encounter_model = encounter.model('Encounter', encounter_model)
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encounter_schema = EncounterSchema()
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@api.route('/roll/dice', methods=['POST'])
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class RollDice(Resource):
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@dice.expect(dice_model)
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def post(self):
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data = api.payload
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errors = dice_schema.validate(data)
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if errors:
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return errors, 400
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quantity = data.get('quantity')
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geometry = data.get('geometry')
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discard_lowest = data.get('discard_lowest')
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if quantity is None or geometry is None:
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return {"message": "Required dice data not provided"}, 400
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return roll_dices(quantity, geometry, discard_lowest), 200
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@api.route('/roll/ability', methods=['POST'])
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class RollAbility(Resource):
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@ability.expect(ability_model)
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def post(self):
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data = api.payload
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errors = ability_schema.validate(data)
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if errors:
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return errors, 400
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chartype = data.get('chartype')
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attribute = data.get('ability')
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return roll_ability_scores(chartype, attribute), 200
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@api.route('/roll/hp', methods=['POST'])
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class RollHP(Resource):
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@hp.expect(hp_model)
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def post(self):
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data = api.payload
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chartype = data.get('chartype')
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conscore = data.get('conscore')
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if conscore is None:
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return {"message": "A constitution score is required"}, 400
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if chartype == 'human':
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geometry = 8
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else:
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geometry = 6
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return roll_dices(conscore, geometry, False), 200
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2024-06-22 22:56:55 +00:00
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@api.route('/roll/encounter', methods=['POST'])
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class RollEncounter(Resource):
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@encounter.expect(encounter_model)
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def post(self):
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data = api.payload
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errors = encounter_schema.validate(data)
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if errors:
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return errors, 400
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terrain = data.get('terrain').lower()
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roll = roll_dices(1, 20, False).get('result')
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et = EncounterTable()
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creature = et.get_encounter(roll, terrain)
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if creature is None:
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creature = "All clear!"
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return {"encounter": creature}, 200
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@api.route('/roll/attack/mental', methods=['POST'])
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class RollMentalAttack(Resource):
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@ma.expect(ma_model)
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def post(self):
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data = api.payload
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errors = ma_schema.validate(data)
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if errors:
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return errors, 400
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ams = data.get('ams')
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dms = data.get('dms')
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modifier = data.get('modifier')
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result = {}
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mam = MentalAttackMatrix()
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needed = mam.get_attack_score(ams, dms)
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result["needed"] = needed
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outcome = None
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if needed < 2:
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outcome = "Automatic Success!"
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elif needed > 20:
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outcome = "Absolutely No Chance!"
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else:
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raw_roll = roll_dices(1, 20, False).get('result')
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if modifier != 0:
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result["original-roll"] = raw_roll
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result["modifier"] = modifier
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rolled = raw_roll + modifier # negative modifiers will subtract themselves naturally
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result["adjusted-roll"] = rolled
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else:
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rolled = raw_roll
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result["original-roll"] = rolled
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if (rolled >= 20) and (needed <= 16):
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outcome = "Devastating Success!"
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elif needed <= rolled:
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outcome = "Attack Successful!"
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elif needed > rolled:
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outcome = "Attack Failed!"
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result["outcome"] = outcome
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return result, 200
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@api.route('/roll/tohit', methods=['GET'])
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class RollToHit(Resource):
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def get(self):
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return roll_dices(1, 20, False), 200
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@api.route('/roll/chance', methods=['GET'])
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class RollChance(Resource):
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def get(self):
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return roll_dices(1, 100, False), 200
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@api.route('/coinflip', methods=['GET'])
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class RollCoinflip(Resource):
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def get(self):
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return random.choice(['Heads', 'Tails']), 200
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@api.route('/character/generate')
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class GenerateCharacter(Resource):
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@character.expect(character_model)
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def post(self):
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data = api.payload
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errors = character_schema.validate(data)
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if errors:
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return errors, 400
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chartype = data.get('chartype')
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character_sheet = {}
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ability_scores = roll_ability_scores(chartype)
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character_sheet['abilities'] = ability_scores
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character_sheet['hp'] = roll_hp(chartype, ability_scores['constitution'])
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character_sheet['gold'] = roll_dices(4, 4, False).get('result') * 10
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character_sheet['domar'] = roll_dices(2, 4, False).get('result') * 5
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if chartype == 'humanoid' or chartype == 'mutant':
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character_sheet['mutations'] = (
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roll_mutations(ability_scores['constitution'], ability_scores['intelligence'])
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)
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if chartype == 'cyborg':
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character_sheet['cybermods'] = (
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roll_cybermods()
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)
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return character_sheet, 200
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def roll_dices(dice_count, dice_sides, discard_lowest):
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roll_results = []
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discarded = []
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for _ in range(dice_count):
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roll_results.append(random.randint(1, dice_sides))
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if discard_lowest and len(roll_results) > 0:
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discarded.append(min(roll_results))
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roll_results.remove(min(roll_results))
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if discarded:
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net_dice_count = dice_count - 1
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mnemonic = str(dice_count) + "(-1)d" + str(dice_sides)
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else:
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mnemonic = str(dice_count) + 'd' + str(dice_sides)
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net_dice_count = dice_count
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result = {
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'dice-set': {
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'mnemonic': mnemonic,
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'min-roll': net_dice_count,
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'max-roll': dice_sides * net_dice_count
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},
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'rolls': roll_results,
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'result': sum(roll_results)
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}
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if discarded:
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result['discarded'] = discarded
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return result
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def roll_ability_scores(chartype, attribute=None):
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if attribute is None or attribute == "all":
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ability_list = ['p-strength', 'm-strength', 'constitution', 'dexterity', 'charisma', 'intelligence']
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else:
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ability_list = [attribute]
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ability_scores = {}
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for abil in ability_list:
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if ((chartype == 'human') and
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((abil == 'intelligence') or
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(abil == 'charisma') or
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(abil == 'constitution'))):
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roll = roll_dices(4, 6, False) # humans are special
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if (abil == 'constitution') and roll["result"] > 18:
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roll["capped"] = True
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roll["result"] = 18
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if (abil == 'intelligence' or abil == 'charisma') and roll["result"] > 21:
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roll["capped"] = True
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roll["result"] = 21
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ability_scores[abil] = roll["result"]
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else:
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roll = roll_dices(4, 6, True) # nothing else is special
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ability_scores[abil] = roll["result"]
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return ability_scores
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def roll_hp(chartype, conscore):
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if chartype == 'human':
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geometry = 8
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else:
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geometry = 6
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return roll_dices(conscore, geometry, False).get('result')
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def roll_cybermods():
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"""
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Cybermods are similar to mutations, except that they are artificial changes to the body,
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where mutations are 'natural' changes to the body. Fewer cybermods are possible than with
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mutations. So, you make one roll of 1d4, and then parse up the score between the two
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types of mods, as you see fit. If no emphasis is specified, the score will be split as evenly
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as possible. If the score is 1, then a physical mod will be the default.
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:return: table of cybermods (in json format)
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"""
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cybermods_table = {}
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cybermods_count = roll_dices(1, 4, False)["result"]
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phys_cnt = split_number(cybermods_count)[0]
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ment_cnt = split_number(cybermods_count)[1]
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cybermods_table['count'] = {'mental': ment_cnt, 'physical': phys_cnt}
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mental_cybermods_scores = []
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physical_cybermods_scores = []
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for _ in range(ment_cnt):
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mscore = roll_dices(1, 10, False).get('result')
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if mscore in mental_cybermods_scores:
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mscore = roll_dices(1, 10, False).get('result')
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mental_cybermods_scores.append(mscore)
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for _ in range(phys_cnt):
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pscore = roll_dices(1, 10, False).get('result')
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if pscore in physical_cybermods_scores:
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pscore = roll_dices(1, 10, False).get('result')
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physical_cybermods_scores.append(pscore)
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cyb = CyberMods()
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mcyb = []
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pcyb = []
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for score in mental_cybermods_scores:
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modification = cyb.get_mental_cybermod(score)
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mcyb.append(modification)
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if len(mcyb) != 0:
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cybermods_table['mental'] = mcyb
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for score in physical_cybermods_scores:
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modification = cyb.get_physical_cybermod(score)
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pcyb.append(modification)
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if len(pcyb) != 0:
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cybermods_table['physical'] = pcyb
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return cybermods_table
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2024-06-22 18:32:17 +00:00
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def roll_mutations(conscore, intscore):
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"""
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:param conscore: modifier for physical mutation determination
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:param intscore: modifier for mental mutation determination
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:return: table of mutations (in json form)
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"""
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mutations_table = {}
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2024-06-22 21:29:19 +00:00
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mental_mutations_cnt = roll_dices(1, 4, False).get('result')
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2024-06-22 18:32:17 +00:00
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physical_mutations_cnt = roll_dices(1, 4, False).get('result')
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mutations_table['count'] = {'mental': mental_mutations_cnt, 'physical': physical_mutations_cnt}
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mental_mutations_scores = []
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physical_mutations_scores = []
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for _ in range(mental_mutations_cnt):
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mscore = roll_dices(1, 100, False).get('result') + intscore
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if mscore in mental_mutations_scores:
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2024-06-23 17:30:13 +00:00
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mscore = roll_dices(1, 100, False).get('result') + intscore
|
2024-06-22 18:32:17 +00:00
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if mscore > 100:
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mscore = 100
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mental_mutations_scores.append(mscore)
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for _ in range(physical_mutations_cnt):
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pscore = roll_dices(1, 100, False).get('result') + conscore
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if pscore in physical_mutations_scores:
|
2024-06-23 17:30:13 +00:00
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pscore = roll_dices(1, 100, False).get('result') + conscore
|
2024-06-22 18:32:17 +00:00
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if pscore > 100:
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pscore = 100
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physical_mutations_scores.append(pscore)
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|
|
mut = Mutations()
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mmut = []
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pmut = []
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|
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for score in mental_mutations_scores:
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|
|
mutation = mut.get_mental_mutation(score)
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|
|
mmut.append(mutation)
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|
|
mutations_table['mental'] = mmut
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|
|
for score in physical_mutations_scores:
|
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|
|
mutation = mut.get_physical_mutation(score)
|
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|
|
pmut.append(mutation)
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|
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|
|
mutations_table['physical'] = pmut
|
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|
|
|
|
return mutations_table
|
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|
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|
|
2024-06-23 17:30:13 +00:00
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|
|
def split_number(n):
|
|
|
|
first_split = n // 2 # this will split the number in two equal parts, if it is even
|
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|
|
second_split = n % 2 + first_split # this will add one to one part if the number is odd
|
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|
|
return first_split, second_split
|
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|
2024-06-21 21:49:11 +00:00
|
|
|
if __name__ == '__main__':
|
|
|
|
app.run()
|