Generate treasure hoards
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541991d404
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7 changed files with 132 additions and 9 deletions
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@ -2,7 +2,8 @@ import random
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from typing import List
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import map.quest_map
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from map.quest_map import QuestMap, MapEncounter, EncounterType as ET, QuestPath as QP
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import map.treasure_hoard_generator
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from map.quest_map import QuestMap, MapEncounter, BattleEncounter, EncounterType as ET, QuestPath as QP
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# 27 cards (21 are drawn)
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@ -26,9 +27,10 @@ def generate_encounter_inaccessible() -> MapEncounter:
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return MapEncounter(ET.INACCESSIBLE)
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def generate_encounter_battle(battle_type: ET):
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def generate_encounter_battle(battle_type: ET, level: int):
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assert battle_type in map.quest_map.ENCOUNTER_TYPES_BATTLE
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return MapEncounter(battle_type)
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hoard = map.treasure_hoard_generator.generate_hoard(battle_type, level)
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return BattleEncounter(battle_type, hoard)
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def generate_encounter_town(town_type: ET):
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@ -36,7 +38,7 @@ def generate_encounter_town(town_type: ET):
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return MapEncounter(town_type)
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def generate_map() -> QuestMap:
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def generate_map(level: int) -> QuestMap:
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quest_map = QuestMap()
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# Generate encounters
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@ -46,13 +48,13 @@ def generate_map() -> QuestMap:
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row: List[MapEncounter] = []
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if r == 10:
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row.append(generate_encounter_inaccessible())
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row.append(generate_encounter_battle(ET.BATTLE_BOSS))
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row.append(generate_encounter_battle(ET.BATTLE_BOSS, level))
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row.append(generate_encounter_inaccessible())
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elif r in (1, 4, 7):
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elite_column = random.randrange(4) # 75% chance of elite
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for c in range(3):
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battle_type = ET.BATTLE_ELITE if c == elite_column else ET.BATTLE_REGULAR
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row.append(generate_encounter_battle(battle_type))
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row.append(generate_encounter_battle(battle_type, level))
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else:
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for c in range(3):
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town_type = next(town_deck_it)
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@ -37,10 +37,12 @@ class RenderedElement:
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h: int
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@dataclasses.dataclass(frozen=True)
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class RenderedEncounter(RenderedElement):
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pass
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@dataclasses.dataclass(frozen=True)
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class RenderedPath(RenderedElement):
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pass
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@ -3,6 +3,8 @@ import enum
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from typing import List
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from map.treasure_hoard import TreasureHoard
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class EncounterType(enum.Enum):
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INACCESSIBLE = 'inaccessible'
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@ -60,6 +62,15 @@ class MapEncounter:
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return str(self.type)
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@dataclasses.dataclass
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class BattleEncounter(MapEncounter):
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treasure_hoard: TreasureHoard
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@property
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def description(self) -> str:
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return f'{self.type} [{self.treasure_hoard.description}]'
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class QuestMap:
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def __init__(self):
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# List of rows of encounters, each row has 3 encounters.
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@ -1,7 +1,7 @@
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{% load static %}
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<head></head>
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<body>
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<h1>Map</h1>
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<h1>Map of {{level_ordinal}} quest</h1>
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<div style="position: relative">
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{% for e in map.encounters %}
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38
questhelper/map/treasure_hoard.py
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38
questhelper/map/treasure_hoard.py
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@ -0,0 +1,38 @@
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import dataclasses
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import enum
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class TreasureType(enum.Enum):
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GOLD = 'gold'
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INK = 'ink'
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COG = 'cog'
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DEED = 'deed'
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GEMS = 'bag of gems'
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ART_OBJECT = 'art object'
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CONSUMABLE = 'consumable'
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LIFE = 'life'
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BLESSING = 'blessing'
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NOBILITY_TITLE = 'nobility title'
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RELIC = 'relic'
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@dataclasses.dataclass(frozen=True)
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class Treasure:
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amount: int
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treasure_type: TreasureType
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@property
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def description(self) -> str:
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word = str(self.treasure_type.value)
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word = word.capitalize()
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return f'{self.amount} {word}'
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@dataclasses.dataclass(frozen=True)
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class TreasureHoard:
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revealed: Treasure
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@property
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def description(self) -> str:
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return f'{self.revealed.description} + ?'
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65
questhelper/map/treasure_hoard_generator.py
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65
questhelper/map/treasure_hoard_generator.py
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@ -0,0 +1,65 @@
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import random
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from typing import List, Tuple
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from map.quest_map import EncounterType
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from map.treasure_hoard import TreasureHoard, Treasure, TreasureType as TT
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class HoardTable:
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def __init__(self, input: List[Tuple[int, int, TT]]):
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self.input = input
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def roll(self) -> Treasure:
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dice_total = random.randint(1, 6) + random.randint(1, 6)
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for top_of_band, amount, treasure_type in self.input:
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if dice_total <= top_of_band:
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return Treasure(amount, treasure_type)
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_TABLES = {
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1: {
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EncounterType.BATTLE_REGULAR: HoardTable([
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(2, 200, TT.GOLD),
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(4, 2, TT.COG),
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(5, 1, TT.CONSUMABLE),
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(6, 1, TT.DEED),
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(8, 50, TT.GOLD),
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(9, 1, TT.GEMS),
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(11, 1, TT.ART_OBJECT),
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(12, 1, TT.LIFE),
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]),
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EncounterType.BATTLE_ELITE: HoardTable([
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(2, 300, TT.GOLD),
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(4, 4, TT.COG),
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(5, 2, TT.CONSUMABLE),
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(6, 2, TT.DEED),
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(8, 100, TT.GOLD),
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(9, 2, TT.GEMS),
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(10, 2, TT.ART_OBJECT),
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(11, 1, TT.NOBILITY_TITLE),
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(12, 1, TT.LIFE),
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]),
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EncounterType.BATTLE_BOSS: HoardTable([
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(2, 400, TT.GOLD),
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(4, 6, TT.COG),
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(5, 3, TT.CONSUMABLE),
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(6, 3, TT.DEED),
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(8, 150, TT.GOLD),
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(9, 3, TT.GEMS),
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(11, 1, TT.NOBILITY_TITLE),
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(12, 1, TT.RELIC),
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]),
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}
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}
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def generate_hoard(battle_type: EncounterType, level: int):
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return TreasureHoard(_roll_treasure(battle_type, level))
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def _roll_treasure(battle_type: EncounterType, level: int):
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# TODO: Handle more quest levels
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assert level == 1
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table: HoardTable = _TABLES[level][battle_type]
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return table.roll()
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@ -7,10 +7,15 @@ from map.map_renderer import RenderedMap
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from map.quest_map import QuestMap
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def _ordinal(level):
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return {1: '1st', 2: '2nd', 3: '3rd', 4: '4th', 5: '5th'}[level]
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def index(request):
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quest_map: QuestMap = map_generator.generate_map()
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level = 1
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quest_map: QuestMap = map_generator.generate_map(level)
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rendered_map: RenderedMap = map_renderer.render_map(quest_map)
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template = loader.get_template('map/index.html')
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context = {'map': rendered_map}
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context = {'level_ordinal': _ordinal(level), 'map': rendered_map}
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return HttpResponse(template.render(context, request))
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