Noëlle пре 4 година
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1 измењених фајлова са 372 додато и 50 уклоњено
  1. 372
    50
      koboldgen.py

+ 372
- 50
koboldgen.py Прегледај датотеку

@@ -4,10 +4,25 @@ import argparse
beg = ["a","e","i","o","u","ba","be","bi","bo","bu","by","y","da","de","di","do","du","dy","fa","fi","fo","fe","fu","ga","ge","gi","go","gu","ka","ke","ki","ko","ku","ky","ma","me","mi","mo","mu","na","ne","ni","no","nu","pa","pe","pi","po","pu","ra","re","ri","ro","ru","ry","sa","se","si","so","su","ta","te","ti","to","tu","ty","wa","we","wi","wo","wy","za","ze","zi","zo","zu","zy"]
mid = beg + ["l","x","n","r"]

def gen_name(length=None, minimum=3, maximum=9):
def binarize(num, l=None):
r = bin(num)[2:]
try:
l = int(l)
except:
l = None
if l != None:
while len(r) < l:
r = "0" + r
return r

def gen_name(length=None, minimum=3):
maximum = 8
if length == None:
lgt = r.randint(minimum,maximum)
else:
if length > maximum:
length = maximum
print("Maximum name length is 8.")
lgt = length
morae = []
while len("".join(morae)) < lgt:
@@ -98,30 +113,29 @@ class Plot:
self.loc_desc = Plot.loc1[r.randint(0, len(Plot.loc1)-1)]
self.locIndex = r.randint(0, len(Plot.loc2)-1)
if self.locIndex == len(Plot.loc2) - 1:
self.location = "battlefield on "
self.battlefield = 1
self.locIndex = r.randint(0, len(Plot.loc2)-2)
self.mainLocation = Plot.loc2[self.locIndex]
if self.mainLocation[0].lower() in ["a","e","i","o","u"]:
self.location += "an "
self.location = Plot.loc2[self.locIndex]
if self.location[0].lower() in ["a","e","i","o","u"]:
self.locart = 1
else:
self.location += "a "
self.location += self.mainLocation
self.locart = 0
else:
self.location = Plot.loc2[self.locIndex]
self.battlefield = 0
self.locart = 0
self.missIndex = r.randint(0, len(Plot.miss)-1)
self.oops = r.randint(1,12)
self.mission = ""
if self.oops == 12:
self.mission += "...well, they weren't paying attention, so don't tell them, but they're supposed "
self.mission += Plot.miss[r.randint(0, len(Plot.miss)-1)] + "!"
self.oops = 1
else:
self.oops = 0
self.mission = Plot.miss[r.randint(0, len(Plot.miss)-1)]
self.probIndex = r.randint(0, len(Plot.prob)-1)
self.problem = Plot.prob[self.probIndex]
self.secProblem = None
self.thirdProblem = None
if self.problem["id"] in [1,2]:
self.problem["name"] += " led by " + gen_name()
if self.problem["id"] in [4,7,8,10]:
self.problem["name"] += " named " + gen_name(minimum=5, maximum=12)
self.problem["name"] = gen_name()
if self.problem["id"] == 3:
self.secProblem = {"name": "Parasites", "shortname": "parasites", "stats": [3,4,2,3]}
if self.problem["id"] == 10:
@@ -135,21 +149,36 @@ class Plot:


class Character:
GADGETS = [ {"name": "Awesome Dagger of Sneak(?) Attacks", "description": "Yell 'Sneak Attack!' to count a mixed-success Body attack as a success.", "reusable": True},
{"name": "Button of Uselessness", "description": f"This large, red button can be stuck onto any flat surface, horizontal, vertical, or otherwise. A short time after it has been placed, any character (friend or foe) nearby must succeed a Brains roll to avoid pressing the button. Pressing the button does nothing, but this action takes the place of anything that might otherwise be done during an Event if the Brains roll is failed. The button can be pressed {r.randint(1,6)} times before it breaks and no longer compels others to press it.", "reusable": False},
{"name": "Encyclopedia of Stuff I Totally Knew", "description": "Add 2 points to the target number of any uncontested Brains roll, or 1 point to the target number of a contested Brains roll.", "reusable": True},
{"name": "Medkit", "description": "Make a Brains/Order roll to restore 2 lost Body points, or 1 on a Mixed Success. If the character has medical training, restored Body points may be doubled.", "reusable": False},
{"name": "Potion of Healing", "description": "Restore 1 lost Body point. Using counts as an Event but no roll is needed unless it’s contested.", "reusable": False},
{"name": "Tinfoil Helm of Shielding", "description": "Count any Brains damage as a mixed success. If you take Body damage, roll 1d6; on a 6, the Helm is useless until you take a nap.", "reusable": True},
{"name": "Handy Toothbrush", "description": "Scrub the Space Gunk off whatever object you're interacting with to turn a mixed Order success to make that object work into a full success.", "reusable": True},
{"name": "Jar of ... Something", "description": "Throw it (Body/Chaos) at another character to make them spend an Event cleaning it off, or throw it at the floor to make a ten-foot circle of difficult terrain.", "reusable": False},
{"name": "Pocket Sand!", "description": "Yell 'Pocket Sand!' to count a successful Body attack against you as a mixed success.", "reusable": False},
{"name": "The Fabulous Grappling Hook", "description": "As an Event, instantly move 50 feet in any direction. (Make sure you have 50 feet available to move in or take 1 Body damage when you arrive short of that.)", "reusable": True},
{"name": "Pocket Accordion", "description": "Make a Brains/Order or Brains/Chaos roll. On a success, any nearby opponent has -1 Brains during their next event. On a failure, everybody nearby, including you, has -1 Brains on their next event.", "reusable": True},
{"name": "Cloak of Adsorption", "description": "The cloak starts out white. Whenever you are the target of a successful attack, the cloak becomes the color of whatever hit you. If your cloak is already the same color as whatever hit you, the attack becomes a mixed success and the cloak turns black and can no longer absorb colors. The cloak becomes white again after a nap.", "reusable": True},
{"name": "Cloak of Absorption", "description": "The cloak starts out white. You can remove the cloak and lay it over difficult terrain to make it easy terrain; if the terrain is difficult because the ground is wet, the cloak becomes wet and the ground in that area becomes dry. The cloak dries out after a nap.", "reusable": True},
{"name": "Cloak of Desorption", "description": "The cloak starts out black. As an Event, you can cause a gas to evaporate from the cloak, leaving it a dingy gray and healing 1 Body to anyone within ten feet of you. The cloak becomes black again after a nap.", "reusable": True},
{"name": "Huge Goggles", "description": "If you take Body damage, roll 1d6; on a 6, the lenses of the Goggles break until you take a nap.", "reusable": True},
GADGETS = [ {"id": 0, "name": "Awesome Dagger of Sneak(?) Attacks", "description": "Yell 'Sneak Attack!' to count a mixed-success Body attack as a success.", "reusable": True},
{"id": 1, "name": "Button of Uselessness", "description": f"This large, red button can be stuck onto any flat surface, horizontal, vertical, or otherwise. A short time after it has been placed, any character (friend or foe) nearby must succeed a Brains roll to avoid pressing the button. Pressing the button does nothing, but this action takes the place of anything that might otherwise be done during an Event if the Brains roll is failed. The button can be pressed {r.randint(1,6)} times before it breaks and no longer compels others to press it.", "reusable": False},
{"id": 2, "name": "Encyclopedia of Stuff I Totally Knew", "description": "Add 2 points to the target number of any uncontested Brains roll, or 1 point to the target number of a contested Brains roll.", "reusable": True},
{"id": 3, "name": "Medkit", "description": "Make a Brains/Order roll to restore 2 lost Body points, or 1 on a Mixed Success. If the character has medical training, restored Body points may be doubled.", "reusable": False},
{"id": 4, "name": "Potion of Healing", "description": "Restore 1 lost Body point. Using counts as an Event but no roll is needed unless it’s contested.", "reusable": False},
{"id": 5, "name": "Tinfoil Helm of Shielding", "description": "Count any Brains damage as a mixed success. If you take Body damage, roll 1d6; on a 6, the Helm is useless until you take a nap.", "reusable": True},
{"id": 6, "name": "Handy Toothbrush", "description": "Scrub the Space Gunk off whatever object you're interacting with to turn a mixed Order success to make that object work into a full success.", "reusable": True},
{"id": 7, "name": "Jar of ... Something", "description": "Throw it (Body/Chaos) at another character to make them spend an Event cleaning it off, or throw it at the floor to make a ten-foot circle of difficult terrain.", "reusable": False},
{"id": 8, "name": "Pocket Sand!", "description": "Yell 'Pocket Sand!' to count a successful Body attack against you as a mixed success.", "reusable": False},
{"id": 9, "name": "The Fabulous Grappling Hook", "description": "As an Event, instantly move 50 feet in any direction. (Make sure you have 50 feet available to move in or take 1 Body damage when you arrive short of that.)", "reusable": True},
{"id": 10, "name": "Pocket Accordion", "description": "Make a Brains/Order or Brains/Chaos roll. On a success, any nearby opponent has -1 Brains during their next event. On a failure, everybody nearby, including you, has -1 Brains on their next event.", "reusable": True},
{"id": 11, "name": "Cloak of Adsorption", "description": "The cloak starts out white. Whenever you are the target of a successful attack, the cloak becomes the color of whatever hit you. If your cloak is already the same color as whatever hit you, the attack becomes a mixed success and the cloak turns black and can no longer absorb colors. The cloak becomes white again after a nap.", "reusable": True},
{"id": 12, "name": "Cloak of Absorption", "description": "The cloak starts out white. You can remove the cloak and lay it over difficult terrain to make it easy terrain; if the terrain is difficult because the ground is wet, the cloak becomes wet and the ground in that area becomes dry. The cloak dries out after a nap.", "reusable": True},
{"id": 13, "name": "Cloak of Desorption", "description": "The cloak starts out black. As an Event, you can cause a gas to evaporate from the cloak, leaving it a dingy gray and healing 1 Body to anyone within ten feet of you. The cloak becomes black again after a nap.", "reusable": True},
{"id": 14, "name": "Cloak of Food Portions", "description": "Wearing this cloak causes it to flare out at the base, making the wearer resemble a pyramid. In conversations regarding food the wearer can add +2 to Brains rolls when trying to convince others to alter their diets. This can be done once per nap. Considering how many large things tend to snack on kobolds, this has been found to actually be quite useful.", "reusable": True},
{"id": 15, "name": "Huge Goggles", "description": "If you take Body damage, roll 1d6; on a 6, the lenses of the Goggles break until you take a nap.", "reusable": True},
]
CAREERS = [ {"id": 0, "name": "Soldier/Guard"},
{"id": 1, "name": "Pilot"},
{"id": 2, "name": "Medic"},
{"id": 3, "name": "Mechanic"},
{"id": 4, "name": "Politician"},
{"id": 5, "name": "Spellcaster"},
{"id": 6, "name": "Performer"},
{"id": 7, "name": "Historian"},
{"id": 8, "name": "Spy"},
{"id": 9, "name": "Cook"},
{"id": 10, "name": "Cartographer"},
{"id": 11, "name": "Inventor"},
{"id": 12, "name": "Merchant"}
]

def __init__(self):
@@ -194,7 +223,7 @@ class Character:
self.stats = stats

def gen_career(self):
self.career = r.choice(["Soldier/Guard","Pilot","Medic","Mechanic","Politician","Spellcaster","Performer","Historian","Spy","Cook","Cartographer","Inventor","Merchant"])
self.career = r.choice(Character.CAREERS)

def gen_gadget(self):
self.gadget = r.choice(Character.GADGETS)
@@ -212,7 +241,7 @@ class Character:
f"<div class='kobold'>\n"
f" <span class='koboldid'>\n"
f" <span class='koboldname'>{self.name}</span><br>\n"
f" <span class='koboldcareer'>Kobold {self.career}</span>\n"
f" <span class='koboldcareer'>Kobold {self.career.name}</span>\n"
f" </span>\n"
f" <br>\n"
f" <span class='koboldstats'>\n"
@@ -241,11 +270,15 @@ class Character:
print(f"Gadget: {self.gadget['name']} ({self.gadget['description']}{'- Reusable' if self.gadget['reusable'] else ''})")

class Ship:
def __init__(self):
self.name1 = r.choice(["Red","Orange","Yellow","Green","Blue","Violet","Dark","Light","Frenzied","Maniacal","Ancient"])
self.name2 = r.choice(["Moon","Comet","Star","Saber","World-Eater","Dancer","Looter","Phlogiston","Fireball","Mecha","Raptor"])
self.gqual = r.choice(["is stealthy & unarmored","is speedy & unarmored","is maneuverable & unarmored","is always repairable","is self-repairing","is flamboyant & speedy","is slow & armored","is flamboyant & armored","is hard to maneuver & armored","has Too Many Weapons!","has a prototype hyperdrive"])
self.bqual = r.choice(["has an annoying AI","has inconveniently crossed circuits","has an unpredictable power source","drifts to the right","is haunted","was recently 'found' so the kobolds are unused to it","is too cold","has a constant odd smell","its interior design... changes","its water pressure shifts between slow drip and power wash","it leaves a visible smoke trail"])
NAME1 = ["Red","Orange","Yellow","Green","Blue","Violet","Dark","Light","Frenzied","Maniacal","Ancient"]
NAME2 = ["Moon","Comet","Star","Saber","World-Eater","Dancer","Looter","Phlogiston","Fireball","Mecha","Raptor"]
GQUAL = ["is stealthy & unarmored","is speedy & unarmored","is maneuverable & unarmored","is always repairable","is self-repairing","is flamboyant & speedy","is slow & armored","is flamboyant & armored","is hard to maneuver & armored","has Too Many Weapons!","has a prototype hyperdrive"]
BQUAL = ["has an annoying AI","has inconveniently crossed circuits","has an unpredictable power source","drifts to the right","is haunted","was recently 'found' so the kobolds are unused to it","is too cold","has a constant odd smell","its interior design... changes","its water pressure shifts between slow drip and power wash","it leaves a visible smoke trail"]
def __init__(self, name1=None, name2=None, gqual = None, bqual = None):
self.name1 = name1 if name1 != None else r.choice(Ship.NAME1)
self.name2 = name2 if name2 != None else r.choice(Ship.NAME2)
self.gqual = gqual if gqual != None else r.choice(Ship.GQUAL)
self.bqual = bqual if bqual != None else r.choice(Ship.BQUAL)
self.fullname = f"{self.name1} {self.name2}"

def print(self, html=False):
@@ -256,25 +289,301 @@ class Ship:
print(shipText)

class Campaign:
def __init__(self, n=None, makeChars=True):
n = 6 if n == None else n
self.ship = Ship()
self.params = Plot()
if makeChars:
self.characters = []
for _ in range(n):
c = Character()
c.generate()
self.characters.append(c)
self.art = "an" if self.params.loc_desc[0] in ["a","e","i","o","u"] else "a"
ALPHABET = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz?- "
NAMELETS = ['a', 'e', 'i', 'o', 'u', 'b', 'y', 'd', 'f', 'g', 'k', 'm', 'n', 'p', 'r', 's', 't', 'w', 'z', 'l', 'x']

def __init__(self, n=None, makeChars=True, fromPW=False, pw=None):
if fromPW == True:
self.ship = None
self.params. = None
self.characters = None
self.art = None
self.decode_key(pw)
else:
n = 6 if n == None else n
self.ship = Ship()
self.params = Plot()
self.params.problem["fullname"] = ""
if self.params.problem["id"] in [1,2]:
self.params.problem["fullname"] += " led by " + self.params.problem["name"]
if self.params.problem["id"] in [4,7,8,10]:
self.params.problem["fullname"] += " named " + self.params.problem["name"]
if makeChars:
self.characters = []
for _ in range(n):
c = Character()
c.generate()
self.characters.append(c)
self.art = "an" if self.params.loc_desc[0] in ["a","e","i","o","u"] else "a"

def generate_key(self):
"""
"PACKTA CTICS! ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------" should generate the Season 3 Pack Tactics crew.
"JUSTIN BAILEY" and "NARPAS SWORD" should do something too.
Key is analphanumeric string generated from a bitfield
Bitfield is:
Location 1: 7 bits
Location 2: 7 bits
Location Battlefield: 1 bit
Mission: 7 bits
Oops: 1 bit
Problem 1: 7 bits
Problem 1 name: 40 bits
Problem 2: 7 bits
Ship name 1: 7 bits
Ship name 2: 7 bits
Ship gqual: 7 bits
Ship bqual: 7 bits
Character 1 name: 40 bits
Character 1 career: 7 bits
Character 1 order: 3 bits
Character 1 chaos: 3 bits
Character 1 body: 3 bits
Character 1 brain: 3 bits
Character 1 gadget: 7 bits
Character 2 name: 40 bits
Character 2 career: 7 bits
Character 2 order: 3 bits
Character 2 chaos: 3 bits
Character 2 body: 3 bits
Character 2 brain: 3 bits
Character 2 gadget: 7 bits
Character 3 name: 40 bits
Character 3 career: 7 bits
Character 3 order: 3 bits
Character 3 chaos: 3 bits
Character 3 body: 3 bits
Character 3 brain: 3 bits
Character 3 gadget: 7 bits
Character 4 name: 40 bits
Character 4 career: 7 bits
Character 4 order: 3 bits
Character 4 chaos: 3 bits
Character 4 body: 3 bits
Character 4 brain: 3 bits
Character 4 gadget: 7 bits
Character 5 name: 40 bits
Character 5 career: 7 bits
Character 5 order: 3 bits
Character 5 chaos: 3 bits
Character 5 body: 3 bits
Character 5 brain: 3 bits
Character 5 gadget: 7 bits
Character 6 name: 40 bits
Character 6 career: 7 bits
Character 6 order: 3 bits
Character 6 chaos: 3 bits
Character 6 body: 3 bits
Character 6 brain: 3 bits
Character 6 gadget: 7 bits
104 for campaign
396 for characters
total 501
11 remaining
"""
self.key = ""
l1 = bin(Plot.loc1.index(self.params.loc_desc))[2:]
l2 = bin(Plot.loc2.index(self.params.location))[2:]
lb = bin(self.params.battlefield)[2:]
op = bin(self.params.oops)[2:]
ms = bin(Plot.miss.index(self.params.mission))[2:]
pb1 = bin(self.params.probIndex)[2:]
if self.params.probIndex == 10:
pb2 = bin(self.params.secProbIndex)[2:]
else:
pb2 = bin(127)[2:]
pbname = "".join([bin(Campaign.NAMELETS.index(x.lower()))[2:] for x in self.params.problem["name"]])
n1 = bin(Ship.NAME1.index(self.ship.name1))[2:]
n2 = bin(Ship.NAME2.index(self.ship.name2))[2:]
gq = bin(Ship.GQUAL.index(self.ship.gqual))[2:]
bq = bin(Ship.BQUAL.index(self.ship.bqual))[2:]
chars = {}
i = 0
for chct in self.characters:
chars[i] = {
"name": "".join([bin(Campaign.NAMELETS.index(x.lower()))[2:] for x in chct.name]),
"career": bin(chct.career["id"])[2:],
"order": bin(chct.stats[0])[2:],
"chaos": bin(chct.stats[1])[2:],
"body": bin(chct.stats[2])[2:],
"brains": bin(chct.stats[3])[2:],
"gadget": bin(chct.gadget["id"])[2:]
}
i += 1
# print(chars)
while len(l1) < 7:
l1 = "0" + l1
# print(f"Len(l1) = {len(l1)}")
while len(l2) < 7:
l2 = "0" + l2
# print(f"Len(l2) = {len(l2)}")
while len(ms) < 7:
ms = "0" + ms
# print(f"Len(ms) = {len(ms)}")
while len(pb1) < 7:
pb1 = "0" + pb1
# print(f"Len(pb1) = {len(pb1)}")
while len(pb2) < 7:
pb2 = "0" + pb2
# print(f"Len(pb2) = {len(pb2)}")
while len(pbname) < 40:
pbname = "0" + pbname
# print(f"Len(pbname) = {len(pbname)}")
while len(n1) < 7:
n1 = "0" + n1
# print(f"Len(n1) = {len(n1)}")
while len(n2) < 7:
n2 = "0" + n2
# print(f"Len(n2) = {len(n2)}")
while len(gq) < 7:
gq = "0" + gq
# print(f"Len(gq) = {len(gq)}")
while len(bq) < 7:
bq = "0" + bq
# print(f"Len(bq) = {len(bq)}")
self.key += l1 + l2 + lb + op + ms + pb1 + pb2 + pbname + n1 + n2 + gq + bq
for k,chct in chars.items():
while len(chct["name"]) < 40:
chct["name"] = "0" + chct["name"]
# print(f"Len(chct.name) = {len(chct['name'])}")
while len(chct["career"]) < 7:
chct["career"] = "0" + chct["career"]
# print(f"Len(chct.career) = {len(chct['career'])}")
while len(chct["order"]) < 3:
chct["order"] = "0" + chct["order"]
# print(f"Len(chct.order) = {len(chct['order'])}")
while len(chct["chaos"]) < 3:
chct["chaos"] = "0" + chct["chaos"]
# print(f"Len(chct.chaos) = {len(chct['chaos'])}")
while len(chct["body"]) < 3:
chct["body"] = "0" + chct["body"]
# print(f"Len(chct.body) = {len(chct['body'])}")
while len(chct["brains"]) < 3:
chct["brains"] = "0" + chct["brains"]
# print(f"Len(chct.brains) = {len(chct['brains'])}")
while len(chct["gadget"]) < 7:
chct["gadget"] = "0" + chct["gadget"]
# print(f"Len(chct.gadget) = {len(chct['gadget'])}")
self.key += chct["name"] + chct["career"] + chct["order"] + chct["chaos"] + chct["body"] + chct["brains"] + chct["gadget"]
# print(len(self.key))
while len(self.key) < 509:
self.key = self.key + "0"
# print(len(self.key))
self.okey = ""
letters = []
letter = []
for bit in self.key:
letter.append(bit)
if len(letter) == 6:
letters.append(Campaign.ALPHABET[int("".join(letter),2)])
letter = []
words = []
word = []
for lt in letters:
word.append(lt)
if len(word) == 6:
words.append("".join(word))
word = []
words.append("".join(word))
self.password = " ".join(words)
# print(self.password)
return self.password

def decode_key(self, pw):
"""
Repeating this here for the sake of convenience.
Location 1: 7 bits
Location 2: 7 bits
Location Battlefield: 1 bit
Mission: 7 bits
Oops: 1 bit
Problem 1: 7 bits
Problem 1 name: 40 bits
Problem 2: 7 bits
Ship name 1: 7 bits
Ship name 2: 7 bits
Ship gqual: 7 bits
Ship bqual: 7 bits
Character 1 name: 40 bits
Character 1 career: 7 bits
Character 1 order: 3 bits
Character 1 chaos: 3 bits
Character 1 body: 3 bits
Character 1 brain: 3 bits
Character 1 gadget: 7 bits
Character 2 name: 40 bits
Character 2 career: 7 bits
Character 2 order: 3 bits
Character 2 chaos: 3 bits
Character 2 body: 3 bits
Character 2 brain: 3 bits
Character 2 gadget: 7 bits
Character 3 name: 40 bits
Character 3 career: 7 bits
Character 3 order: 3 bits
Character 3 chaos: 3 bits
Character 3 body: 3 bits
Character 3 brain: 3 bits
Character 3 gadget: 7 bits
Character 4 name: 40 bits
Character 4 career: 7 bits
Character 4 order: 3 bits
Character 4 chaos: 3 bits
Character 4 body: 3 bits
Character 4 brain: 3 bits
Character 4 gadget: 7 bits
Character 5 name: 40 bits
Character 5 career: 7 bits
Character 5 order: 3 bits
Character 5 chaos: 3 bits
Character 5 body: 3 bits
Character 5 brain: 3 bits
Character 5 gadget: 7 bits
Character 6 name: 40 bits
Character 6 career: 7 bits
Character 6 order: 3 bits
Character 6 chaos: 3 bits
Character 6 body: 3 bits
Character 6 brain: 3 bits
Character 6 gadget: 7 bits
"""
densePwd = pw.replace(" ", "")
if densePwd == "PACKTACTICS!------------------------------------------------------------------------------------":
# Create a campaign featuring the Season 3 Pack Tactics crew.
return
elif densePwd == "JUSTINBAILEY------------------------------------------------------------------------------------":
# Create a random campaign, but everyone's Gadget is a leotard that somehow is also an environment suit
return
elif densePwd == "NARPASSWORD------------------------------------------------------------------------------------":
# Create a random campaign, but all the kobolds' stats are set to 6
return
numPwd = []
for c in densePwd:
numPwd.append(Campaign.ALPHABET.index(c))
bitPwd = [bin(x).replace("0b","") for x in numPwd]
longBitPwd = []
for word in bitPwd:
longword = word
while len(longword) < 6:
longword = "0" + longword
longBitPwd.append(longword)
self.newBitfield = "".join(longBitPwd)
print(self.newBitfield)
return self.newBitfield


def print_params(self, endc=" ", html=False):
print(len(Plot.miss))
st = ["Order:", "Chaos:", "Brains:", "Body:"]
cst = ", ".join([" ".join(y) for y in list(zip(st, [str(x) for x in self.params.problem["stats"]]))])
if self.params.oops == 1:
oops = "...well, they weren't paying attention, so don't tell them, but they're supposed "
else:
oops = ""
location = oops + self.params.location
lines = [
f"The Kobolds of the {self.ship.fullname}",
f"have been sent out to {self.art} {self.params.loc_desc} {self.params.location}",
f"have been sent out to {self.art} {self.params.loc_desc} {location}!",
f"in order {self.params.mission}",
f"but they're challenged by {self.params.fullProblem}!",
f"The stats of the {self.params.problem['shortname']}",
@@ -306,7 +615,7 @@ class Campaign:
f"<div id='themission' class='firstrow'>\n"
f" <span class='head'>The Mission</span>\n"
f" <span id='missionloc'>\n"
f" The kobolds have been sent to {self.art} {self.params.loc_desc} {self.params.location}\n"
f" The kobolds have been sent to {self.art} {self.params.loc_desc} {self.params.location}!\n"
f" </span><br>\n"
f" <span id='missiontarget'>\n"
f" in order {self.params.mission}\n"
@@ -359,6 +668,12 @@ class Campaign:
if html:
print(f"</div>\n<br clear='all'>\n")

def decode(self, pwd):
pass

class Password:
pass

if __name__ == "__main__":
parser = argparse.ArgumentParser()
group = parser.add_mutually_exclusive_group()
@@ -367,14 +682,21 @@ if __name__ == "__main__":
group.add_argument("-n", "--names", help="print N kobolds without stat blocks", nargs="?", const=1, type=int, metavar="N")
group.add_argument("-p", "--params", help="print only the parameters of a campaign", action="store_true")
group.add_argument("-s", "--ship", help="print only the ship name and description", action="store_true")
group.add_argument("-pw", "--password", help="print the campaign defined by the submitted password", type=str, nargs="?", const=1, metavar="PW")
parser.add_argument("--html", help="print in HTML instead of plain text", action="store_true")
args = parser.parse_args()
# print(args)
html = True if args.html else False
if args.campaign:
if args.password:
pw = Password(args.password)
# print(pw.newBitfield)
cmp = Campaign(fromPW = True)
cmp.decode(pw)
elif args.campaign:
cmp = Campaign(args.campaign)
cmp.print_params(html=html)
cmp.print_chars(html=html)
print(cmp.generate_key())
elif args.params:
cmp = Campaign(makeChars=False)
cmp.print_params(html=html)

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