/
produce_npc.py
650 lines (587 loc) · 24.2 KB
/
produce_npc.py
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from asyncore import write
import json
import os
import pyproduce
i_def = "\t"
i_code = "\t\t"
class ProduceNPC:
def __init__(self, exported_dir: pyproduce.InfinityExportedDir) -> None:
self.exported_dir = exported_dir
self.elements = dict()
self.lines_script = list()
self.lines_dialog = list()
self.copy_speaches = list()
self.current_crename = ""
self.cre = dict()
self.setup_elements()
return
def setup_elements(self):
self.elements["base_class"] = "NPCBase"
return
def read_cre(self, name: str):
value = self.exported_dir.read_cre(name)
self.cre = value
return value
def cre_get_full_name(self):
result = self.exported_dir.cre_strref_to_string(self.cre.get("LongName"))
if not result:
result = self.exported_dir.cre_strref_to_string(self.cre.get("ShortName"))
return result
def load_template(self, file_name):
with open(file_name, 'r') as f:
self.lines_script = f.readlines()
return
def save(self, file_name):
with open(file_name, 'w') as f:
for line in self.lines_script:
#aline = line
f.write(line + ("\n" if not "\n" in line else ""))
return
def produce_npc(self, cre_name):
self.read_cre(cre_name)
self.current_crename = cre_name
self.lines_script.append(f"class Ctrl{self.current_crename}({self.elements['base_class']}):")
#self.lines_script.append("")
self.produce_npc_baseproto()
self.produce_npc_appearance()
self.produce_npc_char()
return
def produce_npc_baseproto(self):
proto = "const_proto_npc.PROTO_NPC_MAN"
race_name = self.cre["RaceName"].lower()
race = self.cre["Race"]
gander = self.cre["Gender"]
if not race_name or race_name == "human":
if gander:
proto = "const_proto_npc.PROTO_NPC_MAN"
else:
proto = "const_proto_npc.PROTO_NPC_WOMAN"
else:
raise Exception(f"Unknown race: {race_name}({race})")
self.lines_script.append(i_def + "@classmethod")
self.lines_script.append(i_def + f"def get_proto_id(cls): return {proto}")
self.lines_script.append("")
return
def produce_npc_appearance(self):
self.lines_script.append(i_def + "def setup_appearance(self, npc):")
portrait_id = 8680 # none
portrait_comment_name = "none"
self.lines_script.append(i_code + f"npc.obj_set_int(toee.obj_f_critter_portrait, {portrait_id}) # {portrait_comment_name}");
full_name = self.cre_get_full_name()
if full_name:
self.lines_script.append(i_code + f'utils_npc.npc_description_set_new(npc, "{full_name}")');
self.lines_script.append(i_code+"return")
self.lines_script.append("")
return
def produce_npc_char(self):
self.lines_script.append(i_def + "def setup_char(self, npc):")
if True:
Strength = int(self.cre["Strength"])
# StrengthBonus is never used in IWD2, checked
Dexterity = int(self.cre["Dexterity"])
Constitution = int(self.cre["Constitution"])
Intelligence = int(self.cre["Intelligence"])
Wisdom = int(self.cre["Wisdom"])
Charisma = int(self.cre["Charisma"])
self.lines_script.append(i_code + f"utils_npc.npc_abilities_set(npc, [{Strength}, {Dexterity}, {Constitution}, {Intelligence}, {Wisdom}, {Charisma}])");
LevelTotal = int(self.cre["LevelTotal"])
ClassLevels = (int(self.cre["LevelBard"]), int(self.cre["LevelCleric"]), int(self.cre["LevelDruid"])
, int(self.cre["LevelFighter"]), int(self.cre["LevelMonk"]), int(self.cre["LevelPaladin"])
, int(self.cre["LevelRanger"]), int(self.cre["LevelRogue"]), int(self.cre["LevelSorcerer"])
, int(self.cre["LevelWizard"]))
levelsFromClasses = sum(ClassLevels)
classes = ("stat_level_bard", "stat_level_cleric", "stat_level_druid", "stat_level_fighter"
, "stat_level_monk", "stat_level_paladin", "stat_level_ranger", "stat_level_rogue", "stat_level_sorcerer"
, "stat_level_wizard")
if levelsFromClasses:
classLevel = 0
self.lines_script.append(i_code)
self.lines_script.append(i_code+f"# class levels: {levelsFromClasses}")
for i, levels in enumerate(ClassLevels):
if not levels: continue
statLevel = classes[i]
self.lines_script.append(i_code+f"# {statLevel}: {levels}")
for l in range(0, levels):
self.lines_script.append(i_code + f"npc.obj_set_idx_int(toee.obj_f_critter_level_idx, {classLevel}, toee.{statLevel})");
classLevel += 1
else:
raise Exception("No Classes!")
self.lines_script.append(i_code)
self.produce_alignment()
self.lines_script.append(i_code+f'npc.obj_set_int(toee.obj_f_critter_experience, {int(self.cre["XPReward"])}) # XPReward')
self.lines_script.append(i_code+f'npc.obj_set_int(toee.obj_f_npc_challenge_rating, {int(self.cre["ChallangeRating"])})')
self.produce_feats()
self.produce_saves()
self.produce_skills()
self.lines_script.append(i_code+"return")
self.lines_script.append("")
return
def produce_feats(self):
def feat_pro_add(value_name: str, levels: list):
value = self.cre[value_name]
splitter_added = False
for level in range(1, value+1):
feat_to_addv = levels[level-1]
if not feat_to_addv: continue
if not splitter_added:
splitter_added = True
self.lines_script.append(i_code)
self.lines_script.append(i_code + f"# {value_name}: {value}")
if isinstance(feat_to_addv, str):
self.lines_script.append(i_code+f"npc.feat_add(toee.{feat_to_addv})")
else:
for feat_to_add in feat_to_addv:
if not feat_to_add: continue
self.lines_script.append(i_code+f"npc.feat_add(toee.{feat_to_add})")
return
def feat_pro_add_weapon(value_name: str, levels: list, weapons: list):
value = self.cre[value_name]
splitter_added = False
for weapon in weapons:
for level in range(1, value+1):
feat_template = levels[level-1]
if not feat_template: continue
feat_to_add = feat_template + weapon
if not splitter_added:
splitter_added = True
self.lines_script.append(i_code)
self.lines_script.append(i_code + f"# {value_name}: {value}")
self.lines_script.append(i_code+f"npc.feat_add(toee.{feat_to_add})")
return
self.lines_script.append("")
self.lines_script.append(i_code+"# feats")
feats = self.cre["Feats"]
for feat in feats:
self.produce_feat(feat)
martial = ("feat_martial_weapon_proficiency_", "feat_weapon_focus_", "feat_weapon_specialization_")
simple = (None, "feat_weapon_focus_", "feat_weapon_specialization_")
spells = ("feat_spell_focus_", "feat_greater_spell_focus_")
feat_pro_add("FeatArmorPreficiency"
, ["feat_armor_proficiency_light", "feat_armor_proficiency_medium", "feat_armor_proficiency_heavy"])
# TODO FeatArmoredArcana
feat_pro_add("FeatCleave"
, ["feat_cleave", "feat_great_cleave"])
feat_pro_add("FeatWeaponProExoticBastardSword"
, ["feat_exotic_weapon_proficiency_bastard_sword", "feat_weapon_focus_bastard_sword", "feat_weapon_specialization_bastard_sword"])
feat_pro_add_weapon("FeatWeaponProAxe", martial
, ["throwing_axe", "handaxe", "battleaxe", "greataxe"]
)
feat_pro_add_weapon("FeatWeaponProBow", martial
, ["shortbow", "composite_shortbow", "longbow", "composite_longbow"]
)
feat_pro_add_weapon("FeatWeaponProFlail", martial
, ["light_flail", "heavy_flail"]
)
feat_pro_add_weapon("FeatWeaponProGreatsword", martial
, ["greatsword"]
)
feat_pro_add_weapon("FeatWeaponProHammer", martial
, ["light_hammer", "warhammer"]
)
feat_pro_add_weapon("FeatWeaponProLargeSword", martial
, ["longsword", "scimitar"]
)
feat_pro_add_weapon("FeatWeaponProPolearm", martial
, ["halberd"]
)
feat_pro_add_weapon("FeatWeaponProCrossbow", simple
, ["light_crossbow", "heavy_crossbow"]
)
feat_pro_add_weapon("FeatWeaponProMace", simple
, ["heavy_mace"]
)
# Slings and Darts
feat_pro_add_weapon("FeatWeaponProMissle", simple
, ["sling", "dart"]
)
feat_pro_add_weapon("FeatWeaponProQuarterstaff", simple
, ["quarterstaff"]
)
# ShortSwords and Daggers
feat_pro_add_weapon("FeatWeaponProSmallBlade", simple
, ["short_sword", "dagger"]
)
feat_pro_add_weapon("FeatSpellFocusEnchantment", spells
, ["enchantment"]
)
feat_pro_add_weapon("FeatSpellFocusEvocation", spells
, ["evocation"]
)
feat_pro_add_weapon("FeatSpellFocusNecromancy", spells
, ["necromancy"]
)
feat_pro_add_weapon("FeatSpellFocusTransmutation", spells
, ["transmutation"]
)
# FeatToughness TODO
feat_pro_add_weapon("FeatToughness", ("")
, ["feat_toughness"]
)
self.lines_script.append("")
self.lines_script.append(i_code+f"npc.feat_add(toee.feat_athletic, 1) # workaround for do_refresh_d20_status")
return
def produce_feat(self, feat: str):
# https://sorcerers.net/Games/IWD2/feats.php
ft = feat.lower()
feat_to_add = None
feat_to_add0 = None
if True:
if ft == "aegis of rime":
# 19 entries
# TODO for NPC
pass
elif ft == "ambidexterity":
# 64 entries
# 3e one has no penalty...
# TODO - add specifically for NPCs
feat_to_add = "feat_improved_two_weapon_fighting"
elif ft == "aqua mortis":
# 27 entries
# TODO
pass
elif ft == "armor proficiency":
# 732 entries
# handled with FeatArmorPreficiency
pass
elif ft == "armored arcana":
# 5 entries
# handled with FeatArmoredArcana
pass
elif ft == "arterial strike":
# 5 entries
# TODO - add for NPC
pass
elif ft == "blind fight":
# 107 entries
feat_to_add = "feat_blind_fight"
elif ft == "bullheaded":
# 30 entries
feat_to_add = "feat_iron_will"
elif ft == "cleave":
# 195 entries
# handled with FeatCleave
pass
elif ft == "combat casting":
# 198 entries
feat_to_add = "feat_combat_casting"
elif ft == "courteous magocracy":
# 40 entries
# TODO
pass
elif ft == "crippling strike":
# 40 entries
feat_to_add = "feat_crippling_strike"
elif ft == "dash":
# 40 entries
# TODO - add it for PC as well
pass
elif ft == "deflect arrows":
# 107 entries
feat_to_add = "feat_deflect_arrows"
elif ft == "dirty fighting":
# 142 entries
# TODO - add it for PC as well
pass
elif ft == "discipline":
# 56 entries
# TODO - add it for PC as well
pass
elif ft == "dodge":
# 237 entries
feat_to_add = "feat_dodge"
elif ft == "envenom weapon":
# 10 entries
# TODO - add it for PC as well
pass
elif ft == "exotic bastard":
# 4 entries
# handled with FeatWeaponProExoticBastardSword
pass
elif ft == "expertise":
# 47 entries
feat_to_add = "feat_combat_expertise"
elif ft == "extra rage":
# 3 entries
feat_to_add = "Extra Rage"
elif ft == "extra shapeshifting":
# 1 entries
feat_to_add = "Extra Wild Shape"
elif ft == "extra smiting":
# 2 entries
feat_to_add = "Extra Smiting"
elif ft == "extra turning":
# 0 entries
# MAYBE - add it for PC as well
pass
elif ft == "fiendslayer":
# 1 entries
# MAYBE - add it for PC as well
pass
elif ft == "forester":
# 5 entries
# MAYBE - add it for PC as well
pass
elif ft == "great fortitude":
# 44 entries
feat_to_add = "feat_great_fortitude"
elif ft == "hamstring":
# 6 entries
# MAYBE - add it for PC as well
pass
elif ft == "heretic's bane":
# 58 entries
# TODO - for NPC only
pass
elif ft == "heroic inspiration":
# 18 entries
# TODO - for NPC only
pass
elif ft == "improved critical":
# 193 entries
# TODO - for NPC only
pass
elif ft == "improved evasion":
# 49 entries
feat_to_add = "feat_improved_evasion"
elif ft == "improved initiative":
# 325 entries
feat_to_add = "feat_improved_initiative"
elif ft == "improved turning":
# 193 entries
# TODO - for NPC only
pass
elif ft == "iron will":
# 140 entries
feat_to_add = "feat_iron_will"
elif ft == "lightning reflexes":
# 126 entries
feat_to_add = "feat_lightning_reflexes"
elif ft == "lingering song":
# 0 entries
feat_to_add = "Lingering Song"
elif ft == "luck of heroes":
# 34 entries
# TODO - add it for PC as well
pass
elif ft == "martial axe":
# 666 entries
# handled with FeatWeaponProAxe
pass
elif ft == "martial bow":
# 648 entries
# handled with FeatWeaponProBow
pass
elif ft == "martial flail":
# 640 entries
# handled with FeatWeaponProFlail
pass
elif ft == "martial greatsword":
# 631 entries
# handled with FeatWeaponProGreatsword
pass
elif ft == "martial hammer":
# 629 entries
# handled with FeatWeaponProHammer
pass
elif ft == "martial large sword":
# 659 entries
# handled with FeatWeaponProLargeSword
pass
elif ft == "martial polearm":
# 666 entries
# handled with FeatWeaponProPolearm
pass
elif ft == "maximized attacks":
# 11 entries
# MAYBE - add it for NPC only
pass
elif ft == "mercantile background":
# 0 entries
# I think that one is close enough
feat_to_add = "feat_diligent"
elif ft == "power attack":
# 105 entries
feat_to_add = "feat_power_attack"
elif ft == "precise shot":
# 44 entries
feat_to_add = "feat_precise_shot"
elif ft == "rapid shot":
# 13 entries
feat_to_add = "feat_rapid_shot"
elif ft == "resist poison":
# 71 entries
# MAYBE - add it for NPC only
pass
elif ft == "scion of storms":
# 35 entries
# TODO - add it for PC as well
pass
elif ft == "shield proficiency":
# 711 entries
feat_to_add = "feat_shield_proficiency"
pass
elif ft == "simple crossbow":
# 772 entries
# handled with FeatWeaponProCrossbow
pass
elif ft == "simple mace":
# 792 entries
# handled with FeatWeaponProMace
pass
elif ft == "simple missile":
# 794 entries
# handled with FeatWeaponProMissle
pass
elif ft == "simple quarterstaff":
# 799 entries
# handled with FeatWeaponProQuarterstaff
pass
elif ft == "simple small blade":
# 814 entries
# handled with FeatWeaponProSmallBlade
pass
elif ft == "slippery mind":
# 11 entries
# MAYBE - add it for NPC only
pass
elif ft == "snake blood":
# 52 entries
# MAYBE - add it for NPC only
pass
elif ft == "spell focus enchantment":
# 20 entries
# handled with FeatSpellFocusEnchantment
pass
elif ft == "spell focus evocation":
# 26 entries
# handled with FeatSpellFocusEvocation
pass
elif ft == "spell focus necromancy":
# 17 entries
# handled with FeatSpellFocusNecromancy
pass
elif ft == "spell focus transmutation":
# 33 entries
# handled with FeatSpellFocusTransmutation
pass
elif ft == "spell penetration":
# 105 entries
feat_to_add = "feat_spell_penetration"
elif ft == "spirit of flame":
# 62 entries
# TODO - for NPC only
pass
elif ft == "strong back":
# 62 entries
# MAYBE - for NPC only
pass
elif ft == "stunning fist":
# 38 entries
feat_to_add = "feat_stunning_fist"
elif ft == "subvocal casting":
# 58 entries
feat_to_add = "feat_silent_spell"
elif ft == "toughness":
# 20 entries
# handled with FeatToughness
pass
elif ft == "two-weapon fighting":
# 14 entries
feat_to_add = "feat_two_weapon_fighting"
elif ft == "weapon finesse":
# 52 entries
# TODO
feat_to_add = "feat_weapon_finesse_short_sword"
elif ft == "wild shape boar":
# 3 entries
# MAYBE for NPC
pass
elif ft == "wild shape panther":
# 12 entries
# MAYBE for NPC
pass
elif ft == "wild shape shambler":
# 7 entries
# MAYBE for NPC
pass
else:
raise Exception(f"Unknown feat: {feat}")
if feat_to_add:
if feat_to_add.startswith("feat_"):
self.lines_script.append(i_code+f"npc.feat_add(toee.{feat_to_add}) # {feat}")
else:
self.lines_script.append(i_code+f'npc.feat_add("{feat_to_add}") # {feat}')
return
def produce_skills(self):
def produce_skill(prop: str, skill: str):
value = self.cre[prop]
self.lines_script.append(i_code+f"# {prop}: {value}")
if value:
self.lines_script.append(i_code+f"utils_npc.npc_skill_ensure(npc, toee.{skill}, {value})")
return
self.lines_script.append("")
self.lines_script.append(i_code+"# skills")
produce_skill("SkillAlchemy", "skill_alchemy")
produce_skill("SkillAnimalEmpathy", "skill_handle_animal")
produce_skill("SkillBluff", "skill_bluff")
produce_skill("SkillConcentration", "skill_concentration")
produce_skill("SkillDiplomacy", "skill_diplomacy")
produce_skill("SkillDisableDevice", "skill_disable_device")
produce_skill("SkillHide", "skill_hide")
produce_skill("SkillIntimidate", "skill_intimidate")
produce_skill("SkillKnowledgeArcana", "skill_knowledge_arcana")
produce_skill("SkillMoveSilently", "skill_move_silently")
produce_skill("SkillOpenLock", "skill_open_lock")
produce_skill("SkillPickPocket", "skill_pick_pocket")
produce_skill("SkillSearch", "skill_search")
produce_skill("SkillSpellcraft", "skill_spellcraft")
produce_skill("SkillUseMagicDevice", "skill_use_magic_device")
produce_skill("SkillWildernessLaw", "skill_wilderness_lore")
return
def produce_alignment(self):
al = int(self.cre["Alignment"])
alignment = "ALIGNMENT_NEUTRAL"
ids_line = str(al)
if al == 0x11:
ids_line = "0x11 LAWFUL_GOOD"
alignment = "ALIGNMENT_LAWFUL_GOOD"
elif al == 0x12:
ids_line = "0x12 LAWFUL_NEUTRAL"
alignment = "ALIGNMENT_LAWFUL_NEUTRAL"
elif al == 0x13:
ids_line = "0x13 LAWFUL_EVIL"
alignment = "ALIGNMENT_LAWFUL_EVIL"
elif al == 0x21:
ids_line = "0x21 NEUTRAL_GOOD"
alignment = "ALIGNMENT_NEUTRAL_GOOD"
elif al == 0x22:
ids_line = "0x22 NEUTRAL"
alignment = "ALIGNMENT_TRUE_NEUTRAL"
elif al == 0x23:
ids_line = "0x23 NEUTRAL_EVIL"
alignment = "ALIGNMENT_NEUTRAL_EVIL"
elif al == 0x31:
ids_line = "0x31 CHAOTIC_GOOD"
alignment = "ALIGNMENT_CHAOTIC_GOOD"
elif al == 0x32:
ids_line = "0x32 CHAOTIC_NEUTRAL"
alignment = "ALIGNMENT_CHAOTIC_NEUTRAL"
elif al == 0x33:
ids_line = "0x33 CHAOTIC_EVIL"
alignment = "ALIGNMENT_CHAOTIC_EVIL"
self.lines_script.append(i_code+f"npc.obj_set_int(toee.obj_f_critter_alignment, toee.{alignment}) # {ids_line}")
return
def produce_saves(self):
def produce_safe(prop: str, save: str):
value = int(self.cre[prop])
self.lines_script.append(i_code+f"{save} = npc.stat_level_get(toee.stat_{save})")
self.lines_script.append(i_code+f"if {save} < {value}: npc.obj_set_int(toee.obj_f_npc_{save}_bonus, {value}-{save}) # {prop}: {value}")
return
# should go after d20_refresh
self.lines_script.append(i_code)
self.lines_script.append(i_code+"# saves")
#produce_safe("SaveVsDeath", "save_fortitude")
#produce_safe("SaveVsWands", "save_reflexes")
#produce_safe("SaveVsPolymorph", "save_willpower")
self.lines_script.append(i_code+f'utils_npc.ensure_saves_natural(npc, {int(self.cre["SaveVsDeath"])}, {int(self.cre["SaveVsWands"])}, {int(self.cre["SaveVsPolymorph"])}) # SaveVsDeath: {int(self.cre["SaveVsDeath"])}, SaveVsWands: {int(self.cre["SaveVsWands"])}, SaveVsPolymorph: {int(self.cre["SaveVsPolymorph"])}')
return