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monsters.py
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# See bottom of file for a list of possible arguments.
# As an example,
# monsters.py re
# calls print_resists.
import os
import os.path
import sys
import re
from operator import attrgetter, itemgetter
mon_data_path = os.path.join(os.path.expanduser('~'),
"crawl/crawl-ref/source/mon-data.h")
# Constants
MAG_IMMUNE = 270
BINARY_RESISTS = set(('curare', 'drown', 'hellfire', 'sticky'))
def read_mon_data(h=mon_data_path, debug=True):
"""Read mon-data.h"""
data = str(open(h).read())
# Join preprocessor lines so they are stripped together later
data = re.sub(r"\\"+r"\n", "", data)
# Strip out axed monsters
data = re.sub("(?ms)static monsterentry mondata.*"
"#define AXED_MON[^}]*}[^}]*}[^}]*},",
"(", data)
#
data = re.sub("AXED_MON(.*)", "", data)
data = re.sub(r"(?ms)DUMMY\(.*?\)", "", data)
# Strip out block comments
data = re.sub("(?ms)\/\*.*?\*\/", "", data)
# Strip other comments
data = re.sub('//.*', '', data)
data = re.sub('#.*', '', data)
# mrd(MR_X | MR_Y, 2) => MR_X2 | MR_Y2
def mrd_convert(x):
level = x.group(2)
if int(level) == 1:
level = ''
resists = x.group(1).split('|')
return ' | '.join("%s%s" % (res.strip(), level) for res in resists)
data = re.sub('(?ms)mrd\((MR_[A-Z_\s|]+)+, (\d)\)', mrd_convert, data)
# Replace energy:
def energy(x):
return "(%s, %s)" % (x.group(1), x.group(2))
data = re.sub('([A-Z0-9_-]*_ENERGY)\((.*?)\)', energy, data)
# Replace pipes by commas
def pipes(x):
return "(%s)" % re.sub('(?ms)\s*\|\s*', ',', x.group(0))
data = re.sub('(?m)(\(.*\)|<<.*>>|[A-Z0-9_-]*)'
'(\s*\|\s*(\(.*\)|<<.*>>|[A-Z0-9_-]*))+', pipes, data)
# Stringify bare enums:
def stringify(x):
return "'%s'" % x.group(1)
data = re.sub("(?<!['\"])([A-Z0-9_-]{2,})", stringify, data)
# Replace placeholders
data = re.sub('(<<|{{)', '(', data)
data = re.sub('(>>|}})', ')', data)
# Replace }s by )s unless they're a monster glyph.
data = re.sub("}(?!['\"]);*", ')', data)
data = re.sub("{", '(', data)
if debug:
# Write debug data right before trying to parse
output_path = os.path.join(os.getcwd(), "data.py")
with open(output_path, "w") as f:
f.write(data)
# Eval it, storing it as a tuple
return eval(data)
mondata = read_mon_data()
class Resistance(object):
'''Store the four main resistances to always display.
Additional resists are then added where necessary.
Convert vulnerability to negative resistance.
'''
def __init__(self, resists):
'''[maxlevel, level]'''
self.fire = 0
self.cold = 0
self.pois = 0
self.elec = 0
for r in resists:
level = -1 if r.startswith('MR_VUL_') else 1
r = r[7:].lower()
if r[-1] in '01234':
level = level * min(3, int(r[-1]))
r = r[:-1]
# Some names that are easier to understand or abbreviate
r = {
'poison': 'pois',
'rotting': 'rot',
'asphyx': 'curare',
'water': 'drown',
'sticky_flame': 'sticky',
}.get(r, r)
setattr(self, r, level)
if getattr(self, 'hellfire', None):
self.fire = 3
def __repr__(self):
s = ''
for resist in [
'fire', 'cold', 'pois', 'elec',
'neg', 'holy', 'rot', 'acid', 'steam',
'curare', 'drown ', 'sticky', 'hellfire']:
resist = resist.strip()
level = getattr(self, resist, None)
maxlevel = 1 if resist in BINARY_RESISTS else 3
if level is None:
# Optional and not present
continue
dot = 'x' if level < 0 else '+'
level = abs(level)
# Should only affect `hellfire`
resist = resist[:6]
s += "%-4s %s%s%s " % (
resist,
dot * level,
'.' * (maxlevel - level),
' ' * (3 - maxlevel - max(0, len(resist) - 4)))
return s.strip()
class Energy(object):
'''How quickly the energy granted by speed is used up.
Most monsters should just use DEFAULT_ENERGY, where all the different
types of actions use 10 energy units.
#define MOVE_ENERGY(x) { x, x, 10, 10, 10, 10, 10, 100}
#define ACTION_ENERGY(x) {10, 10, x, x, x, x, x, x * 10}
#define ATTACK_ENERGY(x) {10, 10, x, 10, 10, 10, 10, 100}
#define MISSILE_ENERGY(x) {10, 10, 10, x, 10, 10, 10, 100}
#define SPELL_ENERGY(x) {10, 10, 10, 10, x, 10, 10, 100}
#define SWIM_ENERGY(x) {10, x, 10, 10, 10, 10, 10, 100}
'''
def __init__(self,
move = 10,
swim = 10,
attack = 10,
missile = 10,
spell = 10,
mysteryA = 10,
mysteryB = 10,
mysteryC = 10 * 10
):
self.move = move
self.swim = swim
self.attack = attack
self.missile = missile
self.spell = spell
self.mysteryA = mysteryA
self.mysteryB = mysteryB
self.mysteryC = mysteryC
def move_speed(self, speed):
self.move = speed
self.swim = speed
def move_energy(self, move):
self.move = 100./move
self.swim = 100./move
def action_energy(self, action):
self.attack = action
self.missile = action
self.spell = action
self.mysteryA = action
self.mysteryB = action
self.mysteryC = action * 10
def attack_energy(self, attack):
self.attack = attack
def missile_energy(self, missile):
self.missile = missile
def spell_energy(self, spell):
self.spell = spell
def swim_energy(self, swim):
self.swim = swim
def __repr__(self):
return ''.join('%-3d' % getattr(self, e)
for e in [
'move',
'swim',
'attack',
'missile',
'spell',
'mysteryA',
'mysteryB',
'mysteryC',
])
class HP(object):
def __init__(self, hd, avg_hpx10):
'''
Monsters' hp will vary between +-33% of that value; 95% of the
time within +-10%.
'''
self.hd = hd
self.avg = int(avg_hpx10 / 10)
self.min = int(self.avg * 0.67)
self.min10 = int(self.avg * 0.90)
self.max = int(self.avg * 1.33)
self.max10 = int(self.avg * 1.1)
@property
def fixed(self):
return self.min == self.max
def __repr__(self):
return "[{:.<4d}.{:.>4}] [{:.<4d}.{:.>4}]"\
.format(self.min10, self.max10, self.min, self.max)
class Monster(object):
def __init__(self,
id,
glyph,
color,
name,
flags,
resistances,
xp_modifier,
genus,
species,
holiness,
mr_modifier,
attacks,
hd,
avg_hpx10,
ac,
ev,
spellbook,
corpse_type,
shout_type,
intelligence,
habitat,
speed,
energy,
item_use,
size,
shape=None,
tile=None,
corpse=None,
*args, **kwargs):
self.id = id
self.glyph = glyph
self.color = color
self.name = name
if isinstance(flags, tuple):
self.flags = ', '.join(f for f in sorted(flags))
else:
self.flags = flags
if resistances == 'MR_NO_FLAGS':
self.resistances = tuple()
elif isinstance(resistances, tuple):
self.resistances = resistances
else:
self.resistances = (resistances, )
self.resists = Resistance(self.resistances)
self.xp_modifier = int(xp_modifier)
self.genus = genus
self.species = species
self.holiness = holiness
#
# monster::res_holy_energy via monster::undead_or_demonic
if ((self.holiness in ('MH_UNDEAD', 'MH_DEMONIC')
and self.id != 'MONS_PROFANE_SERVITOR')
or self.genus == 'MONS_DEMONSPAWN'):
setattr(self.resists, 'holy', -2)
# monster::res_holy_energy
elif self.holiness == 'MH_HOLY' or self.id == 'MONS_PROFANE_SERVITOR':
setattr(self.resists, 'holy', 1)
# monster::res_negative_energy
if self.holiness != 'MH_NATURAL':
setattr(self.resists, 'neg', 3)
# Missing but feasible:
# monster::res_torment
# rPois for e.g. abominations and other undead
# monster::res_rotting
# one/three level distinction?
if mr_modifier == 'MAG_IMMUNE':
self.mr_modifier = MAG_IMMUNE
else:
self.mr_modifier = int(mr_modifier)
self.attacks = []
for attack in attacks:
if attack == 'AT_NO_ATK':
continue
at_type, at_flavor, damage = attack
# [3:] gets rid of AT_ and AF_ prefixes
at_flavor = at_flavor[3:].lower()
if at_flavor == 'plain':
at_flavor = ''
self.attacks.append((int(damage), at_type[3:], at_flavor))
self.hd = int(hd)
self.hp = HP(int(hd), float(avg_hpx10))
self.ac = int(ac)
self.ev = int(ev)
self.spellbook = spellbook
self.corpse_type = corpse_type
self.shout_type = shout_type
self.intelligence = intelligence
self.habitat = habitat
self.speed = int(speed)
self.tile = tile
self.corpse = corpse
self.energy = Energy()
if energy == 'DEFAULT_ENERGY':
self.energy.move_speed(self.speed)
elif len(energy) == 2:
# E.g. ('SWIM_ENERGY', 6) or ('SPELL_ENERGY', '20')
# => call swim_energy(6) or spell_energy(20)
getattr(self.energy, energy[0].lower())(int(energy[1]))
else:
# E.g. ('10', 6, 8, 8, 8, 8, 8, '80')
e_int = (int(e) for e in energy)
self.energy = Energy(*e_int)
self.item_use = item_use
self.size = size
self.shape = shape
@property
def mr(self):
'''monster.cc: monster::res_magic
int u = (get_monster_data(base_type))->resist_magic;
// Negative values get multiplied with monster hit dice.
if (u < 0)
u = hit_dice * -u * 4 / 3;
Note that we indicate magic immunity by python-side MAG_IMMUNE = 270.
'''
if self.mr_modifier < 0:
return int(self.hd * -self.mr_modifier * 4. / 3)
else:
return self.mr_modifier
@property
def mr_immune(self):
return self.mr == MAG_IMMUNE
def __repr__(self):
return self.name
def title(heading, f, x='-'):
if f is None:
f = sys.stdout
print(('\n' + heading + '\n' + x * len(heading)), file=f)
return f
def main():
all_monsters = {}
for m in mondata:
mons = Monster(*m)
all_monsters[mons.id] = mons
monsters = sorted(all_monsters.values(), key=attrgetter('id'))
def print_attacks(f=None):
f = title('Monster attacks', f)
for m in sorted(monsters, key=attrgetter('id')):
s = ''
for (dam, at, af) in m.attacks:
s += '%d' % dam
if af:
if af == 'crush' and at == 'CONSTRICT':
af = 'hold' if dam == 0 else 'constrict'
s += '(%s)' % af.replace('_', ' ')
s += ','
print((" %-22.22s %s" % (m, s.strip(','))), file=f)
def print_hp(f=None):
f = title('Monsters by Average HP. '
' 95%: [90%..110%] 5%: [67%..133%]', f)
for m in sorted(monsters, key=attrgetter('hp.avg'), reverse=True):
# Skip some silly things
if m.hp.max <= 0:
# templates etc
continue
if m.hp.avg >= 1000000:
# test spawner, test statue
continue
if m.hp.fixed:
dot = '[*]'
mhp = ''
else:
dot = ' '
mhp = m.hp
mname = "%-23.26s" % m
mname = "{:>27}".format(mname)
print(("%s%5d%s%-15s" % (dot, m.hp.avg, mname, mhp)), file=f)
def print_dragons(f=None):
f = title('Dragons by HD', f)
for m in sorted(monsters, key=attrgetter('hd'), reverse=True):
if 'DRAGON' not in m.genus or 'M_CANT_SPAWN' in m.flags:
continue
print(("%2d %s" % (m.hd, m)), file=f)
f = title('Draconians by HD', f)
for m in sorted(monsters, key=attrgetter('hd'), reverse=True):
if 'DRACONIAN' not in m.genus or 'M_CANT_SPAWN' in m.flags:
continue
print(("%2d %s" % (m.hd, m)), file=f)
def print_hd(f=None):
f = title('Dragons and not-dragons by HD', f)
for m in sorted(monsters, key=attrgetter('hd'), reverse=True):
if 'M_CANT_SPAWN' in m.flags:
continue
print(("%2d %s" % (m.hd, m)), file=f)
def print_ac(f=None):
f = title('Monsters by AC', f)
for m in sorted(monsters, key=attrgetter('ac'), reverse=True):
print(("%4d %s" % (m.ac, m)), file=f)
def print_defenses(f=None):
f = title('Monsters by AC and EV', f)
for m in sorted(monsters, key=lambda m: m.ac + m.ev, reverse=True):
print(("%3d|%3d %s" % (m.ac, m.ev, m)), file=f)
def print_resists(f=None):
f = title('Monster resistances (not nearly complete!)', f)
for m in sorted(monsters, key=attrgetter('id')):
print((" %-22.22s %s" % (m, m.resists)), file=f)
def print_mr(f=None):
f = title('Monsters by MR, [*]: immune', f)
for m in sorted(monsters, key = attrgetter('mr'), reverse=True):
if m.mr_immune:
mr = '[*]'
else:
mr = '%3d' % m.mr
print((" %s %s" % (mr, m)), file=f)
def print_speed(f=None):
f = title('Monsters by move speed (player: usually 10)', f)
for m in sorted(monsters, key = lambda m: m.energy.move, reverse=True):
print(("% 5.4s %s" % (m.energy.move, m)), file=f)
fnmap = {
'ac': print_ac,
'defenses': print_defenses,
'attacks': print_attacks,
'dragons': print_dragons,
'hd': print_hd,
'hp': print_hp,
'mr': print_mr,
'resists': print_resists,
'speed': print_speed,
}
done = False
write = True
if len(sys.argv) > 1:
if sys.argv[1].startswith('eve'):
# Legacy compat: 'everything' used to be manually defined
write = False
else:
# Provided string argument to run a specific mode
for (abbr, fn) in fnmap.items():
if abbr.startswith(sys.argv[1]):
done = True
fn()
if not done:
# Run everything
for (abbr, fn) in sorted(fnmap.items(), key=itemgetter(0)):
with open(abbr, 'w') as f:
fn(f if write else None)
if __name__ == '__main__':
main()