adding weapon gen

This commit is contained in:
2025-11-02 19:46:47 -06:00
parent 31aa0000cc
commit 6efd3b3aa8
15 changed files with 424 additions and 491 deletions

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from __future__ import annotations
import os, glob, random, uuid, json
from dataclasses import asdict
from typing import Any, Dict, List, Tuple, Optional
import yaml
from app.game.models.weapons import Weapon
WEAPON_TEMPLATE_PATH = os.path.join("app","game","templates","weapons")
# ---------------- Loader ----------------
def load_config_dir(dir_path: str = WEAPON_TEMPLATE_PATH) -> Dict[str, Any]:
"""
Load and merge the split YAML files from templates/weapons/.
Expected keys across files: rarities, bases, affixes, implicits, grammar, balance, economy.
"""
if not os.path.isdir(dir_path):
raise FileNotFoundError(f"Directory not found: {dir_path}")
cfg: Dict[str, Any] = {}
# Deterministic load order helps avoid surprises
order = [
"rarities.yaml",
"bases.yaml",
"affixes.yaml",
"implicits.yaml",
"grammar.yaml",
"tuning.yaml",
]
filenames = [os.path.join(dir_path, f) for f in order if os.path.exists(os.path.join(dir_path, f))]
if not filenames:
# Fallback to load all .yaml if custom names were used
filenames = sorted(glob.glob(os.path.join(dir_path, "*.yaml")))
for path in filenames:
with open(path, "r", encoding="utf-8") as f:
data = yaml.safe_load(f) or {}
# shallow merge by top-level keys
for k, v in data.items():
if k in cfg and isinstance(cfg[k], dict) and isinstance(v, dict):
cfg[k].update(v)
else:
cfg[k] = v
# Minimal validation
required = ["rarities", "bases", "affixes", "grammar", "balance", "economy"]
missing = [k for k in required if k not in cfg]
if missing:
raise ValueError(f"Missing required sections in merged config: {missing}")
# Normalize shapes used by the generator
# affixes should contain 'prefixes' and 'suffixes'
if "prefixes" not in cfg["affixes"] or "suffixes" not in cfg["affixes"]:
raise ValueError("affixes.yaml must contain 'prefixes' and 'suffixes' lists.")
return cfg
# ---------------- Generator ----------------
class WeaponGenerator:
def __init__(self, rng: Optional[random.Random] = None):
self.cfg = load_config_dir()
self.rng = rng or random.Random()
self._rarities = list(self.cfg["rarities"].keys())
self._rarity_weights = [self.cfg["rarities"][r]["weight"] for r in self._rarities]
@staticmethod
def _roll_float(rng: random.Random, lo: float, hi: float) -> float:
return rng.uniform(lo, hi)
def _weighted_choice(self, pairs: List[Tuple[Any, int]]):
items, weights = zip(*pairs)
return self.rng.choices(items, weights=weights, k=1)[0]
def _choose_rarity(self) -> str:
return self.rng.choices(self._rarities, weights=self._rarity_weights, k=1)[0]
def _choose_base(self) -> Dict[str, Any]:
return self.rng.choice(self.cfg["bases"])
def _roll_item_level(self, char_level: int) -> int:
off = self.rng.randint(self.cfg["balance"]["item_level_offset"]["min"],
self.cfg["balance"]["item_level_offset"]["max"])
lvl = max(self.cfg["balance"]["min_item_level"], char_level + off)
return max(1, int(lvl))
def _scale_base_damage(self, base_min: int, base_max: int, item_level: int) -> Tuple[float, float]:
g = self.cfg["balance"]["base_damage_growth_per_level"]
growth = (1.0 + g) ** max(item_level - 1, 0)
return base_min * growth, base_max * growth
def _roll_affix_block(self, items: List[Dict[str, Any]], count: int, item_level: int) -> Tuple[List[Dict], Dict[str, float]]:
chosen, stats = [], {}
pool = items[:]
self.rng.shuffle(pool)
for pick in pool:
if len(chosen) >= count:
break
rolled = []
for eff in pick.get("effects", []):
lo, hi = eff["min"], eff["max"]
per_lv = eff.get("per_level", 0.0)
val = self._roll_float(self.rng, lo, hi) + per_lv * item_level
rolled.append({"stat": eff["stat"], "value": val})
stats[eff["stat"]] = stats.get(eff["stat"], 0.0) + val
chosen.append({"id": pick["id"], "name": pick["name"], "effects": rolled})
return chosen, stats
def _apply_implicits(self, rarity: str, item_level: int) -> Tuple[List[Dict], Dict[str, float]]:
table = self.cfg.get("implicits", {}).get(rarity, [])
if not table:
return [], {}
imp = self.rng.choice(table)
rolled, stats = [], {}
for eff in imp.get("effects", []):
val = self._roll_float(self.rng, eff["min"], eff["max"]) + eff.get("per_level", 0.0) * item_level
rolled.append({"stat": eff["stat"], "value": val})
stats[eff["stat"]] = stats.get(eff["stat"], 0.0) + val
return [{"id": imp["id"], "name": imp["name"], "effects": rolled}], stats
def _compose_name(self, base_name: str, rarity: str, aff_prefixes: List[Dict], aff_suffixes: List[Dict]) -> str:
g = self.cfg["grammar"]
prefix_primary = aff_prefixes[0]["name"] if aff_prefixes else ""
suffix_primary = aff_suffixes[0]["name"] if aff_suffixes else ""
rarity_title = self.cfg["rarities"][rarity]["title"]
token_values = {
"rarity_title_opt": (rarity_title + " ") if rarity_title else "",
"prefix_primary_opt": (prefix_primary + " ") if prefix_primary else "",
"suffix_primary_opt": (" " + suffix_primary) if suffix_primary else "",
"base_name": base_name,
"crafted_by": self.rng.choice(g["lists"]["crafted_by"]),
"mythic_noun": self.rng.choice(g["lists"]["mythic_noun"]),
"epithet": self.rng.choice(g["lists"]["epithet"]),
}
patterns = [(p["template"], p["weight"]) for p in g["patterns"]]
template = self._weighted_choice(patterns)
name = template
for k, v in token_values.items():
name = name.replace("{" + k + "}", v)
name = " ".join(name.split()).replace(" ,", ",")
return name
def _compute_value(self, rarity: str, item_level: int, char_level: int, dmg_min: float, dmg_max: float, stats: Dict[str, float]) -> int:
avg_dmg = 0.5 * (dmg_min + dmg_max)
crit = stats.get("crit_chance_pct", 0.0) * 0.5
elem = stats.get("fire_damage_flat", 0.0) * 0.8
flat = stats.get("flat_damage", 0.0)
item_power = avg_dmg + crit + elem + flat
rarity_mul = self.cfg["rarities"][rarity]["value_multiplier"]
raw_value = item_power * rarity_mul
econ = self.cfg["economy"]
delta = max(char_level, 1) - max(item_level, 1)
if delta > 0:
mult = (max(item_level, 1) / max(char_level, 1)) ** econ["underlevel_elasticity"]
adj = max(mult, econ["min_sell_floor"] / max(raw_value, econ["min_sell_floor"]))
elif delta < 0:
over = min(abs(delta) * 0.05, econ["overlevel_bonus_pct"])
adj = 1.0 + over
else:
adj = 1.0
return int(max(econ["min_sell_floor"], raw_value * adj))
def generate(self, char_level: int) -> Dict[str, Any]:
rarity = self._choose_rarity()
base = self._choose_base()
item_level = self._roll_item_level(char_level)
smin, smax = self._scale_base_damage(base["min_dmg"], base["max_dmg"], item_level)
rdef = self.cfg["rarities"][rarity]
pslots, sslots = rdef["prefix_slots"], rdef["suffix_slots"]
prefixes, pstats = self._roll_affix_block(self.cfg["affixes"]["prefixes"], pslots, item_level)
suffixes, sstats = self._roll_affix_block(self.cfg["affixes"]["suffixes"], sslots, item_level)
implicits, istats = self._apply_implicits(rarity, item_level)
stats: Dict[str, float] = {}
for source in (pstats, sstats, istats):
for k, v in source.items():
stats[k] = stats.get(k, 0.0) + v
rarity_mul = rdef["dmg_multiplier"]
flat = stats.get("flat_damage", 0.0)
min_dmg = (smin + flat) * rarity_mul
max_dmg = (smax + flat) * rarity_mul
name = self._compose_name(base["name"], rarity, prefixes, suffixes)
value_sell = self._compute_value(rarity, item_level, char_level, min_dmg, max_dmg, stats)
w = Weapon(
uid=str(uuid.uuid4()),
item_level=item_level,
char_level=char_level,
base_id=base["id"],
base_name=base["name"],
rarity=rarity,
name=name,
min_dmg=int(round(min_dmg)),
max_dmg=int(round(max_dmg)),
speed=float(base["speed"]),
affixes=prefixes + suffixes,
implicits=implicits,
stats={k: round(v, 2) for k, v in stats.items()},
value_sell=value_sell,
)
return asdict(w)
# ---------------- Example CLI ----------------
# if __name__ == "__main__":
# cfg = load_config_dir("templates/weapons")
# gen = WeaponGenerator(cfg)
# for lvl in (1, 5, 15, 30):
# item = gen.generate(char_level=lvl)
# print(json.dumps(item, indent=2))

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@@ -53,5 +53,4 @@ class Entity:
weapons: List[Dict[str, int]] = field(default_factory=list)
armor: List[Dict[str, int]] = field(default_factory=list)
abilities: List[Ability] = field(default_factory=list)
skills: List[Dict[str, int]] = field(default_factory=list)

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from __future__ import annotations
from dataclasses import dataclass, asdict
from typing import Any, Dict, List, Tuple, Optional
@dataclass
class Weapon:
uid: str
item_level: int
char_level: int
base_id: str
base_name: str
rarity: str
name: str
min_dmg: int
max_dmg: int
speed: float
affixes: List[Dict[str, Any]]
implicits: List[Dict[str, Any]]
stats: Dict[str, float]
value_sell: int

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# Prefixes and suffixes. Add tags_required/tags_forbidden if desired.
affixes:
prefixes:
- id: flaming
name: Flaming
effects:
- stat: fire_damage_flat
min: 1
max: 4
per_level: 0.15
- id: keen
name: Keen
effects:
- stat: crit_chance_pct
min: 2
max: 6
per_level: 0.08
- id: vicious
name: Vicious
effects:
- stat: flat_damage
min: 1
max: 3
per_level: 0.20
suffixes:
- id: of_strength
name: of Strength
effects:
- stat: str
min: 1
max: 2
per_level: 0.06
- id: of_speed
name: of Speed
effects:
- stat: dex
min: 1
max: 2
per_level: 0.06
- id: of_the_owl
name: of the Owl
effects:
- stat: int
min: 1
max: 2
per_level: 0.06

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# Base weapon templates (scaled by item_level & rarity)
bases:
- id: dagger
name: Dagger
min_dmg: 2
max_dmg: 6
speed: 1.20
tags: [light, blade]
- id: sword
name: Sword
min_dmg: 4
max_dmg: 10
speed: 1.00
tags: [blade]
- id: mace
name: Mace
min_dmg: 6
max_dmg: 12
speed: 0.90
tags: [blunt]

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# Flavorful name grammar
grammar:
patterns:
- weight: 40
template: "{rarity_title_opt}{prefix_primary_opt}{base_name}{suffix_primary_opt}"
- weight: 25
template: "{rarity_title_opt}{base_name} of the {mythic_noun}"
- weight: 20
template: "{prefix_primary_opt}{base_name}, {crafted_by}"
- weight: 15
template: "{prefix_primary_opt}{base_name} — {epithet}"
lists:
crafted_by:
- "Forged by the Vale"
- "Tempered in Night"
- "Hewn by Old Kings"
- "Wrought in Emberforge"
mythic_noun:
- Phoenix
- Tempest
- First Dawn
- Last King
- Black Sun
epithet:
- "The Ashmaker"
- "Whisper of Steel"
- "Oathbreaker"
- "Heartpiercer"

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# Optional auto-added mods for higher rarities
implicits:
exalted:
- id: exalted_shard
name: Exalted
effects:
- stat: flat_damage
min: 3
max: 6
per_level: 0.25
legendary:
- id: legendary_core
name: Legendary
effects:
- stat: flat_damage
min: 4
max: 8
per_level: 0.35
- stat: crit_chance_pct
min: 3
max: 8
per_level: 0.10

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# Rarity definitions & slot budgets
rarities:
common:
weight: 60
title: ""
dmg_multiplier: 1.00
prefix_slots: 0
suffix_slots: 0
value_multiplier: 1.0
magic:
weight: 25
title: ""
dmg_multiplier: 1.05
prefix_slots: 1
suffix_slots: 0
value_multiplier: 1.2
rare:
weight: 10
title: ""
dmg_multiplier: 1.12
prefix_slots: 1
suffix_slots: 1
value_multiplier: 1.5
exalted:
weight: 4
title: "Exalted"
dmg_multiplier: 1.25
prefix_slots: 2
suffix_slots: 1
value_multiplier: 2.2
legendary:
weight: 1
title: "Legendary"
dmg_multiplier: 1.40
prefix_slots: 2
suffix_slots: 2
value_multiplier: 3.0

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# Level scaling and economy knobs
balance:
base_damage_growth_per_level: 0.035
item_level_offset:
min: -3
max: +2
min_item_level: 1
economy:
min_sell_floor: 8
overlevel_bonus_pct: 0.10
underlevel_elasticity: 1.35