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Magical blueprints for procedural generation of content.

Project description

Blueprint

Magical blueprints for procedural generation of content. Based roughly on http://www.squidi.net/mapmaker/musings/m100402.php

The essential idea is that you write subclasses of blueprint.Blueprint with fields that define the general parameters of their values (e.g. an integer between 0 and 10). When you instantiate a blueprint, you get a “mastered” blueprint with well-defined values for each field. Mastered blueprints may define special “generator” instance methods that build final objects from the master.

Think of it as prototypal inheritance for Python!

An example:

import blueprint

class Item(blueprint.Blueprint):
    value = 1
    tags = 'foo bar'


class Weapon(Item):
    name = 'Some Weapon'
    tags = 'dangerous equippable'
    damage = blueprint.RandomInt(1, 5)


class Spear(Weapon):
    tags = 'primitive piercing'
    name = 'Worn Spear'
    damage = blueprint.RandomInt(10, 15)
    value = blueprint.RandomInt(4, 6)


class PointedStick(Weapon):
    tags = 'primitive piercing'
    name = 'Pointed Stick'
    damage = 6
    value = 2


class Club(Weapon):
    tags = 'primitive crushing'
    name = 'Big Club'
    damage = blueprint.RandomInt(10, 15)
    value = 2


class Actor(blueprint.Blueprint):
    tags = 'active'


class CaveMan(Actor):
    name = 'Cave Man'
    weapon = blueprint.PickOne(
        Club, Spear, PointedStick
        )

And then:

>>> actor = CaveMan()
>>> actor
<CaveMan:
    name -- 'Cave Man'
    weapon -- <PointedStick:
        damage -- 6
        name -- 'Pointed Stick'
        value -- 2
        >
    >

Tags

Blueprints automatically organize themselves using tags. A direct descendant of Blueprint has its own tag repository (blueprint.taggables.TagRepository), which all its subclasses will share. So, in the above example, you can query Weapon.tag_repo.query(with_tags=(‘piercing’)) and receive set([Spear, PointedStick]).

Blueprints are also automatically tagged by their class name (and their ancestor superclass names!), with camel-cased words separated out. So CaveMan will automatically get the tags set([‘cave’, ‘man’, ‘actor’]).

This makes the following possible:

class MammothHunter(CaveMan):
    weapon = blueprint.PickFrom(
        blueprint.WithTags('pointed weapon')
        )

TODO

  • Better documentation. :)

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