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Magical blueprints for procedural generation of content.

Project description


Magical blueprints for procedural generation of content. Based roughly on

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
    name -- 'Cave Man'
    weapon -- <PointedStick:
        damage -- 6
        name -- 'Pointed Stick'
        value -- 2


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')


  • Better documentation. :)

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