#!/usr/bin/env python import argparse import importlib.util import os import subprocess import warnings from fdfgen import forge_fdf from dungeonsheets import character from dungeonsheets.stats import mod_str """Program to take character definitions and build a PDF of the character sheet.""" def text_box(string): """Format a string for displaying in a text box.""" # Remove line breaks new_string = string.replace('\n', ' ').replace('\r', ' ') # Remove multiple whitespace new_string = ' '.join(new_string.split()) return new_string def load_character_file(filename): """Create a character object from the given definition file. The definition file should be an importable python file, filled with variables describing the character. Parameters ---------- filename : str The path to the file that will be imported. """ # Parse the file name dir_, fname = os.path.split(os.path.abspath(filename)) module_name, ext = os.path.splitext(fname) if ext != '.py': raise ValueError(f"Character definition {filename} is not a python file.") # Import the module to extract the information spec = importlib.util.spec_from_file_location('module', filename) module = importlib.util.module_from_spec(spec) spec.loader.exec_module(module) # Prepare a list of properties for this character char_props = {} for prop_name in dir(module): if prop_name[0:2] != '__': char_props[prop_name] = getattr(module, prop_name) return char_props def create_fdf(character, fdfname): # Prepare the list of fields class_level = (character.class_name + ' ' + str(character.level)) fields = [ # Character description ('CharacterName', character.name), ('ClassLevel', class_level), ('Background', character.background), ('PlayerName', character.player_name), ('Race ', str(character.race)), ('Alignment', character.alignment), ('XP', character.xp), # Abilities ('ProfBonus', mod_str(character.proficiency_bonus)), ('STRmod', str(character.strength.value)), ('STR', mod_str(character.strength.modifier)), ('DEXmod ', character.dexterity.value), ('DEX', mod_str(character.dexterity.modifier)), ('CONmod', character.constitution.value), ('CON', mod_str(character.constitution.modifier)), ('INTmod', character.intelligence.value), ('INT', mod_str(character.intelligence.modifier)), ('WISmod', character.wisdom.value), ('WIS', mod_str(character.wisdom.modifier)), ('CHamod', character.charisma.value), ('CHA', mod_str(character.charisma.modifier)), ('AC', character.armor_class), ('Initiative', mod_str(character.dexterity.modifier)), ('Speed', character.speed), ('Passive', 10 + character.perception), # Saving throws (proficiencies handled later) ('ST Strength', mod_str(character.strength.saving_throw)), ('ST Dexterity', mod_str(character.dexterity.saving_throw)), ('ST Constitution', mod_str(character.constitution.saving_throw)), ('ST Intelligence', mod_str(character.intelligence.saving_throw)), ('ST Wisdom', mod_str(character.wisdom.saving_throw)), ('ST Charisma', mod_str(character.charisma.saving_throw)), # Skills (proficiencies handled below) ('Acrobatics', mod_str(character.acrobatics)), ('Animal', mod_str(character.animal_handling)), ('Arcana', mod_str(character.arcana)), ('Athletics', mod_str(character.athletics)), ('Deception ', mod_str(character.deception)), ('History ', mod_str(character.history)), ('Insight', mod_str(character.insight)), ('Intimidation', mod_str(character.intimidation)), ('Investigation ', mod_str(character.investigation)), ('Medicine', mod_str(character.medicine)), ('Nature', mod_str(character.nature)), ('Perception ', mod_str(character.perception)), ('Performance', mod_str(character.performance)), ('Persuasion', mod_str(character.persuasian)), ('Religion', mod_str(character.religion)), ('SleightofHand', mod_str(character.sleight_of_hand)), ('Stealth ', mod_str(character.stealth)), ('Survival', mod_str(character.survival)), # Hit points ('HDTotal', character.hit_dice), ('HPMax', character.hp_max), # Personality traits and other features ('PersonalityTraits ', text_box(character.personality_traits)), ('Ideals', text_box(character.ideals)), ('Bonds', text_box(character.bonds)), ('Flaws', text_box(character.flaws)), ('AttacksSpellcasting', text_box(character.attacks_and_spellcasting)), ('Features and Traits', text_box(character.features_and_traits)), # Inventory ('CP', character.cp), ('SP', character.sp), ('EP', character.ep), ('GP', character.gp), ('PP', character.pp), ('Equipment', text_box(character.equipment)), ] # Check boxes for proficiencies ST_boxes = { 'strength': 'Check Box 11', 'dexterity': 'Check Box 18', 'constitution': 'Check Box 19', 'intelligence': 'Check Box 20', 'wisdom': 'Check Box 21', 'charisma': 'Check Box 22', } for ability in character.saving_throw_proficiencies: fields.append((ST_boxes[ability], 'Yes')) skill_boxes = { 'acrobatics': 'Check Box 23', 'animal_handling': 'Check Box 24', 'arcana': 'Check Box 25', 'athletics': 'Check Box 26', 'deception': 'Check Box 27', 'history': 'Check Box 28', 'insight': 'Check Box 29', 'intimidation': 'Check Box 30', 'investigation': 'Check Box 31', 'medicine': 'Check Box 32', 'nature': 'Check Box 33', 'perception': 'Check Box 34', 'performance': 'Check Box 35', 'persuasian': 'Check Box 36', 'religion': 'Check Box 37', 'sleight_of_hand': 'Check Box 38', 'stealth': 'Check Box 39', 'survival': 'Check Box 40', } # Add skill proficienies for skill in character.skill_proficiencies: fields.append((skill_boxes[skill], 'Yes')) # Add weapons weapon_fields = [('Wpn Name', 'Wpn1 AtkBonus', 'Wpn1 Damage'), ('Wpn Name 2', 'Wpn2 AtkBonus ', 'Wpn2 Damage '), ('Wpn Name 3', 'Wpn3 AtkBonus ', 'Wpn3 Damage '),] for _fields, weapon in zip(weapon_fields, character.weapons): name_field, atk_field, dmg_field = _fields fields.append((name_field, weapon.name)) fields.append((atk_field, mod_str(weapon.attack_bonus))) fields.append((dmg_field, f'{weapon.damage} {weapon.damage_type}')) # Other proficiencies and languages prof_text = "Proficiencies:\n" + text_box(character.proficiencies_text) prof_text += "\n\nLanguages:\n" + text_box(character.languages) fields.append(('ProficienciesLang', prof_text)) # Create the actual FDF file fdf = forge_fdf("", fields, [], [], []) fdf_file = open(fdfname, "wb") fdf_file.write(fdf) fdf_file.close() def make_sheet(character_file, flatten=False): """Prepare a PDF character sheet from the given character file. Parameters ---------- flatten : bool, optional If true, the resulting PDF will not be a fillable form. """ # Create a character from the character definition char_props = load_character_file(character_file) class_name = char_props.pop('character_class').lower().capitalize() CharClass = getattr(character, class_name) char = CharClass(**char_props) # Set the fields in the FDF fdfname = os.path.splitext(character_file)[0] + '.fdf' create_fdf(character=char, fdfname=fdfname) # Build the final flattened PDF document dirname = os.path.dirname(os.path.abspath(__file__)) src_pdf = os.path.join(dirname, 'blank-character-sheet-default.pdf') dest_pdf = os.path.splitext(character_file)[0] + '.pdf' popenargs = [ 'pdftk', src_pdf, 'fill_form', fdfname, 'output', dest_pdf, ] if flatten: popenargs.append('flatten') subprocess.call(popenargs) # Clean up temporary files os.remove(fdfname) def main(): # Prepare an argument parser parser = argparse.ArgumentParser( description='Prepare Dungeons and Dragons character sheets as PDFs') parser.add_argument('filename', type=str, nargs="?", help="Python file with character definition") parser.add_argument('--flatten', '-F', action="store_true", help="Remove the PDF fields once processed.") args = parser.parse_args() # Process the requested files if args.filename is None: filenames = [f for f in os.listdir('.') if os.path.splitext(f)[1] == '.py'] else: filenames = [args.filename] for filename in filenames: print(f"Processing {os.path.splitext(filename)[0]}...", end='') try: make_sheet(character_file=filename, flatten=args.flatten) except Exception as e: print('failed') raise else: print("done") if __name__ == '__main__': main()