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"""
DungeonMaster AI - Output Formatters

Utilities for formatting game data for display in chat and UI components.
"""

from typing import Any


def format_dice_roll(
    notation: str,
    individual_rolls: list[int],
    modifier: int,
    total: int,
    is_check: bool = False,
    dc: int | None = None,
    success: bool | None = None,
) -> str:
    """
    Format a dice roll result for display.

    Args:
        notation: The dice notation (e.g., "2d6+3")
        individual_rolls: List of individual die results
        modifier: The modifier applied to the roll
        total: The final total
        is_check: Whether this was an ability check/save
        dc: Difficulty class if this was a check
        success: Whether the check succeeded (if applicable)

    Returns:
        Formatted string for display
    """
    # Format individual dice
    dice_str = ", ".join(str(r) for r in individual_rolls)

    # Build the breakdown
    if modifier > 0:
        breakdown = f"[{dice_str}] + {modifier}"
    elif modifier < 0:
        breakdown = f"[{dice_str}] - {abs(modifier)}"
    else:
        breakdown = f"[{dice_str}]"

    # Check for critical (d20 rolls)
    is_critical = False
    is_fumble = False
    if len(individual_rolls) == 1 and individual_rolls[0] == 20:
        is_critical = "d20" in notation.lower()
    if len(individual_rolls) == 1 and individual_rolls[0] == 1:
        is_fumble = "d20" in notation.lower()

    # Build result string
    result_parts = [f"{notation} = {breakdown} = **{total}**"]

    if is_critical:
        result_parts.append("**CRITICAL!**")
    elif is_fumble:
        result_parts.append("*Critical Failure!*")

    if is_check and dc is not None:
        if success:
            result_parts.append(f"vs DC {dc}: **Success!**")
        else:
            result_parts.append(f"vs DC {dc}: *Failure*")

    return " ".join(result_parts)


def format_hp_change(
    character_name: str,
    previous_hp: int,
    current_hp: int,
    max_hp: int,
    is_damage: bool,
) -> str:
    """
    Format an HP change for display.

    Args:
        character_name: Name of the character
        previous_hp: HP before the change
        current_hp: HP after the change
        max_hp: Maximum HP
        is_damage: True if damage, False if healing

    Returns:
        Formatted string for display
    """
    change = abs(current_hp - previous_hp)

    if is_damage:
        if current_hp <= 0:
            return f"**{character_name}** takes {change} damage and falls unconscious! (0/{max_hp} HP)"
        elif current_hp <= max_hp // 4:
            return f"**{character_name}** takes {change} damage and is badly wounded! ({current_hp}/{max_hp} HP)"
        else:
            return f"**{character_name}** takes {change} damage. ({current_hp}/{max_hp} HP)"
    else:
        if current_hp >= max_hp:
            return f"**{character_name}** is fully healed! ({max_hp}/{max_hp} HP)"
        else:
            return f"**{character_name}** heals {change} HP. ({current_hp}/{max_hp} HP)"


def format_combat_turn(
    combatant_name: str,
    initiative: int,
    is_player: bool,
    round_number: int,
) -> str:
    """
    Format a combat turn announcement.

    Args:
        combatant_name: Name of the combatant whose turn it is
        initiative: Their initiative value
        is_player: Whether this is a player character
        round_number: Current combat round

    Returns:
        Formatted string for display
    """
    if is_player:
        return f"**Round {round_number}** - It's your turn, **{combatant_name}**! (Initiative: {initiative})"
    else:
        return f"**Round {round_number}** - **{combatant_name}** takes their turn. (Initiative: {initiative})"


def format_ability_modifier(score: int) -> str:
    """
    Format an ability score modifier for display.

    Args:
        score: The ability score (1-30)

    Returns:
        Formatted modifier string (e.g., "+2" or "-1")
    """
    modifier = (score - 10) // 2
    if modifier >= 0:
        return f"+{modifier}"
    return str(modifier)


def format_currency(gp: int = 0, sp: int = 0, cp: int = 0) -> str:
    """
    Format currency for display.

    Args:
        gp: Gold pieces
        sp: Silver pieces
        cp: Copper pieces

    Returns:
        Formatted currency string
    """
    parts = []
    if gp > 0:
        parts.append(f"{gp} gp")
    if sp > 0:
        parts.append(f"{sp} sp")
    if cp > 0:
        parts.append(f"{cp} cp")

    if not parts:
        return "0 gp"
    return ", ".join(parts)


def format_condition_list(conditions: list[str]) -> str:
    """
    Format a list of conditions for display.

    Args:
        conditions: List of condition names

    Returns:
        Formatted string or empty message
    """
    if not conditions:
        return "None"
    return ", ".join(conditions)


def format_initiative_order(
    combatants: list[dict[str, Any]],
    current_turn_index: int,
) -> str:
    """
    Format the initiative order for display.

    Args:
        combatants: List of combatant dictionaries with name, initiative, hp info
        current_turn_index: Index of current turn combatant

    Returns:
        Formatted initiative order string
    """
    lines = ["**Initiative Order:**"]

    for i, combatant in enumerate(combatants):
        marker = ">" if i == current_turn_index else " "
        name = combatant.get("name", "Unknown")
        init = combatant.get("initiative", 0)
        hp_current = combatant.get("hp_current", 0)
        hp_max = combatant.get("hp_max", 1)

        hp_percent = (hp_current / hp_max) * 100 if hp_max > 0 else 0
        if hp_percent > 50:
            status = "Healthy"
        elif hp_percent > 25:
            status = "Wounded"
        elif hp_percent > 0:
            status = "Critical"
        else:
            status = "Down"

        lines.append(f"{marker} {init:2d} | {name} ({status})")

    return "\n".join(lines)


def format_character_summary(character: dict[str, Any]) -> str:
    """
    Format a character summary for context.

    Args:
        character: Character data dictionary

    Returns:
        Formatted character summary
    """
    name = character.get("name", "Unknown")
    race = character.get("race", "Unknown")
    char_class = character.get("class", "Unknown")
    level = character.get("level", 1)

    hp = character.get("hit_points", {})
    hp_current = hp.get("current", 0)
    hp_max = hp.get("maximum", 1)

    ac = character.get("armor_class", 10)
    conditions = character.get("conditions", [])

    summary = f"**{name}** - Level {level} {race} {char_class}\n"
    summary += f"HP: {hp_current}/{hp_max} | AC: {ac}\n"

    if conditions:
        summary += f"Conditions: {format_condition_list(conditions)}"

    return summary


def format_adventure_intro(adventure_data: dict[str, Any]) -> str:
    """
    Format an adventure introduction for the opening narration.

    Args:
        adventure_data: Adventure JSON data

    Returns:
        Formatted introduction text
    """
    metadata = adventure_data.get("metadata", {})
    starting_scene = adventure_data.get("starting_scene", {})

    name = metadata.get("name", "Unnamed Adventure")
    description = metadata.get("description", "")
    narrative = starting_scene.get("narrative", "Your adventure begins...")

    intro = f"# {name}\n\n"
    if description:
        intro += f"*{description}*\n\n"
    intro += "---\n\n"
    intro += str(narrative)

    return intro