<gh_stars>1-10
"""__init__.py: primary source file for mercutio, a straightforward, stable, and highly-customizable API for character creation"""

import mercutio.defaults as defaults # this is where we store the default dimensions
from mercutio._version import __version__
from mercutio._metadata import *
import pickle
import random as rd
import pandas as pd

class Player:
    def __init__(self):
        self.roll = Roll() # create a dice roll object
        self.player_class_options = [x['name'] for x in defaults.buffs if x['dimension'] == 'class']
        self.attributes_options = [x['name'] for x in defaults.proficiencies if x['dimension'] == 'attribute']
        self.race_options = [x['name'] for x in defaults.buffs if x['dimension'] == 'race']
        self.religion_options = [x['name'] for x in defaults.buffs if x['dimension'] == 'religion']
        self.language_options =  [x['name'] for x in defaults.buffs if x['dimension'] == 'language']
        self.skills_options = [x['name'] for x in defaults.proficiencies if x['dimension'] == 'skill']
        self.background_options = [x['name'] for x in defaults.buffs if x['dimension'] == 'background']
        self.buff_options = defaults.buffs
        self.weapon_options = [x['name'] for x in defaults.proficiencies if x['dimension'] == 'weapon']
        self.armor_options = [x['name'] for x in defaults.proficiencies if x['dimension'] == 'armor']


        print('\nCreated player object')
    def gen_graphic(self):

        title = [
        r'                            _   _       ',
        r'  /\/\   ___ _ __ ___ _   _| |_(_) ___  ',
        r" /    \ / _ \ '__/ __| | | | __| |/ _ \ ",
        r'/ /\/\ \  __/ | | (__| |_| | |_| | (_) |',
        r'\/    \/\___|_|  \___|\__,_|\__|_|\___/ ',
        ]

        for item in title:print(item)

        print('\nWelcome to the graphical player generator. Please follow the instructions below.\n')

        if not hasattr(self, 'name'):
            self.name = input('Please enter your desired username: ')

        if not hasattr(self, 'player_class'):
            while True:    
                self.player_class = input(f'Please enter your desired class -- your options are {self.player_class_options}: ')
                if self.player_class in self.player_class_options: break

        if not hasattr(self, 'race'):
            while True:    
                self.race = input(f'Please enter your desired race -- your options are {self.race_options}: ')
                if self.race in self.race_options: break

        if not hasattr(self, 'language'):
            while True:    
                self.language = input(f'Please enter your desired language -- your options are {self.language_options}: ')
                if self.language in self.language_options: break

        if not hasattr(self, 'religion'):
            while True:    
                self.religion = input(f'Please enter your desired religion -- your options are {self.religion_options}: ')
                if self.religion in self.religion_options: break

        if not hasattr(self, 'background'):
            while True:    
                self.background = input(f'Please enter your desired background -- your options are {self.background_options}: ')
                if self.background in self.background_options: break

    def gen(self, graphical=None, random=None, player_class=None, attributes=None, race=None, religion=None, language=None, skills=None, background=None, 
                armor=None, weapons=None, name='', level=1):

        self.attributes = {}
        if random:
            for x in self.attributes_options:
                self.attributes[x] = self.roll.twenty()
        if isinstance(attributes, (dict)):
            for key in attributes:
                if key in self.attributes_options:
                    self.attributes[key] = attributes[key]
        # in the absence of designated attributes, randomize between 1 and 20
        else: 
            for x in self.attributes_options:
                self.attributes[x] = self.roll.twenty()

        self.skills = {}
        if random:
            for x in self.skills_options:
                # self.skills[x] = self.roll.twenty()
                self.skills[x] = 0
        if isinstance(skills, (dict)):
            for key in skills:
                if key in self.skills_options:
                    self.skills[key] = skills[key]
        # in the absence of designated skills, set all to 0
        else: 
            for x in self.skills_options:
                # self.skills[x] = self.roll.twenty()
                self.skills[x] = 0

        self.armor = {}
        if random:
            for x in self.armor_options:
                self.armor[x] = 0
        if isinstance(armor, (dict)):
            for key in armor:
                if key in self.armor_options:
                    self.armor[key] = armor[key]
        # in the absence of designated armor proficiencies, set all to 0
        else: 
            for x in self.armor_options:
                self.armor[x] = 0

        self.weapons = {}
        if random:
            for x in self.weapon_options:
                self.weapons[x] = 0
        if isinstance(weapons, (dict)):
            for key in weapons:
                if key in self.weapon_options:
                    self.weapons[key] = weapons[key]
        # in the absence of designated weapon proficiencies, set all to 0
        else: 
            for x in self.weapon_options:
                self.weapons[x] = 0

        if graphical:
            self.gen_graphic()

        if not hasattr(self, 'name'):
            if name: self.name = name
            else: self.name = ''

        if not hasattr(self, 'player_class'):
            if random:
                self.player_class = rd.choice(self.player_class_options)
            if player_class:
                if player_class in self.player_class_options:
                    self.player_class = player_class
            else: self.player_class=rd.choice(self.player_class_options)
        self.buff(name=self.player_class, dimension='class')

        if not hasattr(self, 'race'):
            if random:
                self.race=rd.choice(self.race_options)
            if race:
                if race in self.race_options:
                    self.race = race
            else: self.race = self.race=rd.choice(self.race_options)
        self.buff(name=self.race, dimension='race')

        if not hasattr(self, 'background'):
            if random:
                self.background = rd.choice(self.background_options)
            if background:
                if background in self.background_options:
                    self.background = background
            else: self.background=rd.choice(self.background_options)
        self.buff(name=self.background, dimension='background')

        if not hasattr(self, 'religion'):
            if random:
                self.religion=rd.choice(self.religion_options)
            if religion:
                if religion in self.religion_options:
                    self.religion = religion
            else: self.religion = self.religion_options[0] # default to first option, which is "none"

        if not hasattr(self, 'language'):
            if random:
                self.language=rd.choice(self.language_options)
            if language:
                if language in self.language_options:
                    self.language = language
            else: self.language = self.language_options[0] # default to first option, which is "common"

        if isinstance(level, (int)):
            self.level = level
        else: self.level = 1

        # now we add buffs
        # if hasattr(self, 'player_class'):
        #     self.buff(name=self.player_class, dimension='class')
        # if hasattr(self, 'race'):
        #     self.buff(name=self.race, dimension='race')
        # if hasattr(self, 'background'): 
        #     self.buff(name=self.background, dimension='background')

        print(f'\nSuccessfully created player: \nname: {self.name}\nclass: {self.player_class}\nrace: {self.race}\nbackground: {self.background}\nlanguage: {self.language}\nreligion: {self.religion}\nattributes: {self.attributes}\nskills: {self.skills}\narmour: {self.armor}\nweapons: {self.weapons}\n')

    def customize(self, how='append', proficiencies=None, buffs=None):
        if how == 'overwrite':
            if isinstance(proficiencies, (list)):
                self.attributes_options = [x['name'] for x in proficiencies if x['dimension'] == 'attribute']
                self.skills_options = [x['name'] for x in proficiencies if x['dimension'] == 'skill']
                self.weapon_options = [x['name'] for x in proficiencies if x['dimension'] == 'weapon']
                self.armor_options = [x['name'] for x in proficiencies if x['dimension'] == 'armor']

            if isinstance(buffs, (list)):
                self.player_class_options = [x['name'] for x in buffs if x['dimension'] == 'class']
                self.race_options = [x['name'] for x in buffs if x['dimension'] == 'race']
                self.religion_options = [x['name'] for x in buffs if x['dimension'] == 'religion']
                self.language_options =  [x['name'] for x in buffs if x['dimension'] == 'language']
                self.background_options = [x['name'] for x in buffs if x['dimension'] == 'background']
                self.buff_options = buffs

        elif how == 'append': 

            if isinstance(proficiencies, (list)):
                [self.attributes_options.append(x['name']) for x in proficiencies if x['dimension'] == 'attribute']
                [self.skills_options.append(x['name']) for x in proficiencies if x['dimension'] == 'skill']
                [self.weapon_options.append(x['name']) for x in proficiencies if x['dimension'] == 'weapon']
                [self.armor_options.append(x['name']) for x in proficiencies if x['dimension'] == 'armor']

            if isinstance(buffs, (list)):
                [self.player_class_options.append(x['name']) for x in buffs if x['dimension'] == 'class']
                [self.race_options.append(x['name']) for x in buffs if x['dimension'] == 'race']
                [self.religion_options.append(x['name']) for x in buffs if x['dimension'] == 'religion']
                [self.language_options.append(x['name']) for x in buffs if x['dimension'] == 'language']
                [self.background_options.append(x['name']) for x in buffs if x['dimension'] == 'background']
                [self.buff_options.append(x) for x in buffs]


    def save(self, filename=None, csv=None):

        if csv: # write to CSV if the keyword argument is passed
            if not isinstance(filename, (str)): # here we ask whether the user passed a custom filename
                filename = f'{self.name}.csv'
            else: filename = filename+'.csv'
            df = pd.DataFrame(data=[str(x) for x in self.__dict__.values()], index=self.__dict__.keys(), columns=[self.name])
            df.index.rename(name='Dimensions', inplace=True)
            df.to_csv(filename, sep='|')
        else:
            if not isinstance(filename, (str)): # here we ask whether the user passed a custom filename
                filename = f'{self.name}.pickle'
            else: filename = filename+'.pickle'
            with open(filename, 'wb') as f:
                pickle.dump(vars(self), f)
        print(f'\nSuccessfully saved player data to {filename}\n')

    ### NOTE THAT AS NEW DIMENSIONS ARE ADDED, THIS WILL NEED TO BE UPDATED TO ENSURE THAT IT COLLECTS THE CORRECT PLAYER DATA
    def load(self, filename):
        try: 
            loaded_file = pickle.load(open(filename, "rb"))

            self.player_class = loaded_file['player_class']
            self.attributes = loaded_file['attributes']
            self.race = loaded_file['race']
            self.religion = loaded_file['religion']
            self.language = loaded_file['language']
            self.skills = loaded_file['skills']
            self.name = loaded_file['name']
            self.background = loaded_file['background']
            self.level = loaded_file['level']
            self.armor = loaded_file['armor']
            self.weapons = loaded_file['weapons']

            print(f'\nSuccessfully loaded {filename} player data\n')

        except: print(f'\nNo player data found at {filename}\n')


    def mod(self, player_class=None, attributes=None, race=None, religion=None, language=None, skills=None, name=None, background=None, 
        armor=None, weapons=None, level=None):
        if hasattr(self, 'player_class') or hasattr(self, 'name') or hasattr(self, 'attributes'): # this asserts that a name, class, or attribute have been set, meaning the user has run gen() or load()
            if player_class:
                if player_class in self.player_class_options:
                    self.buff(name=self.player_class, dimension='class', remove=True)
                    self.player_class = player_class
                    self.buff(name=self.player_class, dimension='class')

            if background:
                if background in self.background_options:
                    self.buff(name=self.background, dimension='background', remove=True)
                    self.background = background
                    self.buff(name=self.background, dimension='background')

            if isinstance(attributes, (dict)):
                for key in attributes:
                    if key in self.attributes_options:
                        self.attributes[key] = attributes[key]

            if isinstance(armor, (dict)):
                for key in armor:
                    if key in self.armor_options:
                        self.armor[key] = armor[key]

            if isinstance(weapons, (dict)):
                for key in weapons:
                    if key in self.weapon_options:
                        self.weapons[key] = weapons[key]

            if race:
                if race in self.race_options:
                    self.buff(name=self.race, dimension='race', remove=True)
                    self.race = race
                    self.buff(name=self.race, dimension='race')

            if religion:
                if religion in self.religion_options:
                    self.religion = religion

            if language:
                if language in self.language_options:
                    self.language = language

            if skills:
                if skills in self.skills_options:
                    self.skills = skills

            if name: self.name = name

            if isinstance(level, (int)):
                self.level = level

            print(f'\nSuccessfully modified player: \nname: {self.name}\nclass: {self.player_class}\nrace: {self.race}\nbackground: {self.background}\nreligion: {self.religion}\nattributes: {self.attributes}\nskills: {self.skills}\narmour: {self.armor}\nweapons: {self.weapons}\n')
        else: 
            print('\nNo player has been loaded or generated.\nPlease gen() or load() before modifying your player')


    def buff(self, name, dimension, remove=None):
        if remove:
            for item in self.buff_options:
                if item['name'] == name and item['dimension'] == dimension:
                    if bool(item):
                        for attribute in item['proficiencies']:
                            try: 
                                self.attributes[attribute] -= item['proficiencies'][attribute]
                            except:
                                try: 
                                    self.skills[attribute] -= item['proficiencies'][attribute]
                                except:
                                    try: 
                                        self.weapons[attribute] -= item['proficiencies'][attribute]
                                    except:
                                        try:
                                            self.armor[attribute] -= item['proficiencies'][attribute]
                                        except Exception as e: print(e)

                        # print(f'\nSuccessfully removed buff for the player {dimension} called {name}')
                        break
                # print(f'\nUnable to find an appropriate for the player {dimension} called {name}')

        else: 
            for item in self.buff_options:
                if item['name'] == name and item['dimension'] == dimension:
                    if bool(item):
                        for attribute in item['proficiencies']:
                            try: 
                                self.attributes[attribute] += item['proficiencies'][attribute]
                            except:
                                try: 
                                    self.skills[attribute] += item['proficiencies'][attribute]
                                except:
                                    try: 
                                        self.weapons[attribute] += item['proficiencies'][attribute]
                                    except:
                                        try:
                                            self.armor[attribute] += item['proficiencies'][attribute]
                                        except Exception as e: print(e)

                    # print(f'\nSuccessfully added buff for the player {dimension} called {name}')
                    break
                # print(f'\nUnable to find an appropriate for the player {dimension} called {name}')


    def distribute(self, dimension=None):
        break_var = 0
        if dimension=='skills':
            for key in self.skills:
                while self.skills[key] > 1:
                    test = rd.choice(self.skills_options)
                    if self.skills[test] == 0:
                        self.skills[test] += 1
                        self.skills[key] -= 1
                    else: break_var += 1
                    
                    if break_var == 100: break

        if dimension=='armor':
            for key in self.armor:
                while self.armor[key] > 1:
                    test = rd.choice(self.armor_options)
                    if self.armor[test] == 0:
                        self.armor[test] += 1
                        self.armor[key] -= 1
                    else: break_var += 1
                    if break_var == 100: break

        if dimension=='weapons':
            for key in self.weapons:
                while self.weapons[key] > 1:
                    test = rd.choice(self.weapons_options)
                    if self.weapons[test] == 0:
                        self.weapons[test] += 1
                        self.weapons[key] -= 1
                    else: break_var += 1
                    if break_var == 100: break

        else: # if no argument is passed, then apply to all skill, weapon, and armor proficiencies
            for key in self.skills:
                while self.skills[key] > 1:
                    test = rd.choice(self.skills_options)
                    if self.skills[test] == 0:
                        self.skills[test] += 1
                        self.skills[key] -= 1
                    else: break_var += 1
                    
                    if break_var == 100: break

            for key in self.armor:
                while self.armor[key] > 1:
                    test = rd.choice(self.armor_options)
                    if self.armor[test] == 0:
                        self.armor[test] += 1
                        self.armor[key] -= 1
                    else: break_var += 1
                    if break_var == 100: break

            for key in self.weapons:
                while self.weapons[key] > 1:
                    test = rd.choice(self.weapons_options)
                    if self.weapons[test] == 0:
                        self.weapons[test] += 1
                        self.weapons[key] -= 1
                    else: break_var += 1
                    if break_var == 100: break

class Roll:
    def __init__(self):
        print('\nCreated a dice roller object')
    def four(self, modifier=0):
        return rd.randint(1,4) + modifier
    def six(self, modifier=0):
        return rd.randint(1,6) + modifier
    def eight(self, modifier=0):
        return rd.randint(1,8) + modifier
    def ten(self, modifier=0):
        return rd.randint(1,10) + modifier
    def twelve(self, modifier=0):
        return rd.randint(1,12) + modifier
    def twenty(self, modifier=0):
        return rd.randint(1,20) + modifier
"""__init__.py: primary source file for mercutio, a straightforward, stable, and highly-customizable API for character creation"""

import mercutio.defaults as defaults # this is where we store the default dimensions
from mercutio._version import __version__
from mercutio._metadata import *
import pickle
import random as rd
import pandas as pd

class Player:
    def __init__(self):
        self.roll = Roll() # create a dice roll object
        self.player_class_options = [x['name'] for x in defaults.buffs if x['dimension'] == 'class']
        self.attributes_options = [x['name'] for x in defaults.proficiencies if x['dimension'] == 'attribute']
        self.race_options = [x['name'] for x in defaults.buffs if x['dimension'] == 'race']
        self.religion_options = [x['name'] for x in defaults.buffs if x['dimension'] == 'religion']
        self.language_options =  [x['name'] for x in defaults.buffs if x['dimension'] == 'language']
        self.skills_options = [x['name'] for x in defaults.proficiencies if x['dimension'] == 'skill']
        self.background_options = [x['name'] for x in defaults.buffs if x['dimension'] == 'background']
        self.buff_options = defaults.buffs
        self.weapon_options = [x['name'] for x in defaults.proficiencies if x['dimension'] == 'weapon']
        self.armor_options = [x['name'] for x in defaults.proficiencies if x['dimension'] == 'armor']


        print('\nCreated player object')
    def gen_graphic(self):

        title = [
        r'                            _   _       ',
        r'  /\/\   ___ _ __ ___ _   _| |_(_) ___  ',
        r" /    \ / _ \ '__/ __| | | | __| |/ _ \ ",
        r'/ /\/\ \  __/ | | (__| |_| | |_| | (_) |',
        r'\/    \/\___|_|  \___|\__,_|\__|_|\___/ ',
        ]

        for item in title:print(item)

        print('\nWelcome to the graphical player generator. Please follow the instructions below.\n')

        if not hasattr(self, 'name'):
            self.name = input('Please enter your desired username: ')

        if not hasattr(self, 'player_class'):
            while True:    
                self.player_class = input(f'Please enter your desired class -- your options are {self.player_class_options}: ')
                if self.player_class in self.player_class_options: break

        if not hasattr(self, 'race'):
            while True:    
                self.race = input(f'Please enter your desired race -- your options are {self.race_options}: ')
                if self.race in self.race_options: break

        if not hasattr(self, 'language'):
            while True:    
                self.language = input(f'Please enter your desired language -- your options are {self.language_options}: ')
                if self.language in self.language_options: break

        if not hasattr(self, 'religion'):
            while True:    
                self.religion = input(f'Please enter your desired religion -- your options are {self.religion_options}: ')
                if self.religion in self.religion_options: break

        if not hasattr(self, 'background'):
            while True:    
                self.background = input(f'Please enter your desired background -- your options are {self.background_options}: ')
                if self.background in self.background_options: break

    def gen(self, graphical=None, random=None, player_class=None, attributes=None, race=None, religion=None, language=None, skills=None, background=None, 
                armor=None, weapons=None, name='', level=1):

        self.attributes = {}
        if random:
            for x in self.attributes_options:
                self.attributes[x] = self.roll.twenty()
        if isinstance(attributes, (dict)):
            for key in attributes:
                if key in self.attributes_options:
                    self.attributes[key] = attributes[key]
        # in the absence of designated attributes, randomize between 1 and 20
        else: 
            for x in self.attributes_options:
                self.attributes[x] = self.roll.twenty()

        self.skills = {}
        if random:
            for x in self.skills_options:
                # self.skills[x] = self.roll.twenty()
                self.skills[x] = 0
        if isinstance(skills, (dict)):
            for key in skills:
                if key in self.skills_options:
                    self.skills[key] = skills[key]
        # in the absence of designated skills, set all to 0
        else: 
            for x in self.skills_options:
                # self.skills[x] = self.roll.twenty()
                self.skills[x] = 0

        self.armor = {}
        if random:
            for x in self.armor_options:
                self.armor[x] = 0
        if isinstance(armor, (dict)):
            for key in armor:
                if key in self.armor_options:
                    self.armor[key] = armor[key]
        # in the absence of designated armor proficiencies, set all to 0
        else: 
            for x in self.armor_options:
                self.armor[x] = 0

        self.weapons = {}
        if random:
            for x in self.weapon_options:
                self.weapons[x] = 0
        if isinstance(weapons, (dict)):
            for key in weapons:
                if key in self.weapon_options:
                    self.weapons[key] = weapons[key]
        # in the absence of designated weapon proficiencies, set all to 0
        else: 
            for x in self.weapon_options:
                self.weapons[x] = 0

        if graphical:
            self.gen_graphic()

        if not hasattr(self, 'name'):
            if name: self.name = name
            else: self.name = ''

        if not hasattr(self, 'player_class'):
            if random:
                self.player_class = rd.choice(self.player_class_options)
            if player_class:
                if player_class in self.player_class_options:
                    self.player_class = player_class
            else: self.player_class=rd.choice(self.player_class_options)
        self.buff(name=self.player_class, dimension='class')

        if not hasattr(self, 'race'):
            if random:
                self.race=rd.choice(self.race_options)
            if race:
                if race in self.race_options:
                    self.race = race
            else: self.race = self.race=rd.choice(self.race_options)
        self.buff(name=self.race, dimension='race')

        if not hasattr(self, 'background'):
            if random:
                self.background = rd.choice(self.background_options)
            if background:
                if background in self.background_options:
                    self.background = background
            else: self.background=rd.choice(self.background_options)
        self.buff(name=self.background, dimension='background')

        if not hasattr(self, 'religion'):
            if random:
                self.religion=rd.choice(self.religion_options)
            if religion:
                if religion in self.religion_options:
                    self.religion = religion
            else: self.religion = self.religion_options[0] # default to first option, which is "none"

        if not hasattr(self, 'language'):
            if random:
                self.language=rd.choice(self.language_options)
            if language:
                if language in self.language_options:
                    self.language = language
            else: self.language = self.language_options[0] # default to first option, which is "common"

        if isinstance(level, (int)):
            self.level = level
        else: self.level = 1

        # now we add buffs
        # if hasattr(self, 'player_class'):
        #     self.buff(name=self.player_class, dimension='class')
        # if hasattr(self, 'race'):
        #     self.buff(name=self.race, dimension='race')
        # if hasattr(self, 'background'): 
        #     self.buff(name=self.background, dimension='background')

        print(f'\nSuccessfully created player: \nname: {self.name}\nclass: {self.player_class}\nrace: {self.race}\nbackground: {self.background}\nlanguage: {self.language}\nreligion: {self.religion}\nattributes: {self.attributes}\nskills: {self.skills}\narmour: {self.armor}\nweapons: {self.weapons}\n')

    def customize(self, how='append', proficiencies=None, buffs=None):
        if how == 'overwrite':
            if isinstance(proficiencies, (list)):
                self.attributes_options = [x['name'] for x in proficiencies if x['dimension'] == 'attribute']
                self.skills_options = [x['name'] for x in proficiencies if x['dimension'] == 'skill']
                self.weapon_options = [x['name'] for x in proficiencies if x['dimension'] == 'weapon']
                self.armor_options = [x['name'] for x in proficiencies if x['dimension'] == 'armor']

            if isinstance(buffs, (list)):
                self.player_class_options = [x['name'] for x in buffs if x['dimension'] == 'class']
                self.race_options = [x['name'] for x in buffs if x['dimension'] == 'race']
                self.religion_options = [x['name'] for x in buffs if x['dimension'] == 'religion']
                self.language_options =  [x['name'] for x in buffs if x['dimension'] == 'language']
                self.background_options = [x['name'] for x in buffs if x['dimension'] == 'background']
                self.buff_options = buffs

        elif how == 'append': 

            if isinstance(proficiencies, (list)):
                [self.attributes_options.append(x['name']) for x in proficiencies if x['dimension'] == 'attribute']
                [self.skills_options.append(x['name']) for x in proficiencies if x['dimension'] == 'skill']
                [self.weapon_options.append(x['name']) for x in proficiencies if x['dimension'] == 'weapon']
                [self.armor_options.append(x['name']) for x in proficiencies if x['dimension'] == 'armor']

            if isinstance(buffs, (list)):
                [self.player_class_options.append(x['name']) for x in buffs if x['dimension'] == 'class']
                [self.race_options.append(x['name']) for x in buffs if x['dimension'] == 'race']
                [self.religion_options.append(x['name']) for x in buffs if x['dimension'] == 'religion']
                [self.language_options.append(x['name']) for x in buffs if x['dimension'] == 'language']
                [self.background_options.append(x['name']) for x in buffs if x['dimension'] == 'background']
                [self.buff_options.append(x) for x in buffs]


    def save(self, filename=None, csv=None):

        if csv: # write to CSV if the keyword argument is passed
            if not isinstance(filename, (str)): # here we ask whether the user passed a custom filename
                filename = f'{self.name}.csv'
            else: filename = filename+'.csv'
            df = pd.DataFrame(data=[str(x) for x in self.__dict__.values()], index=self.__dict__.keys(), columns=[self.name])
            df.index.rename(name='Dimensions', inplace=True)
            df.to_csv(filename, sep='|')
        else:
            if not isinstance(filename, (str)): # here we ask whether the user passed a custom filename
                filename = f'{self.name}.pickle'
            else: filename = filename+'.pickle'
            with open(filename, 'wb') as f:
                pickle.dump(vars(self), f)
        print(f'\nSuccessfully saved player data to {filename}\n')

    ### NOTE THAT AS NEW DIMENSIONS ARE ADDED, THIS WILL NEED TO BE UPDATED TO ENSURE THAT IT COLLECTS THE CORRECT PLAYER DATA
    def load(self, filename):
        try: 
            loaded_file = pickle.load(open(filename, "rb"))

            self.player_class = loaded_file['player_class']
            self.attributes = loaded_file['attributes']
            self.race = loaded_file['race']
            self.religion = loaded_file['religion']
            self.language = loaded_file['language']
            self.skills = loaded_file['skills']
            self.name = loaded_file['name']
            self.background = loaded_file['background']
            self.level = loaded_file['level']
            self.armor = loaded_file['armor']
            self.weapons = loaded_file['weapons']

            print(f'\nSuccessfully loaded {filename} player data\n')

        except: print(f'\nNo player data found at {filename}\n')


    def mod(self, player_class=None, attributes=None, race=None, religion=None, language=None, skills=None, name=None, background=None, 
        armor=None, weapons=None, level=None):
        if hasattr(self, 'player_class') or hasattr(self, 'name') or hasattr(self, 'attributes'): # this asserts that a name, class, or attribute have been set, meaning the user has run gen() or load()
            if player_class:
                if player_class in self.player_class_options:
                    self.buff(name=self.player_class, dimension='class', remove=True)
                    self.player_class = player_class
                    self.buff(name=self.player_class, dimension='class')

            if background:
                if background in self.background_options:
                    self.buff(name=self.background, dimension='background', remove=True)
                    self.background = background
                    self.buff(name=self.background, dimension='background')

            if isinstance(attributes, (dict)):
                for key in attributes:
                    if key in self.attributes_options:
                        self.attributes[key] = attributes[key]

            if isinstance(armor, (dict)):
                for key in armor:
                    if key in self.armor_options:
                        self.armor[key] = armor[key]

            if isinstance(weapons, (dict)):
                for key in weapons:
                    if key in self.weapon_options:
                        self.weapons[key] = weapons[key]

            if race:
                if race in self.race_options:
                    self.buff(name=self.race, dimension='race', remove=True)
                    self.race = race
                    self.buff(name=self.race, dimension='race')

            if religion:
                if religion in self.religion_options:
                    self.religion = religion

            if language:
                if language in self.language_options:
                    self.language = language

            if skills:
                if skills in self.skills_options:
                    self.skills = skills

            if name: self.name = name

            if isinstance(level, (int)):
                self.level = level

            print(f'\nSuccessfully modified player: \nname: {self.name}\nclass: {self.player_class}\nrace: {self.race}\nbackground: {self.background}\nreligion: {self.religion}\nattributes: {self.attributes}\nskills: {self.skills}\narmour: {self.armor}\nweapons: {self.weapons}\n')
        else: 
            print('\nNo player has been loaded or generated.\nPlease gen() or load() before modifying your player')


    def buff(self, name, dimension, remove=None):
        if remove:
            for item in self.buff_options:
                if item['name'] == name and item['dimension'] == dimension:
                    if bool(item):
                        for attribute in item['proficiencies']:
                            try: 
                                self.attributes[attribute] -= item['proficiencies'][attribute]
                            except:
                                try: 
                                    self.skills[attribute] -= item['proficiencies'][attribute]
                                except:
                                    try: 
                                        self.weapons[attribute] -= item['proficiencies'][attribute]
                                    except:
                                        try:
                                            self.armor[attribute] -= item['proficiencies'][attribute]
                                        except Exception as e: print(e)

                        # print(f'\nSuccessfully removed buff for the player {dimension} called {name}')
                        break
                # print(f'\nUnable to find an appropriate for the player {dimension} called {name}')

        else: 
            for item in self.buff_options:
                if item['name'] == name and item['dimension'] == dimension:
                    if bool(item):
                        for attribute in item['proficiencies']:
                            try: 
                                self.attributes[attribute] += item['proficiencies'][attribute]
                            except:
                                try: 
                                    self.skills[attribute] += item['proficiencies'][attribute]
                                except:
                                    try: 
                                        self.weapons[attribute] += item['proficiencies'][attribute]
                                    except:
                                        try:
                                            self.armor[attribute] += item['proficiencies'][attribute]
                                        except Exception as e: print(e)

                    # print(f'\nSuccessfully added buff for the player {dimension} called {name}')
                    break
                # print(f'\nUnable to find an appropriate for the player {dimension} called {name}')


    def distribute(self, dimension=None):
        break_var = 0
        if dimension=='skills':
            for key in self.skills:
                while self.skills[key] > 1:
                    test = rd.choice(self.skills_options)
                    if self.skills[test] == 0:
                        self.skills[test] += 1
                        self.skills[key] -= 1
                    else: break_var += 1
                    
                    if break_var == 100: break

        if dimension=='armor':
            for key in self.armor:
                while self.armor[key] > 1:
                    test = rd.choice(self.armor_options)
                    if self.armor[test] == 0:
                        self.armor[test] += 1
                        self.armor[key] -= 1
                    else: break_var += 1
                    if break_var == 100: break

        if dimension=='weapons':
            for key in self.weapons:
                while self.weapons[key] > 1:
                    test = rd.choice(self.weapons_options)
                    if self.weapons[test] == 0:
                        self.weapons[test] += 1
                        self.weapons[key] -= 1
                    else: break_var += 1
                    if break_var == 100: break

        else: # if no argument is passed, then apply to all skill, weapon, and armor proficiencies
            for key in self.skills:
                while self.skills[key] > 1:
                    test = rd.choice(self.skills_options)
                    if self.skills[test] == 0:
                        self.skills[test] += 1
                        self.skills[key] -= 1
                    else: break_var += 1
                    
                    if break_var == 100: break

            for key in self.armor:
                while self.armor[key] > 1:
                    test = rd.choice(self.armor_options)
                    if self.armor[test] == 0:
                        self.armor[test] += 1
                        self.armor[key] -= 1
                    else: break_var += 1
                    if break_var == 100: break

            for key in self.weapons:
                while self.weapons[key] > 1:
                    test = rd.choice(self.weapons_options)
                    if self.weapons[test] == 0:
                        self.weapons[test] += 1
                        self.weapons[key] -= 1
                    else: break_var += 1
                    if break_var == 100: break

class Roll:
    def __init__(self):
        print('\nCreated a dice roller object')
    def four(self, modifier=0):
        return rd.randint(1,4) + modifier
    def six(self, modifier=0):
        return rd.randint(1,6) + modifier
    def eight(self, modifier=0):
        return rd.randint(1,8) + modifier
    def ten(self, modifier=0):
        return rd.randint(1,10) + modifier
    def twelve(self, modifier=0):
        return rd.randint(1,12) + modifier
    def twenty(self, modifier=0):
        return rd.randint(1,20) + modifier
__init__.py: primary source file for mercutio, a straightforward, stable, and highly-customizable API for character creation # this is where we store the default dimensions # create a dice roll object # in the absence of designated attributes, randomize between 1 and 20 # self.skills[x] = self.roll.twenty() # in the absence of designated skills, set all to 0 # self.skills[x] = self.roll.twenty() # in the absence of designated armor proficiencies, set all to 0 # in the absence of designated weapon proficiencies, set all to 0 # default to first option, which is "none" # default to first option, which is "common" # now we add buffs # if hasattr(self, 'player_class'): #     self.buff(name=self.player_class, dimension='class') # if hasattr(self, 'race'): #     self.buff(name=self.race, dimension='race') # if hasattr(self, 'background'): #     self.buff(name=self.background, dimension='background') # write to CSV if the keyword argument is passed # here we ask whether the user passed a custom filename # here we ask whether the user passed a custom filename ### NOTE THAT AS NEW DIMENSIONS ARE ADDED, THIS WILL NEED TO BE UPDATED TO ENSURE THAT IT COLLECTS THE CORRECT PLAYER DATA # this asserts that a name, class, or attribute have been set, meaning the user has run gen() or load() # print(f'\nSuccessfully removed buff for the player {dimension} called {name}') # print(f'\nUnable to find an appropriate for the player {dimension} called {name}') # print(f'\nSuccessfully added buff for the player {dimension} called {name}') # print(f'\nUnable to find an appropriate for the player {dimension} called {name}') # if no argument is passed, then apply to all skill, weapon, and armor proficiencies