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import re
import copy
from enum import Enum
from dataclasses import dataclass
from abc import ABC, abstractmethod

from distribution import Distribution

def d(edge_count):
    res = Distribution()
    if edge_count == 0:
        res.insert(0, 1)
        return res
    prob = 1/edge_count
    for val in range(1, edge_count+1):
        res.insert(val, prob)
    return res


class Roll:
    Fumble = -1
    Fail = 0
    Success = 1
    Crit = 2

    @staticmethod
    def get_natural_success_mod(value):
        if value <= 1:
            return -1
        if value >= 20:
            return 1
        return 0

    @staticmethod
    def check(value, dc, bonus=0):
        res = 0
        rolled = value + bonus
        if rolled >= dc + 10:
            res = Roll.Crit
        elif rolled >= dc:
            res = Roll.Success
        elif rolled <= dc - 10:
            res = Roll.Fumble
        res += Roll.get_natural_success_mod(value)
        return Roll.clamp(res)

    @staticmethod
    def clamp(value):
        return max(Roll.Fumble, min(Roll.Crit, value))


class Difficulty(Enum):
    Terrible = -2
    Low = -1
    Moderate = 0
    High = 1
    Extreme = 2

    @classmethod
    def from_str(cls, name):
        name = name.strip().lower()
        for member in cls:
            if member.name.lower() == name:
                return member
        raise ValueError(f"{name!r} is not a valid {cls.__name__}")

@dataclass
class RollInfo:
    die_size: int
    dice_count: int = 1
    bonus: int = 0

    @classmethod
    def parse(cls, str_data):
        # match strings like '2d6+8 (15)'
        match = re.fullmatch(r"^(\d+)d(\d+)\s*(\+\s*\d+)?\s*(\s*\(\s*\d+\s*\))?",
                             str_data)
        if not match:
            raise ValueError(f"{str_data!r} is not a valid RollInfo")
        res = RollInfo(int(match.group(2).strip()))
        res.dice_count = int(match.group(1).strip())
        bonus = match.group(3)
        if bonus:
            res.bonus = int(bonus.strip(" +"))
        return res
    
    def distribution(self):
        return self.dice_count * d(self.die_size) + self.bonus


class LevelingPlan(ABC):
    @abstractmethod
    def build(self, level: int):
        pass


class Features:
    abilities = ["str", "dex", "int", "wis", "cha", "con"]
    saves = ["reflex", "will", "fortitude"]
    defences = ["unarmored", "light", "medium", "heavy"]
    weapons = ["unarmed", "simple", "martial", "advanced"]
    skill_ability = {
        "perception": "wis",
        "fortitude": "con",
        "reflex": "dex",
        "will": "wis",
        "acrobatics": "dex",
        "arcana": "int",
        "athletics": "str",
        "crafting": "int",
        "deception": "cha",
        "diplomacy": "cha",
        "intimidation": "cha",
        "medicine": "wis",
        "nature": "wis",
        "occultism": "int",
        "performance": "cha",
        "religion": "wis",
        "society": "int",
        "stealth": "dex",
        "survival": "wis",
        "thievery": "dex",
    }

    @staticmethod
    def all():
        res = set(Features.defences) | set(Features.weapons)
        res |= set(Features.saves)
        res |= Features.skill_ability.keys()
        return list(res)

    @staticmethod
    def expand(shortcuts: list[str]):
        if "all" in shortcuts:
            return Features.all()
        res = set()
        for shortcut in shortcuts:
            for skill, ability in Features.skill_ability.items():
                if shortcut == ability:
                    res.add(skill)
            for feature in ["saves", "defences", "weapons"]:
                if shortcut == feature:
                    res |= set(getattr(Features, feature))
        return list(res)


class Modifier:
    names = ["circumstance", "status", "item"]

    def __init__(self, circumstance=0, status=0, item=0, untyped=0) -> None:
        self.untyped = untyped
        self.bonuses = dict()
        self.penalties = dict()
        for name in Modifier.names:
            val = locals()[name]
            if val > 0:
                self.bonuses[name] = val
            elif val < 0:
                self.penalties[name] = val

    def total(self):
        res = self.untyped
        for val in self.bonuses.values():
            res += val
        for val in self.penalties.values():
            res += val
        return res

    def __iadd__(self, other):
        if isinstance(other, int):
            self.untyped += other
            return self
        if not isinstance(other, Modifier):
            raise NotImplementedError

        self.untyped += other.untyped
        for name in (self.bonuses.keys() & other.bonuses.keys()):
            self.bonuses[name] = max(self.bonuses.get(name, 0),
                                     other.bonuses.get(name, 0))
        for name in (self.penalties.keys() & other.penalties.keys()):
            self.penalties[name] = min(self.penalties.get(name, 0),
                                     other.penalties.get(name, 0))
        return self

    def __add__(self, other):
        res = copy.deepcopy(self)
        res += other
        return res

    __radd__ = __add__


@dataclass
class Condition:
    name: str
    filter: list
    modifier: Modifier


class Conditions(list):
    def modifier(self, features, exclude = None):
        exclude = set(exclude) if exclude is not None else set()
        features = set(features)
        res = Modifier()
        for condition in self:
            positive = set(condition.filter) & features
            negative = set(condition.filter) & exclude
            if positive and not negative:
                res += condition.modifier
        return res