Add the Italian playtest edition (7.2.0, D53)
RULES.it.md translates RULES.md v0.9. edition/build.py renders a printable A4 HTML (edition/it/playtest.html): quick reference, rules, belt track, board overview and four board tiles drawn from the board model (Tunnel pairs numbered, Dojo entrances marked), and the 22 Nebbia cards. Adds markdown as a dev dependency. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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"""Build the printable Italian playtest edition: `uv run python edition/build.py`.
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Writes `edition/it/playtest.html` (A4, print from the browser) from `RULES.it.md`, the
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quick reference `edition/it/riepilogo.md`, the card texts `edition/it/carte.toml`, the
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board (`board/quadrant.txt`, `board/legend.toml`) and the engine's deck. Never edit the HTML
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by hand.
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"""
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import html
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import tomllib
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from collections.abc import Iterator, Mapping
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from pathlib import Path
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import markdown
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from dojo.board import BOARD_SIZE, QUADRANT_SIZE, Board, Pos, Square, load_board
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from dojo.grid import Grid
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from dojo.rules import BELTS, DEFAULT_RULES
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ROOT = Path(__file__).resolve().parent.parent
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EDITION = ROOT / "edition" / "it"
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OUTPUT = EDITION / "playtest.html"
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TITLE = "Il Labirinto del Dojo"
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EDITION_LABEL = "Bozza per playtest v0.9"
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TILE_CELL_MM = 23.0
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OVERVIEW_CELL_MM = 11.5
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CARDS_PER_PAGE = 9
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BELT_NAMES = ("Bianca", "Gialla", "Arancione", "Verde", "Blu", "Marrone")
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BELT_COLOURS = ("#ffffff", "#fde047", "#fb923c", "#4ade80", "#60a5fa", "#a16207")
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TILE_NAMES = {
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(0, 0): "in alto a sinistra",
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(0, 1): "in alto a destra",
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(1, 1): "in basso a destra",
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(1, 0): "in basso a sinistra",
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}
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# Square code -> (fill, name, symbol). Tunnels are added per pair, see tunnel_labels().
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SQUARE_STYLE: Mapping[str, tuple[str, str, str]] = {
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Square.SAFE: ("#dbeafe", "", ""),
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Square.DOJO: ("#44403c", "", ""),
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Square.TATAMI: ("#fbf7ee", "", ""),
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Square.ALLENAMENTO: ("#bbf7d0", "Allenamento", "+1"),
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Square.FATICA: ("#fecaca", "Fatica", "\u22121"),
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Square.NEBBIA: ("#ddd6fe", "Nebbia", "?"),
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Square.PASSO_FALSO: ("#fed7aa", "Passo Falso", "↩"),
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Square.SFIDA: ("#fde68a", "Sfida", "VS"),
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}
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TUNNEL_FILL = "#bae6fd"
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ENTRANCE_COLOUR = "#eab308"
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def tunnel_labels(board: Board) -> dict[Pos, int]:
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"""A number per Tunnel pair, unique on the whole board (the source repeats its digits)."""
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labels: dict[Pos, int] = {}
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for square in sorted(board.tunnels):
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if square not in labels:
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number = len(set(labels.values())) + 1
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labels[square] = labels[board.tunnels[square]] = number
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return labels
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def board_svg(board: Board, rows: range, cols: range, cell: float) -> str:
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grid = board.to_grid()
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tunnels = tunnel_labels(board)
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width, height = len(cols) * cell, len(rows) * cell
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parts = [
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f'<svg class="board" xmlns="http://www.w3.org/2000/svg" width="{width}mm" '
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f'height="{height}mm" viewBox="0 0 {width} {height}">'
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]
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for r in rows:
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for c in cols:
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x, y = (c - cols.start) * cell, (r - rows.start) * cell
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parts.append(_cell_svg(board.code(Pos(r, c)), tunnels.get(Pos(r, c)), x, y, cell))
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parts.extend(_label_svg(board, rows, cols, cell))
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parts.extend(_walls_svg(grid, rows, cols, cell))
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parts.extend(_entrances_svg(board, rows, cols, cell))
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parts.append("</svg>")
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return "".join(parts)
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def _cell_svg(code: str, tunnel: int | None, x: float, y: float, cell: float) -> str:
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if tunnel is not None:
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fill, name, symbol = TUNNEL_FILL, "Tunnel", str(tunnel)
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else:
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fill, name, symbol = SQUARE_STYLE[code]
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parts = [
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f'<rect x="{x}" y="{y}" width="{cell}" height="{cell}" fill="{fill}" '
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f'stroke="#a8a29e" stroke-width="{cell * 0.01}"/>'
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]
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if symbol:
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parts.append(
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f'<text x="{x + cell / 2}" y="{y + cell * 0.62}" font-size="{cell * 0.38}" '
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f'text-anchor="middle" font-weight="700">{html.escape(symbol)}</text>'
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)
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if name:
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parts.append(
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f'<text x="{x + cell / 2}" y="{y + cell * 0.9}" font-size="{cell * 0.14}" '
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f'text-anchor="middle">{html.escape(name)}</text>'
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)
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return "".join(parts)
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def _label_svg(board: Board, rows: range, cols: range, cell: float) -> Iterator[str]:
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""" "Stanza Sicura" and "Dojo" written across their rooms, where the room lies in view."""
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for code, text, colour in (
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(Square.SAFE, "Stanza Sicura", "#1e3a8a"),
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(Square.DOJO, "DOJO", "#fafaf9"),
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):
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squares = [p for p in board.cells_with(code) if p.row in rows and p.col in cols]
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for group in _rooms(squares):
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row = sum(p.row for p in group) / len(group) - rows.start + 0.5
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col = sum(p.col for p in group) / len(group) - cols.start + 0.5
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size = cell * (0.3 if code is Square.DOJO else 0.2)
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yield (
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f'<text x="{col * cell}" y="{row * cell + size / 3}" font-size="{size}" '
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f'text-anchor="middle" font-weight="700" fill="{colour}">{text}</text>'
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)
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def _rooms(squares: list[Pos]) -> list[list[Pos]]:
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"""Orthogonally connected groups of ``squares``."""
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left, groups = set(squares), []
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while left:
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stack, group = [left.pop()], []
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while stack:
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p = stack.pop()
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group.append(p)
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for q in (
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Pos(p.row + 1, p.col),
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Pos(p.row - 1, p.col),
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Pos(p.row, p.col + 1),
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Pos(p.row, p.col - 1),
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):
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if q in left:
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left.remove(q)
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stack.append(q)
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groups.append(group)
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return groups
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def _walls_svg(grid: Grid, rows: range, cols: range, cell: float) -> Iterator[str]:
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stroke = cell * 0.09
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style = f'stroke="#1c1917" stroke-width="{stroke}" stroke-linecap="square"'
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for r in range(rows.start, rows.stop + 1):
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for c in cols:
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if grid.h_walls[r][c]:
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x, y = (c - cols.start) * cell, (r - rows.start) * cell
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yield f'<line x1="{x}" y1="{y}" x2="{x + cell}" y2="{y}" {style}/>'
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for r in rows:
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for c in range(cols.start, cols.stop + 1):
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if grid.v_walls[r][c]:
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x, y = (c - cols.start) * cell, (r - rows.start) * cell
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yield f'<line x1="{x}" y1="{y}" x2="{x}" y2="{y + cell}" {style}/>'
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def _entrances_svg(board: Board, rows: range, cols: range, cell: float) -> Iterator[str]:
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"""A gold bar on every open edge into the Dojo, so the entrances stand out."""
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style = f'stroke="{ENTRANCE_COLOUR}" stroke-width="{cell * 0.12}"'
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for square in sorted(board.dojo):
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if square.row not in rows or square.col not in cols:
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continue
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for outside in board.neighbours(square):
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if outside in board.dojo:
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continue
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x = (max(square.col, outside.col) - cols.start) * cell
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y = (max(square.row, outside.row) - rows.start) * cell
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if square.row == outside.row:
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x1, y1, x2, y2 = x, y + cell * 0.2, x, y + cell * 0.8
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else:
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x1, y1, x2, y2 = x + cell * 0.2, y, x + cell * 0.8, y
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yield f'<line x1="{x1}" y1="{y1}" x2="{x2}" y2="{y2}" {style}/>'
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def legend_html() -> str:
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items = [
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(fill, name, symbol)
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for code, (fill, name, symbol) in SQUARE_STYLE.items()
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if code not in (Square.SAFE, Square.DOJO, Square.TATAMI)
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]
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items.append((TUNNEL_FILL, "Tunnel (stesso numero)", "3"))
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items.append((ENTRANCE_COLOUR, "Ingresso del Dojo", ""))
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cells = "".join(
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f'<span class="key"><span class="swatch" style="background:{fill}">'
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f"{html.escape(symbol)}</span>{html.escape(name)}</span>"
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for fill, name, symbol in items
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)
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return f'<p class="legend">{cells}</p>'
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def track_html() -> str:
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per_belt = DEFAULT_RULES.stripes_per_belt
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rows = []
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for belt in range(len(BELTS)):
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cells = "".join(
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f'<td style="background:{BELT_COLOURS[belt]}">{belt * per_belt + stripe}</td>'
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for stripe in range(per_belt)
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)
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rows.append(f"<tr><th>{BELT_NAMES[belt]}</th>{cells}</tr>")
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rows.append(
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'<tr class="black"><th>Nera</th><td colspan="3">Esame Finale superato: vittoria</td></tr>'
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)
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return (
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'<section class="page"><h2>Scala delle cinture</h2>'
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"<p>Un segnalino per giocatore. Una tacca = una casella; una cintura = una riga. "
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"Dal 15 (Marrone) il Dojo Centrale è aperto.</p>"
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f'<table class="track">{"".join(reversed(rows))}</table></section>'
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)
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def cards_html(texts: Mapping[str, Mapping[str, str]]) -> str:
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missing = {card.value for card, _ in DEFAULT_RULES.deck} ^ set(texts)
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if missing:
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raise SystemExit(f"carte.toml and the engine's deck disagree on: {sorted(missing)}")
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cards = [texts[card.value] for card, copies in DEFAULT_RULES.deck for _ in range(copies)]
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pages = []
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for start in range(0, len(cards), CARDS_PER_PAGE):
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faces = "".join(_card_html(card) for card in cards[start : start + CARDS_PER_PAGE])
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pages.append(f'<section class="page cards">{faces}</section>')
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return "".join(pages)
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def _card_html(card: Mapping[str, str]) -> str:
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kind = card["tipo"]
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note = '<p class="note">Tienila coperta. Al massimo una.</p>' if kind == "Tecnica" else ""
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return (
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f'<div class="card {html.escape(kind.lower())}"><p class="kind">{html.escape(kind)}</p>'
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f'<h3>{html.escape(card["nome"])}</h3><p class="text">{html.escape(card["testo"])}</p>'
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f'{note}<p class="deck">Nebbia del Dojo</p></div>'
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)
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def board_pages(board: Board) -> str:
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whole = range(BOARD_SIZE)
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pages = [
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'<section class="page"><h2>Tabellone intero</h2>'
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f"{board_svg(board, whole, whole, OVERVIEW_CELL_MM)}{legend_html()}"
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"<p>Muri: linee spesse. Barre gialle: ingressi del Dojo (solo per chi è Marrone). "
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"I Tunnel con lo stesso numero sono collegati.</p></section>"
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]
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for (qr, qc), name in TILE_NAMES.items():
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rows = range(qr * QUADRANT_SIZE, (qr + 1) * QUADRANT_SIZE)
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cols = range(qc * QUADRANT_SIZE, (qc + 1) * QUADRANT_SIZE)
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pages.append(
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f'<section class="page tile"><p class="tile-name">Tabellone da gioco, foglio '
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f"{len(pages)} di 4: {name}. Ritaglia lungo il bordo esterno e accosta i fogli."
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f"</p>{board_svg(board, rows, cols, TILE_CELL_MM)}</section>"
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)
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return "".join(pages)
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def rules_html(path: Path) -> str:
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return markdown.markdown(path.read_text(encoding="utf-8"), extensions=["tables", "toc"])
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def build() -> str:
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board = load_board(ROOT / "board" / "quadrant.txt", ROOT / "board" / "legend.toml")
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with (EDITION / "carte.toml").open("rb") as handle:
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texts = tomllib.load(handle)
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style = (EDITION / "style.css").read_text(encoding="utf-8")
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return (
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'<!doctype html><html lang="it"><head><meta charset="utf-8">'
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f"<title>{TITLE}</title><style>{style}</style></head><body>"
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f'<section class="page cover"><h1>{TITLE}</h1><p class="edition">{EDITION_LABEL}</p>'
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f"{rules_html(EDITION / 'riepilogo.md')}</section>"
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f'<section class="page rules">{rules_html(ROOT / "RULES.it.md")}</section>'
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f"{track_html()}{board_pages(board)}{cards_html(texts)}"
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"</body></html>"
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)
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if __name__ == "__main__":
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OUTPUT.write_text(build(), encoding="utf-8")
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print(f"wrote {OUTPUT.relative_to(ROOT)}")
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