Blueprint
Magical blueprints for procedural generation of content. Based roughly on https://web.archive.org/web/20111103134115/https://www.squidi.net/mapmaker/musings/m100402.php
Install / Use
/learn @eykd/BlueprintREADME
========= Blueprint
Magical blueprints for procedural generation of content. Based roughly
on a series of articles_ by Sean Howard. Overview here_.
.. _series of articles: http://www.squidi.net/mapmaker/index.php .. _Overview here: http://www.squidi.net/mapmaker/musings/m100402.php
Introduction_Fields and Generators_Tags_Mods_Factories_TODO_HELP_DEVELOPMENT_Changelog_
============ Introduction
Blueprints are data objects. The essential idea is that you write
subclasses of blueprint.Blueprint with fields that define the
general parameters of their values (e.g. an integer between 0 and
10). When you instantiate a blueprint, you get a "mastered" blueprint
with well-defined values for each field. Mastered blueprints may
define special "generator" instance methods that build final objects
from the master.
Think of it as prototypal inheritance for Python! (Yeah, I probably don't know what I'm talking about.)
Most of the big moving parts have their documentation, often with examples, in the docstring. Blueprint is best played with at the command line, trying out how things work. For the impatient, an example::
import blueprint
class Item(blueprint.Blueprint):
value = 1
tags = 'foo bar'
class Meta:
abstract = True
class Weapon(Item):
name = 'Some Weapon'
tags = 'dangerous equippable'
damage = blueprint.RandomInt(1, 5)
class Meta:
abstract = True
class Spear(Weapon):
tags = 'primitive piercing'
name = 'Worn Spear'
damage = blueprint.RandomInt(10, 15)
value = blueprint.RandomInt(4, 6)
class PointedStick(Weapon):
tags = 'primitive piercing'
name = 'Pointed Stick'
damage = 6
value = 2
class Club(Weapon):
tags = 'primitive crushing'
name = 'Big Club'
damage = blueprint.RandomInt(10, 15)
value = 2
class Actor(blueprint.Blueprint):
tags = 'active'
class CaveMan(Actor):
name = 'Cave Man'
weapon = blueprint.PickOne(
Club, Spear, PointedStick
)
And then:
>>> actor = CaveMan()
>>> actor
<CaveMan:
name -- 'Cave Man'
weapon -- <Spear:
damage -- 5
name -- 'Spear'
value -- 6
>
>
>>> actor.weapon.name
'Spear'
Now, we can take our reified master data object and do something with it--use it as-is, or build another entity using the generated data.
===================== Fields and Generators
Blueprints are data objects. By default, every member of a blueprint is treated as a field, either static or dynamic. Static fields are simple data attributes. Dynamic fields are callable objects that take one positional argument, the blueprint on which they are being called.
Dynamic fields make blueprints quite useful. A few basic fields are
provided to get you started, and Blueprints themselves can be used as
fields. Fields are designed to be nestable. They can rely upon each
other too--use the blueprint.depends_on decorator to declare these
dependencies.
If you really must have a callable method on your mastered blueprint,
use the blueprint.generator decorator (or mark your callable
object with the is_generator flag). These are called "generators"
("contractors" in squidi's terminology) because they're intended to be
used to generate your final entity, whether it be a dict or a WAD
file.
==== Tags
Blueprints automatically organize themselves using tags (domains in
squidi's parlance). A direct descendant of Blueprint has its own tag
repository (blueprint.taggables.TagRepository), which all its
subclasses will share. So, in the above example, you can query
Weapon.tag_repo.query(with_tags=('piercing')) and receive
set([Spear, PointedStick]).
Blueprints are also automatically tagged by their class name (and
their ancestor superclass names!), with camel-cased words separated
out. So CaveMan will automatically get the tags set(['cave', 'man', 'actor']).
This makes the following possible::
class MammothHunter(CaveMan):
weapon = blueprint.PickFrom(
blueprint.WithTags('pointed weapon')
)
==== Mods
Sometimes, you'll want to dynamically modify a blueprint. To do this,
create a subclass of Mod. Mods are just special blueprints::
class OfDoom(blueprint.Mod):
name = blueprint.FormatTemplate('{meta.source.name} of DOOM')
value = lambda _: _.meta.source.value * 5
Then, apply it to another blueprint::
>>> club = OfDoom(Club)
>>> club.name
'Big Club of DOOM'
Mods always produce mastered blueprints.
========= Factories
Factories put all the pieces together--they're rather a blueprint factory. Say that you want an item drop that selects from a few common Weapon blueprints and adds a couple magical Mods to make it cooler. Here's our second mod::
class MagicalItemPrefix(blueprint.Mod):
prefix = blueprint.PickOne(
'Gnarled',
'Inscribed',
'Magnificent',
)
name = blueprint.depends_on('prefix')(
blueprint.FormatTemplate('{parent.prefix} {meta.source.name}'))
Now, here's our Magical Item factory::
class MagicalItemFactory(blueprint.Factory):
product = blueprint.PickFrom(
blueprint.WithTags('weapon'))
mods = [MagicalItemPrefix, OfDoom]
Now, when we call the factory, we get a random Weapon with magical properties::
>>> weapon = MagicalItemFactory()
>>> weapon.name
'Gnarled Worn Spear of DOOM'
Factories always produce mastered blueprints.
==== TODO
- Better documentation. :)
- Support all operators on
blueprint.Field
==== HELP
If you run into trouble, or find a bug, file an issue in the tracker on github <https://github.com/eykd/blueprint/issues>_.
=========== DEVELOPMENT
Itching to hack on blueprint? Fork the repository on on github_ and
submit a pull request. If you're not sure what you're doing, follow
these guidelines_.
.. _on github: http://github.com/eykd/blueprint/ .. _these guidelines: https://gun.io/blog/how-to-github-fork-branch-and-pull-request/
On github, bleeding-edge development works should be done on feature
branches. master should always remain stable.
Setup
Blueprint uses uv_ for dependency management. To set up your
development environment::
# Install dependencies (dev + test groups)
uv sync --group dev --group test
# Install pre-commit hooks
uv run pre-commit install
.. _uv: https://docs.astral.sh/uv/
Testing
Tests are written using pytest_ and are located in the tests/
folder. Blueprint maintains 100% test coverage (including branch
coverage) and validates test independence with randomized execution
order.
To run the test suite::
# Run all tests with coverage
uv run pytest
# Run tests with randomized order (validates test independence)
uv run pytest --random-order
# Run the comprehensive test script (format, lint, type-check, test)
./runtests.sh
.. _pytest: https://docs.pytest.org/
Code Quality
Blueprint enforces strict code quality standards:
- Type checking: All code is fully type-annotated and checked with
mypy_ in strict mode - Linting: Comprehensive linting with
ruff_ (50+ rule groups enabled) - Formatting: Consistent code formatting with ruff
- Documentation: Google-style docstrings with executable doctests
To check code quality::
# Run type checker
uv run mypy src tests
# Run linter
uv run ruff check .
# Auto-fix linting issues
uv run ruff check --fix .
# Run formatter
uv run ruff format .
# Run all pre-commit hooks manually
uv run pre-commit run --all-files
.. _mypy: https://www.mypy-lang.org/ .. _ruff: https://docs.astral.sh/ruff/
========= CHANGELOG
-
0.7: Major modernization release with comprehensive quality improvements:
-
Breaking changes:
-
Dropped Python 2.7 support: Minimum Python version is now 3.11+.
-
Method naming convention: Changed from camelCase to snake_case for internal methods (e.g.,
_getMaster()→_get_master()). Public API field classes (PickOne,PickFrom, etc.) remain unchanged. -
Comparison methods: Replaced
__cmp__with total ordering (__lt__,__le__,__eq__,__ge__,__gt__) for Python 3 compatibility.
-
-
Quality improvements:
-
100% test coverage: Achieved complete branch coverage with comprehensive test suite.
-
Full type annotations: All code is now fully type-annotated and validated with mypy in strict mode. Package includes
py.typedmarker for downstream type checking. -
Comprehensive linting: Enforced via ruff with 50+ rule groups enabled, ensuring consistent code style and catching potential issues.
-
Doctest integration: All code examples in docstrings are now executable and validated during testing.
-
Test independence: Validated with pytest-random-order to ensure tests can run in any order without dependencies.
-
-
Infrastructure improvements:
-
Modern tooling: Migrated from setuptools to uv + hatchling for faster, more reliable builds.
-
Src layout: Adopted modern src/ layout for better packaging practices.
-
Pre-commit hooks: Added automated formatting, linting, and type checking before commits.
-
GitHub Actions CI: Automated testing on Python 3.11, 3.12, and 3.13.
-
Dynamic versioning: Improved version handling with uv-dynamic-versioning.
-
-
Bug fixes:
- Fixed abstr
-
