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Neill Cox 2024-06-26 14:29:06 +10:00
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gurps_character/models.py Normal file
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from django.db import models
# Create your models here.
class GameSystem(models.Model):
name = models.CharField(max_length=255, unique=True)
description = models.TextField(null=True)
class GURPSCharacter(models.Model):
uuid = models.CharField(max_length=128, unique=True)
name = models.CharField(max_length=255, unique=True)
details = models.JSONField()
# owner => user
# campaign => campaign
def adv_points(self):
return sum([ a['calc']['points'] for a in self.details.get('advantages',[]) if a['calc']['points'] > 0 ])
def disadv_points(self):
return sum([ a['calc']['points'] for a in self.details.get('advantages', []) if a['calc']['points'] < -1 ])
def quirks_points(self):
return sum([ a['calc']['points'] for a in self.details.get('advantages',[]) if a['calc']['points'] == -1 ])
def attr_points(self):
return sum([ a['calc']['points'] for a in self.details['attributes'] ])
def skills_points(self):
return sum([ s['points'] for s in self.details.get('skills',[]) ])
def spells_points(self):
return 0
def race_points(self):
return 0
def unspent_points(self):
return self.details['total_points'] - self.adv_points() - \
self.disadv_points() - self.attr_points() - \
self.skills_points() - self.spells_points() - \
self.race_points() - self.quirks_points()
def get_primary_attr(self, attr_id):
return [ a['calc'] for a in self.details['attributes'] if a['attr_id'] == attr_id ][0]
def st(self):
return self.get_primary_attr('st')
def iq(self):
return self.get_primary_attr('iq')
def dx(self):
return self.get_primary_attr('dx')
def ht(self):
return self.get_primary_attr('ht')
def will(self):
return self.get_primary_attr('will')
def fright_check(self):
return self.get_primary_attr('fright_check')
def per(self):
return self.get_primary_attr('per')
def vision(self):
return self.get_primary_attr('vision')
def hearing(self):
return self.get_primary_attr('hearing')
def taste_smell(self):
return self.get_primary_attr('taste_smell')
def touch(self):
return self.get_primary_attr('touch')
def basic_move(self):
return self.get_primary_attr('basic_move')
def basic_speed(self):
return self.get_primary_attr('basic_speed')
def hp(self):
return self.get_primary_attr('hp')
def fp(self):
return self.get_primary_attr('fp')
def weight_carried(self):
items = [ i['calc']['extended_weight'] for i in self.details['equipment'] ]
total_weight = 0
for i in items:
total_weight += float(i.split()[0])
return total_weight
def enc_level(self):
if self.weight_carried() <= self.basic_lift():
return 0
elif self.weight_carried() <= self.basic_lift() * 2:
return 1
elif self.weight_carried() <= self.basic_lift() * 3:
return 2
elif self.weight_carried() <= self.basic_lift() * 6:
return 3
else:
return 4
def enc_levels(self):
enc_level = self.enc_level()
dodge = self.details["calc"]["dodge"][0]
basic_move = self.basic_move()["value"]
return [
{ "max_load": round(self.basic_lift()), "move": basic_move, "dodge": dodge, "current": "current" * (enc_level == 0) },
{ "max_load": round(self.basic_lift()) * 2, "move": basic_move -2, "dodge": dodge -1, "current": "current" * (enc_level == 1) },
{ "max_load": round(self.basic_lift()) * 3, "move": basic_move -3, "dodge": dodge -2, "current": "current" * (enc_level == 2) },
{ "max_load": round(self.basic_lift()) * 6, "move": basic_move -4, "dodge": dodge -3, "current": "current" * (enc_level == 3) },
{ "max_load": round(self.basic_lift()) * 10, "move": basic_move -5, "dodge": dodge -4, "current": "current" * (enc_level == 4) },
]
def basic_lift(self):
return float(self.details["calc"]["basic_lift"].split()[0])
def weight_unit(self):
return self.details['settings']['default_weight_units']
def lift_table(self):
return [
{"value": round(self.basic_lift()), "label":"Basic Lift"},
{"value": round(self.basic_lift()) * 2, "label": "One-Handed Lift" },
{"value": round(self.basic_lift()) * 8, "label":"Two-Handed Lift"},
{"value": round(self.basic_lift()) * 12, "label":"Shove &ampersand; Knock Over"},
{"value": round(self.basic_lift()) * 24, "label":"Running Shove & Knock Over"},
{"value": round(self.basic_lift()) * 15, "label":"Carry on Back"},
{"value": round(self.basic_lift()) * 50, "label":"Shift Slightly"},
]
def reaction_modifiers(self):
modifiers = []
for a in self.details.get('advantages',[]):
if "features" in a:
for f in a["features"]:
if f["type"] == "reaction_bonus":
modifiers.append(f)
return modifiers
def conditional_modifiers(self):
modifiers = []
for a in self.details.get('advantages', []):
if "features" in a:
for f in a["features"]:
if f["type"] == "conditional_modifier":
modifiers.append(f)
return modifiers
def weapons(self):
return [ w for w in self.details['equipment'] if "weapons" in w] + \
[ a for a in self.details.get("advantages",[]) if "weapons" in a ] + \
[ a for a in self.details.get("traits",[]) if "weapons" in a ] + \
[ s for s in self.details.get("spells", []) if "weapons" in s ]
def melee_weapons(self):
mw = []
for item in self.weapons():
for weapon in item["weapons"]:
if weapon["type"] == "melee_weapon":
if "description" in item:
name = item["description"]
else:
name = item["name"]
mw.append(
{
"name":name,
"usage": weapon["usage"],
"skill_level":weapon["calc"].get("level", 0),
"parry":weapon["calc"].get("parry", "No"),
"block":weapon["calc"].get("block", "No"),
"damage":weapon["calc"]["damage"],
"reach":weapon["calc"].get("reach", ""),
"strength":weapon.get("strength", " ")
}
)
return mw
def ranged_weapons(self):
def muscle_range(wpn_range):
if wpn_range.startswith("x"):
ranges = wpn_range.split("/")
new_ranges = []
for wpn_range in ranges:
wpn_range = float(wpn_range[1:])
wpn_range = wpn_range * self.st()["value"]
wpn_range = str(wpn_range)
wpn_range = wpn_range[:wpn_range.index(".")]
new_ranges.append(wpn_range)
return "/".join(new_ranges)
else:
return wpn_range
rw = []
for item in self.weapons():
for weapon in item["weapons"]:
if weapon["type"] == "ranged_weapon":
if "description" in item:
name = item["description"]
else:
name = item["name"]
rw.append(
{
"name":name,
"bulk": weapon.get("bulk", " "),
"usage": weapon.get("usage", " "),
"skill_level":weapon["calc"]["level"],
"damage":weapon["calc"]["damage"],
"strength":weapon.get("strength", " "),
"acc":weapon.get("accuracy", 0),
"range": muscle_range(weapon.get("range", " ")),
"rof": weapon.get("rate_of_fire", " "),
"shots": weapon.get("shots", " "),
"recoil": weapon.get("recoil", " ")
}
)
return rw
def traits(self):
traits = []
for advantage in self.details.get("advantages",[]):
cost = advantage["calc"]["points"]
name = advantage["name"]
if "categories" in advantage and "Language" in advantage["categories"]:
levels = [ m for m in advantage['modifiers'] if "disabled" not in m ]
notes = ""
for level in levels:
notes += f"{level['name']}"
if "notes" in level:
notes += f" ({level['notes']}); "
else:
notes += "; "
notes = notes[:-2]
elif "notes" in advantage:
notes = advantage["notes"]
elif "modifiers" in advantage:
notes = [ m for m in advantage['modifiers'] if m["cost"] == cost ][0]["name"]
else:
notes = ""
traits.append({"name":name, "notes":notes, "points":cost, "reference":advantage["reference"]})
return traits
def spells(self):
def get_casting_details(spell):
level = spell['calc']['level']
if level < 10:
descr = (
"Ritual: Need both hands and both feet "
"free, and must speak .Time: 2x."
)
elif level <15:
descr = (
"Ritual: Must speak a few quiet words "
"and make a gesture."
)
elif level < 20:
descr = (
"Ritual: Must speak a word or two or make "
"a small gesture. May move one yard per second "
"while concentrating. Cost: -1."
)
elif level < 25:
descr = "Ritual: None. Time: / 2 (round up). Cost: -2."
elif level < 30:
descr = (
"Ritual: None. Time: / 4 (round up). Cost: -3."
)
else:
delta = int((level - 25) / 5)
power = 2 + delta
divisor = 2**power
cost = 3 + delta
descr = (
f"Ritual: None. Time: / {power} round up. Cost: "
f"-{cost}"
)
return descr
spells = []
for spell in self.details.get('spells',[]):
notes = (
f"{get_casting_details(spell)}<br> Class: {spell['spell_class']}; "
f"Cost: {spell['casting_cost']}; Maintain: {spell['maintenance_cost']}; Time: {spell['casting_time']}; Duration: {spell['duration']}; "
)
spells.append(
{
'name': spell["name"],
"college":", ".join(spell["college"]),
"level": spell["calc"]["level"],
"rsl":spell["calc"]["rsl"],
"points":spell["points"],
"reference":spell["reference"],
"notes":notes
}
)
return spells
def skills(self):
skills = []
for skill in self.details.get('skills',[]):
skills.append({'name': skill["name"], "level": skill["calc"]["level"], "rsl":skill["calc"]["rsl"], "points":skill["points"], "reference":skill["reference"] })
return skills
def equipment(self):
def get_children(parent, level=1):
children = []
for item in parent["children"]:
equipment = {
"name": item["description"],
"uses":"",
"tech_level":item["tech_level"],
"lc":"",
"value":item["value"],
"weight":item["weight"],
"quantity":item.get("quantity",1),
"ref":item["reference"],
"ext_weight": item["calc"]["extended_weight"],
"ext_value": item["calc"]["extended_value"],
"notes": item.get("notes",""),
"equipped": item["equipped"],
"level": level
}
children.append(equipment)
if "children" in item:
children += get_children(item, level +1)
return children
equipment = self.details['equipment']
equipment_list = []
for item in equipment:
equipment_list.append(
{
"name": item["description"],
"uses":"",
"tech_level":item["tech_level"],
"lc":"",
"level": 0,
"value":item["value"],
"weight":item["weight"],
"quantity":item.get("quantity",1),
"ref":item.get("reference",""),
"ext_weight": item["calc"]["extended_weight"],
"ext_value": item["calc"]["extended_value"],
"notes": item.get("notes",""),
"equipped": item["equipped"]
}
)
if 'children' in item:
equipment_list += get_children(item)
return equipment_list
def hit_locations(self):
try:
# v2
return self.details["settings"]["hit_locations"]["locations"]
except KeyError:
# v4
return self.details["settings"]["body_type"]["locations"]