gcs-django/gurps_character/models.py
2025-03-09 17:58:06 +11:00

593 lines
18 KiB
Python

from django.db import models
from django.contrib.auth.models import User
# Create your models here.
class GameSystem(models.Model):
name = models.CharField(max_length=255, unique=True)
description = models.TextField(null=True)
def __str__(self):
return self.name
class GM(models.Model):
gm = models.ForeignKey(User, on_delete=models.CASCADE, null=True)
campaign = models.ForeignKey(
"Campaign",
null=True,
blank=True,
on_delete=models.CASCADE,
related_name="campaign",
)
def __str__(self):
return self.campaign.name + " - " + self.gm.get_full_name()
class Player(models.Model):
user = models.OneToOneField(User, on_delete=models.CASCADE)
status = models.CharField(
choices={"I": "Invited", "A": "Accepted", "D": "Declined", "R": "Requested"}
)
def __str__(self):
return self.user.get_full_name() + " - " + self.get_status_display()
class Campaign(models.Model):
name = models.CharField(max_length=255, unique=True)
description = models.TextField(null=True)
game_system = models.ForeignKey(
GameSystem, on_delete=models.CASCADE
)
gm = models.ManyToManyField("GM", related_name="GM", blank=True)
# player = models.ManyToManyField('Player')
def __str__(self):
return self.name
class CampaignPlayer(models.Model):
campaign = models.ForeignKey(Campaign, on_delete=models.CASCADE)
player = models.ForeignKey(
Player, on_delete=models.CASCADE
) # TODO: Check this behaviour
status = models.CharField(
choices={"I": "Invited", "A": "Accepted", "D": "Declined"}
) # This should be one of invited, accepted, rejected?
def __str__(self):
return self.campaign.name + " - " + self.player.user.get_full_name() + " - " + self.get_status_display()
class CampaignNotes(models.Model):
campaign = models.ForeignKey(Campaign, on_delete=models.CASCADE)
timestamp = models.DateTimeField(auto_now_add=True)
notes = models.TextField(null=True)
class GURPSCharacter(models.Model):
uuid = models.CharField(max_length=128, unique=True)
name = models.CharField(max_length=255, unique=True)
player = models.ForeignKey(
Player, null=True, on_delete=models.CASCADE
)
campaign = models.ForeignKey(
Campaign, null=True, on_delete=models.CASCADE
)
details = models.JSONField()
def __str__(self):
return (
str(self.name)
+ " Player "
+ str(self.player)
+ " Campaign "
+ str(self.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 sum(
[s["points"] for s in self.details.get("spells", [])]
)
def race_points(self):
# Are we sure?
return sum([s["points"] for s in self.details.get("race", [])])
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_details):
level = spell_details["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']};"
f" 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_details in parent["children"]:
equipment_details = {
"name": item_details["description"],
"uses": "",
"tech_level": item_details["tech_level"],
"lc": "",
"value": item_details["value"],
"weight": item_details["weight"],
"quantity": item_details.get("quantity", 1),
"ref": item_details["reference"],
"ext_weight": item_details["calc"][
"extended_weight"
],
"ext_value": item_details["calc"]["extended_value"],
"notes": item_details.get("notes", ""),
"equipped": item_details["equipped"],
"level": level,
}
children.append(equipment_details)
if "children" in item_details:
children += get_children(item_details, 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"]