593 lines
18 KiB
Python
593 lines
18 KiB
Python
from django.db import models
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from django.contrib.auth.models import User
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# Create your models here.
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class GameSystem(models.Model):
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name = models.CharField(max_length=255, unique=True)
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description = models.TextField(null=True)
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def __str__(self):
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return self.name
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class GM(models.Model):
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gm = models.ForeignKey(User, on_delete=models.CASCADE, null=True)
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campaign = models.ForeignKey(
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"Campaign",
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null=True,
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blank=True,
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on_delete=models.CASCADE,
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related_name="campaign",
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)
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def __str__(self):
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return self.campaign.name + " - " + self.gm.get_full_name()
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class Player(models.Model):
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user = models.OneToOneField(User, on_delete=models.CASCADE)
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status = models.CharField(
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choices={"I": "Invited", "A": "Accepted", "D": "Declined", "R": "Requested"}
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)
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def __str__(self):
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return self.user.get_full_name() + " - " + self.get_status_display()
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class Campaign(models.Model):
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name = models.CharField(max_length=255, unique=True)
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description = models.TextField(null=True)
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game_system = models.ForeignKey(
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GameSystem, on_delete=models.CASCADE
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)
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gm = models.ManyToManyField("GM", related_name="GM", blank=True)
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# player = models.ManyToManyField('Player')
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def __str__(self):
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return self.name
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class CampaignPlayer(models.Model):
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campaign = models.ForeignKey(Campaign, on_delete=models.CASCADE)
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player = models.ForeignKey(
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Player, on_delete=models.CASCADE
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) # TODO: Check this behaviour
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status = models.CharField(
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choices={"I": "Invited", "A": "Accepted", "D": "Declined"}
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) # This should be one of invited, accepted, rejected?
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def __str__(self):
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return self.campaign.name + " - " + self.player.user.get_full_name() + " - " + self.get_status_display()
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class CampaignNotes(models.Model):
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campaign = models.ForeignKey(Campaign, on_delete=models.CASCADE)
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timestamp = models.DateTimeField(auto_now_add=True)
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notes = models.TextField(null=True)
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class GURPSCharacter(models.Model):
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uuid = models.CharField(max_length=128, unique=True)
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name = models.CharField(max_length=255, unique=True)
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player = models.ForeignKey(
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Player, null=True, on_delete=models.CASCADE
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)
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campaign = models.ForeignKey(
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Campaign, null=True, on_delete=models.CASCADE
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)
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details = models.JSONField()
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def __str__(self):
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return (
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str(self.name)
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+ " Player "
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+ str(self.player)
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+ " Campaign "
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+ str(self.campaign)
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)
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def adv_points(self):
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return sum(
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[
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a["calc"]["points"]
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for a in self.details.get("advantages", [])
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if a["calc"]["points"] > 0
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]
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)
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def disadv_points(self):
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return sum(
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[
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a["calc"]["points"]
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for a in self.details.get("advantages", [])
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if a["calc"]["points"] < -1
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]
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)
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def quirks_points(self):
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return sum(
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[
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a["calc"]["points"]
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for a in self.details.get("advantages", [])
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if a["calc"]["points"] == -1
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]
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)
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def attr_points(self):
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return sum(
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[a["calc"]["points"] for a in self.details["attributes"]]
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)
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def skills_points(self):
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return sum(
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[s["points"] for s in self.details.get("skills", [])]
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)
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def spells_points(self):
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return sum(
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[s["points"] for s in self.details.get("spells", [])]
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)
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def race_points(self):
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# Are we sure?
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return sum([s["points"] for s in self.details.get("race", [])])
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def unspent_points(self):
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return (
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self.details["total_points"]
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- self.adv_points()
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- self.disadv_points()
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- self.attr_points()
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- self.skills_points()
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- self.spells_points()
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- self.race_points()
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- self.quirks_points()
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)
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def get_primary_attr(self, attr_id):
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return [
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a["calc"]
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for a in self.details["attributes"]
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if a["attr_id"] == attr_id
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][0]
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def st(self):
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return self.get_primary_attr("st")
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def iq(self):
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return self.get_primary_attr("iq")
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def dx(self):
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return self.get_primary_attr("dx")
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def ht(self):
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return self.get_primary_attr("ht")
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def will(self):
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return self.get_primary_attr("will")
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def fright_check(self):
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return self.get_primary_attr("fright_check")
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def per(self):
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return self.get_primary_attr("per")
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def vision(self):
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return self.get_primary_attr("vision")
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def hearing(self):
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return self.get_primary_attr("hearing")
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def taste_smell(self):
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return self.get_primary_attr("taste_smell")
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def touch(self):
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return self.get_primary_attr("touch")
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def basic_move(self):
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return self.get_primary_attr("basic_move")
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def basic_speed(self):
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return self.get_primary_attr("basic_speed")
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def hp(self):
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return self.get_primary_attr("hp")
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def fp(self):
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return self.get_primary_attr("fp")
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def weight_carried(self):
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items = [
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i["calc"]["extended_weight"]
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for i in self.details["equipment"]
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]
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total_weight = 0
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for i in items:
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total_weight += float(i.split()[0])
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return total_weight
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def enc_level(self):
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if self.weight_carried() <= self.basic_lift():
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return 0
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elif self.weight_carried() <= self.basic_lift() * 2:
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return 1
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elif self.weight_carried() <= self.basic_lift() * 3:
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return 2
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elif self.weight_carried() <= self.basic_lift() * 6:
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return 3
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else:
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return 4
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def enc_levels(self):
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enc_level = self.enc_level()
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dodge = self.details["calc"]["dodge"][0]
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basic_move = self.basic_move()["value"]
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return [
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{
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"max_load": round(self.basic_lift()),
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"move": basic_move,
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"dodge": dodge,
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"current": "current" * (enc_level == 0),
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},
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{
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"max_load": round(self.basic_lift()) * 2,
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"move": basic_move - 2,
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"dodge": dodge - 1,
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"current": "current" * (enc_level == 1),
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},
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{
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"max_load": round(self.basic_lift()) * 3,
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"move": basic_move - 3,
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"dodge": dodge - 2,
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"current": "current" * (enc_level == 2),
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},
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{
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"max_load": round(self.basic_lift()) * 6,
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"move": basic_move - 4,
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"dodge": dodge - 3,
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"current": "current" * (enc_level == 3),
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},
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{
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"max_load": round(self.basic_lift()) * 10,
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"move": basic_move - 5,
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"dodge": dodge - 4,
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"current": "current" * (enc_level == 4),
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},
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]
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def basic_lift(self):
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return float(self.details["calc"]["basic_lift"].split()[0])
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def weight_unit(self):
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return self.details["settings"]["default_weight_units"]
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def lift_table(self):
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return [
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{"value": round(self.basic_lift()), "label": "Basic Lift"},
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{
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"value": round(self.basic_lift()) * 2,
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"label": "One-Handed Lift",
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},
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{
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"value": round(self.basic_lift()) * 8,
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"label": "Two-Handed Lift",
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},
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{
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"value": round(self.basic_lift()) * 12,
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"label": "Shove &ersand; Knock Over",
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},
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{
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"value": round(self.basic_lift()) * 24,
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"label": "Running Shove & Knock Over",
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},
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{
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"value": round(self.basic_lift()) * 15,
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"label": "Carry on Back",
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},
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{
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"value": round(self.basic_lift()) * 50,
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"label": "Shift Slightly",
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},
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]
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def reaction_modifiers(self):
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modifiers = []
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for a in self.details.get("advantages", []):
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if "features" in a:
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for f in a["features"]:
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if f["type"] == "reaction_bonus":
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modifiers.append(f)
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return modifiers
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def conditional_modifiers(self):
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modifiers = []
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for a in self.details.get("advantages", []):
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if "features" in a:
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for f in a["features"]:
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if f["type"] == "conditional_modifier":
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modifiers.append(f)
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return modifiers
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def weapons(self):
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return (
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[w for w in self.details["equipment"] if "weapons" in w]
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+ [
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a
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for a in self.details.get("advantages", [])
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if "weapons" in a
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]
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+ [
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a
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for a in self.details.get("traits", [])
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if "weapons" in a
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]
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+ [
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s
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for s in self.details.get("spells", [])
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if "weapons" in s
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]
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)
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def melee_weapons(self):
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mw = []
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for item in self.weapons():
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for weapon in item["weapons"]:
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if weapon["type"] == "melee_weapon":
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if "description" in item:
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name = item["description"]
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else:
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name = item["name"]
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mw.append(
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{
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"name": name,
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"usage": weapon["usage"],
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"skill_level": weapon["calc"].get(
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"level", 0
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),
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"parry": weapon["calc"].get("parry", "No"),
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"block": weapon["calc"].get("block", "No"),
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"damage": weapon["calc"]["damage"],
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"reach": weapon["calc"].get("reach", ""),
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"strength": weapon.get("strength", " "),
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}
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)
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return mw
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def ranged_weapons(self):
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def muscle_range(wpn_range):
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if wpn_range.startswith("x"):
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ranges = wpn_range.split("/")
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new_ranges = []
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for wpn_range in ranges:
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wpn_range = float(wpn_range[1:])
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wpn_range = wpn_range * self.st()["value"]
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wpn_range = str(wpn_range)
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wpn_range = wpn_range[: wpn_range.index(".")]
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new_ranges.append(wpn_range)
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return "/".join(new_ranges)
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else:
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return wpn_range
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rw = []
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for item in self.weapons():
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for weapon in item["weapons"]:
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if weapon["type"] == "ranged_weapon":
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if "description" in item:
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name = item["description"]
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else:
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name = item["name"]
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rw.append(
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{
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"name": name,
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"bulk": weapon.get("bulk", " "),
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"usage": weapon.get("usage", " "),
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"skill_level": weapon["calc"]["level"],
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"damage": weapon["calc"]["damage"],
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"strength": weapon.get("strength", " "),
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"acc": weapon.get("accuracy", 0),
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"range": muscle_range(
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weapon.get("range", " ")
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),
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"rof": weapon.get("rate_of_fire", " "),
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"shots": weapon.get("shots", " "),
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"recoil": weapon.get("recoil", " "),
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}
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)
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return rw
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def traits(self):
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traits = []
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for advantage in self.details.get("advantages", []):
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cost = advantage["calc"]["points"]
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name = advantage["name"]
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if (
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"categories" in advantage
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and "Language" in advantage["categories"]
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):
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levels = [
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m
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for m in advantage["modifiers"]
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if "disabled" not in m
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]
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notes = ""
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for level in levels:
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notes += f"{level['name']}"
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if "notes" in level:
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notes += f" ({level['notes']}); "
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else:
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notes += "; "
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notes = notes[:-2]
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elif "notes" in advantage:
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notes = advantage["notes"]
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elif "modifiers" in advantage:
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notes = [
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m
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for m in advantage["modifiers"]
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if m["cost"] == cost
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][0]["name"]
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else:
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notes = ""
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traits.append(
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{
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"name": name,
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"notes": notes,
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"points": cost,
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"reference": advantage["reference"],
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}
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)
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return traits
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def spells(self):
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def get_casting_details(spell_details):
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level = spell_details["calc"]["level"]
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if level < 10:
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descr = (
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"Ritual: Need both hands and both feet "
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"free, and must speak .Time: 2x."
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)
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elif level < 15:
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descr = (
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"Ritual: Must speak a few quiet words "
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"and make a gesture."
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)
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elif level < 20:
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descr = (
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"Ritual: Must speak a word or two or make "
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"a small gesture. May move one yard per second "
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"while concentrating. Cost: -1."
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)
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elif level < 25:
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descr = "Ritual: None. Time: / 2 (round up). Cost: -2."
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elif level < 30:
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descr = "Ritual: None. Time: / 4 (round up). Cost: -3."
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else:
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delta = int((level - 25) / 5)
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power = 2 + delta
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# divisor = 2**power
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cost = 3 + delta
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descr = (
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f"Ritual: None. Time: / {
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power} round up. Cost: "
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f"-{cost}"
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)
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return descr
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spells = []
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for spell in self.details.get("spells", []):
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notes = (
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f"{get_casting_details(spell)}<br> Class: {
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spell['spell_class']}; "
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f"Cost: {spell['casting_cost']}; Maintain: {
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spell['maintenance_cost']};"
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f" Time: {spell['casting_time']}; Duration: {
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spell['duration']}; "
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)
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spells.append(
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{
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"name": spell["name"],
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"college": ", ".join(spell["college"]),
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"level": spell["calc"]["level"],
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"rsl": spell["calc"]["rsl"],
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"points": spell["points"],
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"reference": spell["reference"],
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"notes": notes,
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}
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)
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return spells
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def skills(self):
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skills = []
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for skill in self.details.get("skills", []):
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skills.append(
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{
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"name": skill["name"],
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"level": skill["calc"]["level"],
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"rsl": skill["calc"]["rsl"],
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"points": skill["points"],
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"reference": skill["reference"],
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}
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)
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return skills
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def equipment(self):
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def get_children(parent, level=1):
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children = []
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for item_details in parent["children"]:
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equipment_details = {
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"name": item_details["description"],
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"uses": "",
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"tech_level": item_details["tech_level"],
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"lc": "",
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"value": item_details["value"],
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"weight": item_details["weight"],
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"quantity": item_details.get("quantity", 1),
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"ref": item_details["reference"],
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"ext_weight": item_details["calc"][
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"extended_weight"
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],
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"ext_value": item_details["calc"]["extended_value"],
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"notes": item_details.get("notes", ""),
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"equipped": item_details["equipped"],
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"level": level,
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}
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children.append(equipment_details)
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if "children" in item_details:
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children += get_children(item_details, level + 1)
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return children
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equipment = self.details["equipment"]
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equipment_list = []
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for item in equipment:
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equipment_list.append(
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{
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"name": item["description"],
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"uses": "",
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"tech_level": item["tech_level"],
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"lc": "",
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"level": 0,
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"value": item["value"],
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"weight": item["weight"],
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"quantity": item.get("quantity", 1),
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"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"]
|